Tailor Archive

Thread: Tailor related CU questions

ItemCreator
Sat Apr 30, 2005 2:40 pm
#14

1, Is the clothing decay during combat supposed to be so harsh? and is clothing supposed to be equipable when it reaches 0/1000 condition?


2, Is +25 still the cap for BE bonuses? Will two pieces of +25 clothing provide a +25 or +50 bonus when worn together?


3, Can tailors please have a full colour palette on at least one pair of boots? We can no longer suggest padded armour boots for our customers who want something a bit different from the leather palette colours.


Kel
(who really wants red boots for her customers!)






~~~ Kelsaka Rymi ~~~
Clothing-Obsessed Elder Tailor of Infinity
Kelsaka's Clothing Boutique -6820 2700 Tyrsis, Naboo
(Maisaka ~ Outfits, Shasaka ~ Hunter, Teisaka ~ Fashion Armour)
(Survived 2 crafting trips to the DWB)
Amander
Sun May 01, 2005 2:53 am
#15






ZahrIna wrote:





Gyopi wrote:

We might have the opportunity to get 3 questions about the CU changes involving our profession answered. List your questions and I will try to compile a list of the top 3 and send them on! Try to keep them CU related and not things like "when will we get more clothes?".







  • Final word on Clothing Decay: Is it working as intended? If so, what is the breakdown of how it now works and reasoning for change? If not, when will it be fixed? (crosses fingers for an oops and a hotfix)



  • BE Tissue Conversion: Is there a hard cap on stat augmentation, via tissues? If so, what is it?



  • BE Tissues: Would they ever consider an idea such as giving us the ability to use the tissues on all clothing with out putting them into cloths?(example - during crafting clothing items,there could be one or more boxes along with the ingredientslots that could hold BE tissues. The tissues would be optional and not have to be made into the synth cloths or RFP's to avoid the "wasted tissue issue" and the number of optional tissue boxes could be based on tailoring level). *This would go a long way to avoiding cookie cutter jedi outfits.* It would also give all non-armor types more clothing options. (ok so this is more of an idea than a question...but it sure would be great!!)





Hello! My first post here, and I'd like to say that these questions would be my vote as well. Though extend colors on the boots is a close fourth...




Omylo No'a
Master Tailor / Master Image Designer - Sunrunner
Owner: Tailored to Fit - Custom Tailoring Shop and Beauty Salon
Location: Rielig Steppes, Dantoonie, /waypoint 3076, -2788
and
Beccagraa
Master Doctor / Master Rifleman - Sunrunner

Roleplayer and citizen of the all roleplayer town of Rielig Steppes, Dantoonie
River Jams every Wednesday at 7PM PST, drop on by!
ZahrIna
Sun May 01, 2005 12:24 pm
#16






Gyopi wrote:

We might have the opportunity to get 3 questions about the CU changes involving our profession answered. List your questions and I will try to compile a list of the top 3 and send them on! Try to keep them CU related and not things like "when will we get more clothes?".







  • Final word on Clothing Decay: Is it working as intended? If so, what is the breakdown of how it now works and reasoning for change? If not, when will it be fixed? (crosses fingers for an oops and a hotfix)



  • BE Tissue Conversion: Is there a hard cap on stat augmentation, via tissues? If so, what is it?



  • BE Tissues: Would they ever consider an idea such as giving us the ability to use the tissues on all clothing with out putting them into cloths?(example - during crafting clothing items,there could be one or more boxes along with the ingredientslots that could hold BE tissues. The tissues would be optional and not have to be made into the synth cloths or RFP's to avoid the "wasted tissue issue" and the number of optional tissue boxes could be based on tailoring level). *This would go a long way to avoiding cookie cutter jedi outfits.* It would also give all non-armor types more clothing options. (ok so this is more of an idea than a question...but it sure would be great!!)




Zahr'Ina :::: Formerly of Everquest~7th Hammer (4yrs), Everquest II~Steamfont (launch) and Starwars Galaxies~Eclipse (Launch). Choosing to ENJOY my playtime. :::: I wish nothing but happiness to all who remain. Ran out of patience: 6/15/05. Husband and wife team. Four accounts and two station passes, terminated.
Karriath
Sun May 01, 2005 10:09 pm
#17






Ani_cul wrote:

hmm how to make them into questions..


BE tissue- Why isn't this an optional slot or two instead of componant addin?
{with cybernetics, armor restrictions, and professional restrictions..making it so only certain clothes take certain tissue is completely un realistic for a Tailor, always has been}


Modded clothes- is +25 still the limit for what a mod may add to your skill?
{and what are the 'real' skills now..what does and is actually accepted and coded into the game}


Color- As armor is no longer allowed to be decorative now is the timeI beg for full pallettes..
{or mayhap allow AS to craft armor shells, liike alike peices with zero stats..not my choice but dangit..boots need color!}






/Agree We need full color palletes for boots or ability to make armor "shells"!





KARRIATH'S KEWL KREATIONS #CORELLIA, CORONET 531 -5229
FAMOUS FULLY STOCKED ALL BLACK AND/OR WHITE CLOTHING VENDOR
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MASTER TAILOR PLAYING SINCE LAUNCH * AND ALWAYS A TAILOR


Nema0879
Mon May 02, 2005 4:10 pm
#18




ArthurDentOnBria wrote:

NJ, I can answer 2 of your three






NJ62 wrote:
...

3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?


useless. I posted this in the bug thread in the now deleted forum, but I got a red-name'ed reply saying that they have not done any such conversions (presumably for both skill tapes and bio-modded clothing) but that they would consider doing such a thing at some point in the future.








Just making sure I understand this correctly. I understand that mods that no longer exist will not work as be clothes, thats common sense. But for mods that are still in the game, mask scent/camo, cover, melee/stun defense, are these broken as well? Thats the only part that makes no sense to me .... If the mod is still in the game, the old clothes should still work unless I'm overlooking somthing very basic....







~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


Pappi
Mon May 02, 2005 4:18 pm
#19



Nema0879 wrote:

ArthurDentOnBria wrote:
NJ, I can answer 2 of your three


NJ62 wrote:
...

3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?

useless. I posted this in the bug thread in the now deleted forum, but I got a red-name'ed reply saying that they have not done any such conversions (presumably for both skill tapes and bio-modded clothing) but that they would consider doing such a thing at some point in the future.


Just making sure I understand this correctly. I understand that mods that no longer exist will not work as be clothes, thats common sense. But for mods that are still in the game, mask scent/camo, cover, melee/stun defense, are these broken as well? Thats the only part that makes no sense to me .... If the mod is still in the game, the old clothes should still work unless I'm overlooking somthing very basic....





Gyopi will have answers for those questions shortly




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
ZahrIna
Mon May 02, 2005 8:19 pm
#20

Thank you Pappi!! I swear we do have some of the best people around here!!



Zahr'Ina :::: Formerly of Everquest~7th Hammer (4yrs), Everquest II~Steamfont (launch) and Starwars Galaxies~Eclipse (Launch). Choosing to ENJOY my playtime. :::: I wish nothing but happiness to all who remain. Ran out of patience: 6/15/05. Husband and wife team. Four accounts and two station passes, terminated.
Pappi
Mon May 02, 2005 8:24 pm
#21

I didn't want to post the answers since this is Gyopi's forum, and since it's not an emergency she should have the honor of posting them




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Gyopi
Tue May 03, 2005 9:12 am
#22






Pappi wrote:

Gyopi will have answers for those questions shortly





It took me an extra few minutes! I was switching back and forth between restocking new BE clothing and waiting for the answers so I could post them!





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--
Eimiko--Master Image Designer on TestCenter--

Nova7777
Fri May 06, 2005 3:04 pm
#23

Well i tested the terrain negotiation

had 4 items that were +14 each.


Tested it on a steep hill ....


added one item of clothes at a time. adding each one and seeing if i went faster.


once i had 2 items on (+28) i saw no increase in speed on the 3rd and 4th item added (says +56 in My skill mods)


With 2 items on (+28) i move the same speed, as if on flat ground.


Based on these results, i feel like +25 is still the hard cap


btw, this is a VERY helpfull mod for Jedi




Nova'




Message Edited by Nova7777 on 05-06-2005 06:06 PM

Amander
Sat May 07, 2005 4:22 am
#24






Nova7777 wrote:

btw, this is a VERY helpfull mod for Jedi


Nova'

Message Edited by Nova7777 on 05-06-2005 06:06 PM





And for anyone else that can't have scout, especially in this day and age where it's safer to walk around Kashyyyk than ride a speeder/mount, hehe.



Omylo No'a
Master Tailor / Master Image Designer - Sunrunner
Owner: Tailored to Fit - Custom Tailoring Shop and Beauty Salon
Location: Rielig Steppes, Dantoonie, /waypoint 3076, -2788
and
Beccagraa
Master Doctor / Master Rifleman - Sunrunner

Roleplayer and citizen of the all roleplayer town of Rielig Steppes, Dantoonie
River Jams every Wednesday at 7PM PST, drop on by!
Checobacca
Tue May 17, 2005 5:45 pm
#25




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-------- Checobacca k Ice-man' --------
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---Ill leave again when the EMU servers go acive---
_______________________________________________________________
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NasherUK
Sat May 28, 2005 6:29 pm
#26


Not a tailor myself, but I really would like to see more dynamicness with clothing combinations. E.g. you should be able to wair any clothing under a robe, aswell as some of the less bulky armor types.


There seems to be a lot of clothing that cant be crafted, especially when you look around on kashyyyk. There also needs to be more speciesespecific styles, most clothing just looks wrong on trandoshans and other less human looking types.


There should be more divercity on what clothing can hold what BE enhancements, you should be able to have most enhancements on most clothing (within reason) so people arnt forced into using the same stuff (as with what happened with comp armor before the CU, we are seeing lots of people using the only clothing which can now hold defences).



Oh yea, and they need to fix the skill mod cap so its +25 again, currently you can get upto about +64 extra defences.

Message Edited by NasherUK on 05-28-2005 06:29 PM

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