Tailor Archive

Thread: New Clothing in Loot Revamp?

Spamdawgg
Fri Nov 05, 2004 12:14 pm
#14

N'Jessi, what I did when the Jabba Schematics appeared and I realized that people were paying me 10k to put it together then reselling for 300k is I started telling them I wanted 1 of the uses and 150k for each one I made. They usually ended up paying or going elsewhere. Either way was fine with me,



Master Tailor/Artisan
2000 Riflewoman
3424 Weaponsmith
Eldarin
Fri Nov 05, 2004 6:04 pm
#15






NJ62 wrote:
My main concerns are:

1) I don't want every joe schmoe to be able to craft. This is only my opinion, however, but I think new content such as rugs should have been given to the architects in some form.

2) I fear the scenario of uber-l33t d00d coming into my shop, supplying me with materials (even including plast) and demanding that I make something. Even if he pays me for my time, he will go sell the finished product for profit. I personally think that the tailor should be the one capturing the profit, not the combat d00d.

Again, these are just my personal concerns, and I want to see what you think and then express a consensus on this loot, one way or another, behind the scenes.





NJ62, I couldn't agree more. I have to wonder about loot kits that can throw a rug together when the architect profession could have been so greatly enriched (no pun intended) by giving them the ability instead. That would have made much more sense. Now, we have rugs that sell for 2 million on my server, and so... great... another semi-rare item (until adhesives start dropping like cdefs anyway). If the archis would have been given a perm schematic for the rugs, they'dsell for considerably less - i could see 50k tops if you added a color palette beyond blue and red (or make a dye kit that tailors can sell to archi's and use during the crafting of furniture so as to add color to them...but I digress).


Little decisions like these by the devs make me wonder how much fun this game will be to play in a year. I came from an online game that in the end, the only 2 things it had going for it were: rares collecting and gank-fests/camping to get artifacts. I saw a game that was good turn bad because of the "little things." I'd hate to see that happen to SWG.




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Parody
Fri Nov 05, 2004 10:28 pm
#16

Definitely the market has been flooded with loot in the recent past. Many people have been running the theme parks to get to the village (schematics) and they've been killing NPCs for adhesives (components), among other things.

I would like to see permanent schematics, preferably through quests. (The reverse engineering idea sounds cool too.) Some new items could require loot components, but most should not. Loot items should be usable in the BE slot in components, or be given to BEs to make components for Tailors for clothes.

Available variety should trump 'phat lewt' for clothes! Style is king!

Now I'm off to see if I can make a 4-socket black shirt factory schematic.

Message Edited by Parody on 11-05-2004 11:38 PM




Alcen Eiron, Tailor Extraordinaire
Your Master Tailor from August 7, 2003 - November 27, 2005
"Get on board the Falcon, kid; this place is gonna blow." - Han Solo, NGE Intro
nurTsunami
Sat Nov 06, 2004 12:52 am
#17

I always thought that they should have a system in place for moving loot items that fall in the domain of crafters into permanent schematics. The way it would work would be that an item, perhaps fully made, or pieced together through kits or schematics would only be available as loot for 3-4 months. This will give the item time to be 'rare' and worth something, and make people excited and happy when they get it (hopefully not camping a spawn). After this time, the tailors, architects, armorsmiths, WS, BEs, etc. 'learn' the schematic since the item has been around long enough that they have figured out how to make their own versions of it.


If you think about it, this makes sense. A master of a profession can look at a dress, or a rug or table, etc. and figure out (reverse engineer) how to make it themselves. Once the item becomes a permanent schematic (It can still require looted components as far as I care since they should NOT be too much and hold back reasonable production) there will be new items made available as loot to replace the lost loot only stuff.


Archs should be able to make all the stuff in the loot kits available now. The devs might let it be loot only for another month or so (once new kits come out), but then they should make it available to Archs to make own their own, and permanently available. This gives archs a new revenue stream (and like us, their stuff does not decay, limiting repeat business) and lets the "rest of us" who aren't uber fighters or incredibly rich to have nice rugs and glass tables. It also helps deflate the economy, which I think everyone will agree is too over inflated as it is. You can see the adhessives going for massive amounts of money and I've seen things like nightsister biceps (remember they have no enhancements on them) going for 10 million credits!


Moving items from loot to permanent fixtures gives the crafters some love on a regular basis, keeps the economy in check, and allows new and exciting loot being available often keeping combat, crafting, and everyone happy!



__________________________STARSIDER_____________________________

Richelieu - Master Doctor/Master Medic/Master TKA
Amelia - Tailor/Merchant/Architect
Vacationing in Azeroth
Dayre
Sat Nov 06, 2004 12:58 am
#18

My two cents...


Loot for crafting is not always bad. Loot for acrafter that can only be obtained by a combat class is bad.


I say this because there are many dedicated crafters out there that have little or no intrest in taking on the role of a warrior/hunter/killer. When there are random loot drops from NPC's or creatures that are difficult to kill, a complete crafting character does not have the ability to getthese them self. Now this game is largely a combat game, i beleive this to be a reality. Every single profession in the game supports the combat role in some large way whether it be a large way (weaponsmith) or a small way (armor pillows from us).


I think the most negitive part of this is that it is on the combat characters to go out and get the unique loot for those crafters, it puts all of the power into the combat classes. Only when the items in question (ex. heavy duty leather) become abundant do we start to see these loots as easily attainable. By that time thedemand for these items has gone down to the point where they are no longer as valuable or unique (look at how many crafters aprons are out there).


Solutions for balance...


Perhaps there can be a quest based system for crafters that would reward crafters for doing the things they are best at. Crafting, Mining, selling and some social skill. Non combat missions or theme parks that crafters can do on their own or with only the help of other crafters. There are crafting quests already in the game, but if some of these were givin by NPC's(some are now but credits were the only reward last I knew) and had an item reward system then there could be an element of adventure to it as well.


Examples of possible missions...


1. Just like the crafting missions that we have now only with a reward system... the only time a crafter would need the help of a combat character is perhaps as an escort on a dangerous planet.


2. Interrelated crafting quests to get a schematic. (similar to RIS and Mandalorian armor AS/DE/Tailor requirements). A few crafters have a time frame where they have to gather certian things from NPC's/locations then craft one item that is then returned for a schematic. This could be done in the "old school" RPG game style where you have to say just the right thing to get what you need from the NPC's.


3. Task missions. Have some special schematic require a component that can only be obtained by doing certian tasks. A crafter would have to make certian things based on their profession(s) in order to complete the task and get a fragment of a component. After 4 or so tasks are complete the fragments can be joined and and the crafter now has a component that can be used in that unique schematic.


4. Random loot for crafters. When surveying, based on skill, a crafter has a chance to "find" something special, perhaps a rare ore or chem component for a limited use house schematic, or a rare gemstone for a limited use ring schematic. An additional survey mod could be added to elite crafting professions to aid in this. (I take this idea from the description ofthe forage skill for Rangers, "...has a chance of foraging a rare item" now I have been a ranger for a very, very long time and I do not consider those darn onions "rare". I think Rangers should be able to find some goods in the dirt too)


Anyhow, sorry to ramble on like that, but I do think that there are ways to make crafting quests entertaining, challangeing and rewarding using current game mechanics. I do love to do combat in the game, but I also have an absolute blast with other types of gameplay, I made a dedicated crafter so that I can split my time on 2 entirely different aspects of the game and get the most entertainment out of it possible.



Dayre Realm || The Broken Compass || Mayor - League City, Dantooine
LXB || My Family
Rayze Realm || Eccentric|| Reluctant
jasonjonathon
Sat Nov 06, 2004 1:48 am
#19

Ithink some of you are missing the big picture here this *Not* just talor schems like the Jabaa ones were, this is as the article said every crafing prof and yes the prices will be eratic at first but that will only be untill people findout how rare somthing is and what value it is, take the new loot kits people are having to give them away as they have lowerd in value a great deal scince their realese.


And as for crafter/combat relationsI agree that all items should go through a crafter and that the rugs and other loot kits should have had Arch play a major role in its construction and i would like to see Talors being a major part of the loot crafting of the lootedgoods.


I am also seeing a return of Talor expermintation with this something i realy do not want to see (this coming from a 12 point talor) the way that reasources play no part in Talor is one reasonI like it and is not somthing that i would like to see changed.
Tear_Bria
Sat Nov 06, 2004 9:21 am
#20

I think tailors should be the ones to make rugs, or at least like tapestires for walls...I mean who's gona be more able to use a loom =p so that would be a nice add on to make tailors a little more needed/wanted too
nurTsunami
Sat Nov 06, 2004 1:10 pm
#21

one other point I thought I'd make for leet doods that think its a good idea that they make millions upon millions for loot and keep the items out of the crafters hands, I'd remind them that selling items and being a merchant is onlya side profession to them. For crafters, the only way you make money is by making things people want. If people want the rugs and you can't make them, you're stuck. Leet doods can run combat missions that yield high payouts, ranging in the 30-40k range per mission. One buff, a good set of armor and weapon, and you can make millions before your buff runs out. Even the best crafters never see money come that fast in that amount. Most crafters make 100,000-500,000 credits a week, some more or less, given how long they've been in the business and how popular they are (archs can sell items for more, but sell in lower amounts than tailors). Not only that but there is no downside to combat missions (if you are high level, no mokk or janta should ever kill you). Crafters need to buy supplies, worry about quality of the supplies, or gather them themselves running here and there hoping for good spawns of top material.


Moving items from the combat only zone of loot into the hands of crafters is the only equitable scenario. Archs haven't seen anything new in any quantity in a long time (minus the bugged candles of course). Devs, TH, Tiggs, you should move the loot kits to permanent schematics for them once you introduce new ones as loot. Thank you.



__________________________STARSIDER_____________________________

Richelieu - Master Doctor/Master Medic/Master TKA
Amelia - Tailor/Merchant/Architect
Vacationing in Azeroth
DathoImilli
Fri Nov 12, 2004 10:28 am
#22






Mystyrys wrote:

I don't mind the components being loot drops, but the schematics should be acquired some other way than having to kill something. (Perhaps similar to the new Entertainer quest?)






I more or less agree with this statement. I'd rather the componentes stay the same as in harvestable. Permenant new schematics should be given as a quest reward similar to dance and music. Some stat enhancing high end articles should of course have loot drop components but overall, I don't think its a good way to go with everything.




DATHO IMILLI [SPA] MASTER KILLER OF TIME
"I'm a problem. I'm inside computer." - Ulikes
"you and a bag of dead butterflies should get together, and make a game together. see how it turns out." - Tankimus
"figure out how to use a keyboard without looking like you're chewing on it" - Treesquid
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Akaara
Fri Nov 12, 2004 11:32 am
#23

I always have a hard time getting schematics! People drop ofa TON of the hide and other stuff but rarely am I able to get the actual schems.


I am not a huge fan of loot dropped schems... I don't mind the loot drop componants but the schematics are the most expensive and hardest to obtain.



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

Ptori
Mon Nov 15, 2004 10:08 am
#24

How about lootable schematics for Nightsister clothing



Purgatori
Gyopi
Mon Nov 15, 2004 10:22 am
#25






Ptori wrote:

How about lootable schematics for Nightsister clothing







That works great for people who can fight nightsisters, but many tailors can't do combat and can not afford the amazing prices people want for loot (especially high end loot like from nightsisters). This means that most people would just give tailors a schematic to have their clothes made and that makes many tailors feel like loot toclothing conversion terminals. It also makes a lot of people with the loot feel like the tailors are somehow just an extra hoop that they have to jump through in order to get the loot that they want and that charging for services is just us being greedy. If the schematic was permanent it might work out since the looters would most likely look for a tailor who would make the item for free in order to get a schematic that they can continue to use, but limited use loot schematics basically lock tailors who do not have a combat alt or who are not the main tailor for a large guild out of that content.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
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