Tailor Archive
Thread: The Clothing Decay Issue From a Non-Tailor
Clothing doesn't need to decay quickly (and not at all in storage) but it does need to decay or the bottom will soon drop out of the tailoring market. Dancers and musicians expend energy - and they are a huge part of a tailors marketbase, theirs need to decay somehow as well, perhaps more slowly than during combat. A use/damage dual track probably makes the most sense if it can be done.
Personally - I'd like to see all new clothing kept at 1000/1000 - it IS new, and durability switched to something like decay resistance. I'm not exactly sure how that's supposed to work - since it isn't, but durability should be durability - not initial starting stats.
I suspect suspending decay is why tailors get NO uxp from their items being worn. This - coupled with factory gutting of xp (when they worked of course) and no uxp from using our own components just wacked all nonmasters over the head but good. This is irritating me no end now, but I've been down this path before - xp only matters while you still need it - this too shall pass.
No time-based decay. This was a no-starter during beta for the very good and simple reason that none of us crafters wanted to have to replace our tools and structures as often as our customers had to replace their gear, and it was irksome to no end to think that taking a few weeks off might end up with coming back to a naked character with no equipment, no home, nothing. Time-based decay is like having your account hacked by the game itself.
If clothing becomes a disposable commodity that has to be replaced weekly or even more frequently than that, anticipate Star Wars: Skivvies for a big chunk of the player base. A distinctive look is an important aspect of avatar identification, but it's yet to be proven that players will be willing to pay to maintain that appearence. All of the RPGs I've played have had 'immortal' clothing, with the only turnover occuring from looting or corpse decay (neither of which are active in this galaxy).
As a tailor, I'd like to see use-based decay (for combatants, entertainers, medics and crafters alike), but I don't think they should have to replace an outfit more than once a month or so on average. That gives some churn to our market, but isn't so frequent that it triggers a galaxy-wide panty party.
If you know your clothing is going to decay at a not-insignificant rate, you'll (I'm hoping) be more likely to buy an outfit that costs 1000cr instead an outfit that costs 10,000cr. That way, higher end clothing might actually become a status symbol, and you won't see everyone wearing (and wanting) the same Tier 4 and Master level clothes.
I think cloth should always decay.
- decay a little when putting it on (1 point or so)
- decay slow over time (1 point per hour (thats 720 points per month)
- decay more if hit by fire (maybe 5 points)
Too quick. Also when wearing armor, the only clothing item not equipping is the shirt. But the idea is good, however here are my values:
- Equip/Unequip: 0.25 points
- Time based, worn:1.4 pt per hour realtime (clothes survive 1 whole month when worn)
- Time based, stored:0.4 pt per hour realtime when stored (allows clothes to be stored over 3 months without repair)
- Combat decay: 1.5 pts per hit
I think 1 and 3 months respectively are well enough time to get money to replace ietms.
Ok, nice to have some discussion on the matter. Addressing the clothes-in-combat issue, it would be more realistic for clothes to decay more there.However, if it is anything like a the armor system combat characters would have to replace their clothes too quickly, as someone mentioned armor has muchhigher durability ratingsthan clothing. Also the decay only in combat is a non-starter, you'd be locking yourself into a much smaller market. Your best customers are Entertainers andmost playerswith a roleplaying bent. So to recap, there has to be some decay when an item is worn.
To all that want some form of decay when clothing is unworn, please give me reasons why you think that. What benifit is to the game over a decay-when-worn-only systyem? Right now there arevalid reasons why it should be decay-when-worn-only. For instance it follows the decay with use pattern of other items such as weapons and armor. It also allows the player some control over how their clothes decay, and any system will be far more palatable if your customers have some control (or even the illusion of control) over clothing decay. You won't loose any customers, the people that want to wear clothes will need to continuebuying them from someone. This would also help tailors, if stored clothing decayed so would the value of your stock. Unless you want to continually lower your prices on your vendors (because most players WILL NOT pay the same for a 500/1000 item as they will a 1000/1000), I would reconsider this.
One my third point, the reason why I added this was to generate a faster rate of return for your higher ticket items.This is targeted and the achiever or "powergamer", as they will usually pay extra foralmost anything to increase their characters abilities, even if they grumble about it. This idea would also help Bio-Engineers, who I believe can make stat enchancing products that can be added to clothing.
I think cloth should always decay.
- decay a little when putting it on (1 point or so)
- decay slow over time (1 point per hour (thats 720 points per month)
- decay more if hit by fire (maybe 5 points)
I do not think any cloth should decay while in vendor or bazaar.
- Lyzi
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Expert Tailor and Novice Entertainer, Keren, Naboo, Eclipse
Nice idea, but I doubt it'll work. If clothing decays too quickly, most master tailors will just lower their prices on everything.
Ill_Omen wrote:
If you know your clothing is going to decay at a not-insignificant rate, you'll (I'm hoping) be more likely to buy an outfit that costs 1000cr instead an outfit that costs 10,000cr. That way, higher end clothing might actually become a status symbol, and you won't see everyone wearing (and wanting) the same Tier 4 and Master level clothes.
Triple DES, first off I don't know why you are penalizing people for putting on and taking off clothes. What is your rationale for this? Second you know why I am arguing for no storage decay, pleasewhat is your reason for supporting decay while clothes are stored. There are some big differences in what you want and what I proposed and I would like to know why. I'm notgoing to let you get awaywith a "'Cause I said so answer" if I can help it.
TripleDES wrote:
I think cloth should always decay.
- decay a little when putting it on (1 point or so)
- decay slow over time (1 point per hour (thats 720 points per month)
- decay more if hit by fire (maybe 5 points)
Too quick. Also when wearing armor, the only clothing item not equipping is the shirt. But the idea is good, however here are my values:
- Equip/Unequip: 0.25 points
- Time based, worn:1.4 pt per hour realtime (clothes survive 1 whole month when worn)
- Time based, stored:0.4 pt per hour realtime when stored (allows clothes to be stored over 3 months without repair)
- Combat decay: 1.5 pts per hit
I think 1 and 3 months respectively are well enough time to get money to replace ietms.
not a tailor... but i like wearing clothes.... having said that...........
Decay on clothng that is not being worn is a horrible idea. Im a TKA, but i have some Artisan skills and make most of what i wear (except the cloak and sunguard)... so this really wont bother me at all. I know plenty of people that have whole houses that they use for closets to store clothing that they collect. This is part of the game for them, they just want all the clothes they can have.
It would be horrible for people like i described to have to replace items that they were storing and not using. They have already spent a huge amount of creds in your direction to build up their collection.
A nice little medium would be that clothing while worn in the field has a SLOW decay rate, while clothign stored does not decay. Now give us new clothing so the tailors dont run out of new goods to supply us with. Without new product, no business can survive.
Sojourner wrote:
Triple DES, first off I don't know why you are penalizing people for putting on and taking off clothes. What is your rationale for this? Second you know why I am arguing for no storage decay, pleasewhat is your reason for supporting decay while clothes are stored. There are some big differences in what you want and what I proposed and I would like to know why. I'm notgoing to let you get awaywith a "'Cause I said so answer" if I can help it.
TripleDES wrote:
I think cloth should always decay.
- decay a little when putting it on (1 point or so)
- decay slow over time (1 point per hour (thats 720 points per month)
- decay more if hit by fire (maybe 5 points)
Too quick. Also when wearing armor, the only clothing item not equipping is the shirt. But the idea is good, however here are my values:
- Equip/Unequip: 0.25 points
- Time based, worn:1.4 pt per hour realtime (clothes survive 1 whole month when worn)
- Time based, stored:0.4 pt per hour realtime when stored (allows clothes to be stored over 3 months without repair)
- Combat decay: 1.5 pts per hit
I think 1 and 3 months respectively are well enough time to get money to replace ietms.
Why we penalizing people who spend all days dressing/undressing over and over again?
You don't think taking on and off cloth all day long ruin them?
Answer why decay when stored.. we wanna sell more cloth? ![]()
And the answer to your question.. regarding why there is difference to what you proposed and what we want is simple.. we just doon't have same opinion thats why ![]()