Tailor Archive

Thread: More Info: Prioritizing Tailor Issues

Alichai
Wed Jul 23, 2003 10:39 am
#14

SueDenim, Your second issue bugs the heck out of me too! I HAD a small naboo house (which went *poof* but anyways) and then I got a small generic instead because I thought it might have better lighting for my clothing displays. Nopers. The naboo lighting is too dark and yellowish. But the generic lighting seems to make everything very grey anddesaturatedfor some reason. Small thing, but annoying none-the-less. I always make people run outside and look at their outfit before they make final judgement =D


The differences in the final color of say a Black rugged jacket and Black thin striped pants..--- Hmmm, well I am pretty sure this is due to differences in the darkness of the underlying texture. All the game does is hue a color over the texture of the clothing (this could include buttons, or wrinkles or pockets) - so if you start out with a dark texture, your final color will be darker when they are added together. I dont think this is something they could ever fix without making drastic changes to all their artwork. So you'll prolly have to live with that one


__Alichai__

Stuffrules
Wed Jul 23, 2003 10:48 am
#15

I think packs should have some benefit for the higher they go, whether travel packs start at 25 and they work up to 50 for a spec-ops or whatever, but people often complain because a spec-ops pack costs more, and does nothing other than look different.


Why do some objects not get any more colors? From tailoring 1-4 and then master, I cannot make a single new colored duster, or cloak, or wookie smock, etc. Most "accessory" items (helmets, belts, gloves, boots, etc) have one color that can change and one that can't. This seems odd... Why can't i make a red swoop helmet or a blue duster?


Bio-engineers have broken factory schematics, so we can't put their stuff into anything that requires us to have factory-identical pieces.






Phelan Kell
Ex-Master Tailor, Ex-Master Dancer - Cantinas have been ruined.
fear the orange clothes
"I dont like drayzen much, but I dislike primo and his combat medic sidekick more..."~Chaice
"Without your combat medic running around behind you liek a little nurse maid" - Dahem
Alichai
Wed Jul 23, 2003 10:50 am
#16

[quote]I beileve the intent was to make high end tailoring items inherently more powerful than lower end. A gunman's duster or Jumpsuit would have more BE potential then just a smock.

I don't think every item should be BE'able for this reason. [/quote]


This wasnt exactly what I meant =D I am more interested in if there is any reason to continue to restrict certain BE items to only synth cloth, or only reinforced panels. All that means is that half the items in the tailor prof. can never be made with half of the BE skillmods.


Wookiee clothes were a good example.. They can never have reduced bleeding becuase THAT bio-eng component only goes into reinforced, and all wookiee clothes are made with synthetic cloth.


Do i Have that right?


TH -a dancer's dress is like her armor... It needs to decay during normal use.

Calamari
Wed Jul 23, 2003 10:58 am
#17






Alichai wrote:

OOh thatsan important point=D Thank you.


Along the same lines.. can anyone think of a reason why the BE components should be restiricted to either synth cloth or reinforced fiber panels? Does that add anything to the game, or simply cut down on the creative combinations we can make?







I can't think of a good reason why certain BE components can only be on cloth, while others can only be used with panels. If they were able to produce factory crates, this may be intentional to make different combinations. For example, a pair of pants that requires 2 factory panels, and 1 factory cloth would require at least 2 different types of BE components.


The downside of course to BE factory components, is that our biggest competitors, the armorsmiths, would then be able to use them in their armor.




Gowic Koohifa  Tempest
Master Rifleman  Master Ranger- Alliance Ace Pilot

Gowic Koohif (Bloodfin) [RETIRED]
Master Tailor  Master Chef  Master Merchant

SueDenim
Wed Jul 23, 2003 11:11 am
#18

I think I know what you mean about the textures, but there are a few cases (that Simple Vest really jumped out, as did, I believe, the Pullover - just got these schematics last night) that seem to have either a color misalignment of some sort or some really unusual textures.

On BE components - yeah, I can't think of any good reason why they couldn't or shouldn't all be classified as "ingredient for either Synth Cloth *or* RFP.")

Another thing there (and maybe someone with better knowledge of the BE skill tree could confirm or deny) is that the two trees seem to be weirdly misaligned. I think the BE components that go into RFP actually come *before* the ones that go into Synth Cloth!

Before I got Field Wear II, I met up with a BE, and we both wanted to experiment with Bio-enhanced clothes to see what was possible. It was kind of frustrating, because the best stuff he could make, I couldn't use, and the good stuff a BE could make for Synth Cloth, he didn't have yet. The only thing we were able to test with was the (apparently useless) Charigra, with its bonus to "Business Acumen."



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
Alichai
Wed Jul 23, 2003 11:32 am
#19

WHOOPS- I forgot a very big one...


People who have master tailor (and) some armorsmith skills are aparently unable to craft tailor wearables until they drop their armorsmith skills.


Is this correct?

Durek
Wed Jul 23, 2003 11:52 am
#20

I totally agree Alichai. I think clothing decay should have top priority. With weapons which do decay, as the character progresses up the ladder, they need to buy new weapons anyway. They are more powerful and their weapons need to reflect this also. So your rifle is down to 650/1000 but it doesn't matter because it is time to jump a couple steps and get some thing much better because you have the certificate for it.


But with clothing, once you have something you like, why get something new unless you are a fashion statement. Most guys will be totally satisfied with what they have and probably have their character wear that indefinately. They are more into other things. Maybe a nice house, later a speeder, better weapons and probably much later, their own spacecraft. Why buy clothing? It is not needed. This stuff works fine. Well, that is why we need clothing decay.


I have noticed that at one time, I was in a pretty good position as a tailor but now more are opening up shop in my area. I am not afraid of competition and do well in this circumstance. But the way things are now, it seems as though tailors are almost cutting each others throats to make a sale. With clothing decay in existance, this will not be as bad because clothing will be needed. Now after most players make an initial purchase, they really don't need to buy anything else anymore.


Colors are pretty bad as they stand now. Blacks for one don't match up as for other colors too. I don't know if it is the lighting or what. Make a black jacket and it looks a funny shade of green at times and at others it looks a shade of dark gold. Really weard. Some black pants and shirts are true black. It seems to be mainly a problem with jackets.

Calamari
Wed Jul 23, 2003 1:40 pm
#21

I think the difference in color palettes is intentional and makes sense if you think about the types of materials used for that particular article of clothing. For example, with dusters, you expect a rough cloth (not a tailor in RL, give me a break)of some sort that would look funny dyed a bright red color. On the other hand, a shiny formfitting undershirt in bright red makes perfect sense. With the wookiee battle padding, you get the colors you would expect to see on rough hide leather, such as greens/browns/greys and black/white. The same with other leather items such as boots. That being said, you should still gain some colorization options in all palettes as you progress upward in the Tailoring tree.


As for the additional colors as you progress, I am not skilled in the Tailoring tree high enough to comments on the additional color availability.




Gowic Koohifa  Tempest
Master Rifleman  Master Ranger- Alliance Ace Pilot

Gowic Koohif (Bloodfin) [RETIRED]
Master Tailor  Master Chef  Master Merchant

HunterWilde
Wed Jul 23, 2003 1:53 pm
#22

I think these have already been mention, but I will repeat them anyway.

1.) Travel, military, tech, bounty hunter, and spec ops packs. I think there should be some incentive for these other than just "looks" since you have to be higher up and have more resources to make the upper packs. I think the better packs should be able to hold more items than the lower ones.

2.) Colors for different items. As has been mentioned some items can't have all of the colors we are capable of (like dusters). Now I saw someone try to justify why we can't make dusters in nice colors, but frankly I don't care. What I do care about is that I really want to be able to make a duster in bright red (once we have a nce bright red) and kind of copy the Trigun look. Need better colors for items like dusters!
KazeyW
Wed Jul 23, 2003 1:59 pm
#23

It looks good to me but I would put the broken items (necklaces and wookie clothes) above the categories for clothing. Categories are a convenience, but the broken items are a real hinderance to sales. I seem to have a lot of wookie clients, and they are getting very sick of black and green, which seem to be the only colors that work consistently. It's getting to the point where those who would jump at every new schematic aren't bothering since their choices are still limited, and they're tired of looking like every other wookie. The necklaces are similar issue - many of my beta clients followed me to Chilastra, mostly entertainers. They want me to recreate the pieces they had in beta, but it's impossible to do when you can't see what the colors are doing to the item when you create it.
goddessathena
Wed Jul 23, 2003 2:12 pm
#24

I like the list very much. I think that one thing that goes along with clothing types for the bazaar is a way to stop clothing from ending up in the misc section of the bazaar. I often see clothing (sometimes my own sales) under misc instead of under clothing where it should be.





P'las's Clothing Store at 260, 3707 Naboo, NW of Keren
Alichai
Wed Jul 23, 2003 2:13 pm
#25

The main reason that I listed the clothing categories so high is that it is nearly impossible to sell ANY clothing on the city bazaars at this point in time. In my galaxy, on Naboo, the one giant clothing category will have upwards of 600 items on it in every city. Any new tailor probably takes one look at that and passes out =D


I have a store running.. I also contract out to some other player shops, but I would still like to put a few things in town in a category with less than 5 pages of items already in it. I figured dividing up the bazaar, they would already be halfway to making categories in the clothing tool. So they may as well do it all at one time.


Believe me, I think the missing pictures of necklaces and the broken wookiee schematics are irritating as heck (necklaces WERE my biggest money maker!) - but I still feel that something like fixing the bazaar categories so that people without shops can still make a living - may be more important for the time being.


I think I will move the master tailor+armorsmith bug into the top 5 though. Any objections?

Alichai
Wed Jul 23, 2003 2:24 pm
#26

This is the list with the updates that have been suggested here...


1) Add Clothing Decay (requires Durability to show up on examine)


2) Stop High-end Tailor Lewt Drops


3) Missing 55 colors (and where they should be added back in)


4) Master Tailor + Armorsmith bug


5) Add Clothing categories in Bazaar, Vendors, and in Clothing craftingtool


*** All seem less important from here down ***


6) Noreason toExperiment (related to 1, but not completely)


7) Crate bugs (cant see quantity/quality inside, take 5 inventory, show up while crafting but cant be used)


8) Invisible necklaces


9) Broken wookiee colors


10) Belts and bandoliers not scaling to small characters


11) No Clothing over armor, even robes or other large items


12)Very few BE components/why restricted?/No factory BE components


13) No indication of usability for different races


14) Many would like some hover text (even a #) for each color


15) General *weirdness* inschematics.. i.e. "Emerald Pendant" uses metal pallete for thegem.

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