Tailor Archive
Thread: More Info: Little Problems with Specific Clothes
My favorite: Wookiee Hide Jerkins don't require Hide to make.
Secondly: Bangles. Why do they require gemstones? At least with other jewelry you can kinda sorta see where gems might go..
Here are a few more:
12) Grand Ball Gown - No matter how many times I've crafted this item I've never seemed to come up with any sockets in it. Its description should also note that it can't be worn witha backpack.
13)LuxuriousGown- Bugged "color 1" selection. There are two choices--white and white. Neither one has any effect on the item's appearance. Its description should also note that it can't be worn witha backpack.
14)Heavy Flight Suit- Bugged "color 1" selection. There are two choices--white and white. Neither one has any effect on the item's appearance.
15)Fighter Flight Suit- Bugged "color 1" selection. There are two choices--white and white. Neither one has any effect on the item's appearance.
16)Light Bustier- Bugged "color 1" selection. There are two choices--white and white. Neither one has any effect on the item's appearance.
17)Grand Healer'sRobe- This is a female-only item, but this isn't noted anywhere in the description. Unlike bustiers and dresses, it isn't immediately obvious that this item is female-only. Its description should also note that it can't be worn with a backpack.
18)Exotic Leotard- This item is untargetable when dropped in a house. This means that people have a very hard time picking it back up. The "/pickup Exotic Leotard" command is a workaround but it doesn't always work.
19)Tech Pack- This item is buggedwhen equippedbyfemales. It bends and distorts as the player moves around.
Someone mentioned this in another thread:
What's the deal with Tipless gloves?? They ain't tipless, for starters. I figured they were probably "fingerless" gloves, but no, and you can't really simulate that either. It's a strange design too - hard to see much call for the two-tone version, though I actually did get a customer who wanted a pair in red and green, so I guess there's some demand out there....
Gloves in general are a bit of an oddity to me. Perhaps it's just my undiscerning eye, but does anybody see any appreciable difference between Leather Gloves, Leather Work Gloves, and Link-Steel Reinforced Gloves? They all look basically identical to me....
Two more ![]()
1/ Infiltrator suits, I agree things should go over them, but mostly because I think the down there areas look obscene
It would make such a nice dancing leotard if we could layer something over it like hotpants or short shorts maybe, or a short skirt. It's just paint over the skin, not truly an overlaying graphic. Anyway I agree they need layering, but even better if they make them a true item of clothing (as opposed to body paint).
2/ Boots stick out through dresses when you dance or run ![]()
Kwee
Just a note on the flared jacket--it should read female only, I had a guy try one on and he couldn't equip it, I tried it on and it equipped just fine!
And it really irks me that we cannot see the necklaces until we wear them!!!
Keep up the good work!
Not being able to equip many glove styles with many jacket styles is a major issue for me. MANY customers complain about this totally illogical restriction. How often does one wear gloves WITHOUT a jacket? Not that often unless you're Michael Jackson (Speaking of, why not Single glove styles
kidding....?).
Twi-leks not being able to wear hats, but being able to wear helmets gets to me a bit (although I understand the rationale). If i'm the tailor, what is stopping me from cutting two big holes in the sides of the hat (or swoop helm, for instance
that I make? ESPECIALLY considering that I can do this exact thing with helmets, and it looks fine... I understand that likely Twi-leks probably couldn't wear either at first but were given helmets for game-balance, but why the half-measures? Why not take it all the way?! I want a swoop helm, damnit!
The short-sleeve jacket is a great-looking item, IMO, but why can't you do the ribbed sections on the arms in a different color like EVERY-OTHER item with the same ribbed style. This should be possible at least once you reach novice tailor.
The metal palette is virtually useless… it basically allows two options: Vaguely gold and Vaguely silver. I see no reason metal can't be shinier and even more colorful. It should at least reflect the current color-options more accurately.
The swoop-helm has an oddly limited color palette (IMO, color palettes are FAR too limited in general). Why, exactly, can't I make a red one? Tailors on earth mastered the art of making gaudy red and blue leather hundreds of centuries before on the planet earth… has this mysterious secret been lost in the sands of time? Limiting the colors --because they envision the item (let's say Uniform Boots, for example) as looking one way and filling one fashion role-is narrow-minded. As I have said in other posts: The strength of the tailor class--and why it is the best example of the SWG economy working correctly-lies in the fact it is the most pseudo-creative trade in the game. If I think Uniform Boots would make great go-go boots in bright colors, I should be able to do that. Limiting the color-palette limits the after-market player creativity, which can make the game great and the economy thrive.
Being able to adjust the "fit" of items (kind of like you can adjust things in the character creation process) would be great. Someone mentioned things fitting poorly on females. I know this is difficult, but it would be cool. Maybe this skill could be part of the character experimentation tree.
The fact that texture-maps obscure colors so much is a major headache. Certain items will just NEVER MATCH because of this. I know this is a tough-fix, as it's integral to the graphics system, but maybe the textures could have a transparency slider or something? Or be a little lighter?
Female tailors should be able to drop demo-clothes in male shapes (ie. Without breasts) in their shops. A good number of tailors are female, and a good number of the customers are male. I'd like to advertise to my customer base. In fact-How about having Mannequins?! Something high-level tailors can make and dress like a stationary character in their shops/homes. Beats the clothes hanging in mid-air… what a cool idea!
Backpack stretch annoys me to no end. On a related note, switching backpacks is a MAJOR pain and generally requires the destruction of the backpack that's currently equipped.
MANY women I've met wish they could wear the smock. I really don't see why it's gender specific. To balance out the dresses that are women-only, possibly? What's so terrible about SWG cross-dressers? There are slaves, smugglers, drugs… it's not like they're trying to be super-pc (not that I think cross dressers are at all scummy, btw). Certain Wookie-only gear has this same issue. Seems a little pointless to restrict it.
It would be great if mysterious things like the Bio slot in synth-cloth were labeled or had contextual help… These have or still do confuse legions of tailors (even a master tailor I met yesterday).
Merchant skills are essential for most tailors (one's who want to be in business anyway, which is 95% as far as I can tell) and merchant skills are super-buggy! I know this is not specifically a tailor issue-but, as a tailor, these issues are some of my main concerns. Selling my clothes is MUCH more difficult than it should be. I won't go into too much detail as this isn't really the forum for it, but here's a big tailor/merchant issue: Tailors need to keep LOADS of product in stock, specifically because there are so many aesthetic options and any person might want a different item. A weapon smith might have 10 types of items for sale, whereas a tailor can easily have 100 unique items, not including multiples. Vendors make it VERY difficult to manage this bulk. The 7-day timeout means re-selling tens of items every day (a real chore), and no clothing categories means it's hard for a customer to sift through it all. If these issues were addressed, I could have a MUCH better selection available. I really think the merchant class should be a sort of sub-class that's cheap enough (skill points wise) for all artisans to have, being that it's essential to almost all artisans (Only the artisans who want to sell things, I guess
.
In-shop lighting is another cross-class issue for tailors… It would help if archictects could make lamps that actually FUNCTION (they're already there, is it so hard to make them work?) I have 5 or so torches in my shop crackling and smoking up the place and it STILL isn't very well-lit, and the personal light washes everything out indoors.
Lastly, the new 10% XP factory nerf hits tailors where it hurts. Why shouldn't I get real XP for all that synth-cloth I made and NEED? This has been discussed ad-nauseum, so I won't add to it.
The Suit shirt has a different graphic on males and females. It is the only shirt males can wear with a tie for a formal look, but the tie is rather short giving it a sort of "Texas Oilman" look, lol. I would like to see a few more options for men since the women have so many to choose from, like a tux shirt option with a colorable bowtie and some more open jackets. A short-fronted waistcoat with tails, a hip length suit jacket, a vest that can be worn over the shirt AND under a jacket, and a cummerbund. Women's Dress Slippers have any color option you could desire, while boots have a limited palette, which makes choices harder for men. They can look good too! Even if most want to wear black.
And a note for the oddities list---the slacks have these funny little pouches on the hips, and they bulge through the spec-ops and gunman's dusters when worn together.