Tailor Archive
Thread: Open Discussion: New top 5
NJ62 wrote:
The last top 5
I stressed that items at 0/0 are not only still equippable, but they retain bonuses from BE panels and skill tapes.
You should add a second thing to this. If clothing decays to 1/1 condition because of a failed repair, it will *never* reach 0/0 condition. It will stay at 1/1. So even if they fix it so that clothing doesn't work at 0 condition, people will try to destroy their clothes with repairs so they don't decay anymore.
Message Edited by Kwee on 03-24-2004 06:44 PM
Ackdel wrote:
In my opinion, getting tailors some Clothing Repair skill bonuses should be a top 5 issue. It doesn't make much sense that someone who can make the clothes from scratch is as good at repairing them as your average bounty hunter.
We do get a bonus. I can never remember where the thread is, but it is in the FAQ links.
![]()
1. Necklace Bug
2. Necklace Bug
3. Necklace BUG
4. NECKLACE BUG
5. If there is time after the necklace bug, please either switch the combat bio-enhancers to be a component of synth cloth or have more of the casual/combat type clothing take RFP. Thank you! ![]()
-Adira Flyingcloud
Versabe Designs by Adira ~Naboo Combat Mall~ West of Theed, Naboo
Maybe the devs just stopped pretending that XP is about anything other than grinding, but I think at least in the "social" professions it should be *vaguely* possible to advance to Master in a reasonable amount of time without grinding.
There have been several "how long did it take you" threads here, and I find the results interesting. One, a whole lot of people here did it with little to no grinding, and two, it takes *forever* for people to do it this way! The setup is just plain insanity, as the higher level the item made, the *less* XP you get for making it. Just makes no sense whatsoever. I remember in Beta, the stated principle behind XP was "about 3 months for the average player to master a profession." For us, it seems to be way higher than that.
They may have simply thrown in the towel and surrendered the combat and "combat support" parts of the game to the powergamers (and they really *have* abandoned a lot of what seemed to be guiding core principles of the game in Beta.) But I think the long-term health of the game, especially if they want to do more than pretend "casual gamers" have a role, encourages the more "social" professions to be accessible and fun and have a sane rate of advancement.
SueDenim wrote:
I think the general issue of tailoring experience and the insanely slow rate of advancement for the non-grinding Novice Tailor really needs to be a top 5 issue.
Maybe the devs just stopped pretending that XP is about anything other than grinding, but I think at least in the "social" professions it should be *vaguely* possible to advance to Master in a reasonable amount of time without grinding.
There have been several "how long did it take you" threads here, and I find the results interesting. One, a whole lot of people here did it with little to no grinding, and two, it takes *forever* for people to do it this way! The setup is just plain insanity, as the higher level the item made, the *less* XP you get for making it. Just makes no sense whatsoever. I remember in Beta, the stated principle behind XP was "about 3 months for the average player to master a profession." For us, it seems to be way higher than that.
They may have simply thrown in the towel and surrendered the combat and "combat support" parts of the game to the powergamers (and they really *have* abandoned a lot of what seemed to be guiding core principles of the game in Beta.) But I think the long-term health of the game, especially if they want to do more than pretend "casual gamers" have a role, encourages the more "social" professions to be accessible and fun and have a sane rate of advancement.
That is a really good point. Not only is the advancement slow but there is pressure to grind because all the popular colors are in the master box! Starting a new brainstorming thread on this issue...
female bra type items need to have the effect of a bra...not saggy like it looks now...i turned my shadows all the way up as well as my detail levels and still looked the same...it is barely noticable in the character select screen for defined breasts...
with that said i await your flame...and i would also like to see full color pallates and more schematics...would like to see a few dozen more schematics that are not limited use...and i would love to see them before the space expansion so that in the space expansion we could get a bunch more...wishful thinking of course...but hey i guy has to dream right...thanks for the opportunity to contribute by the way i think that if we actually see some of our changes made we might finally stop thinking about how our 15 a month goes to waste
Along these lines, something I've noticed is that Trandoshan males seem to create way more clipping problems than the average customer. Seems like every time I do an outfit for a Trandoshan, there's always *some* weird graphical glitch. Might be that they have unusually large/broad chests and shoulders (which I imagine are the biggest in game except perhaps for Wookiees, who have their own problems), and/or that Trandoshan players have a tendency to set all those "body size" sliders to the max?