Tailor Archive
Thread: TC has item decay now...
It bothers me that weapons and armor are included in this incap/death decay thing, they already have their use based decay they don't really need even more decay heaped on top.
And has anyone thought about what sort of percentage of our clientel is entertainers? This decay idea doesn't effect them at all.
Oh and very cool sig Starphire
Starphire wrote:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=712258
Test center has item decay on incap. I'm glad I'm a tailor now and not a fighter lol!
Avla wrote:
What prevents people from just hunting/gaming nekkid with nada in their pack? If that were the case, instead of making tailors more useful, they make us virtually useless?
and thats exactly whats gonna happen. Why are people gonna buy cloths when they dont even do anything for them. You Tailors just screwed yourselves the only people that will wear clothes are roleplayers ... and there aren't as many of them as you think.
Welcome to Underwear Wars
i have never wore armor before only clothes andnow i wont wear clotheseither ill just insure my gun and leave everything else in the bank.
congrats you just put yourselves out of business.
I suppose the nearest thing that most of us are likely to have experienced is a car crash. In a car crash very often quite a number of things are destroyed broken or ripped beyond mending
Combat, especially combat against flamethrower wielding commandos and acid spitting beasts should destroy equipment. Any soldier operating in front line conditions gets through a huge amount of equipment. Soldiers are trained to be conscientiously neat for a reason, they really need to look after their gear
So does it improve the game?
Yes, I think so
High end stuff like krayt or skill tapes is no longer quite so good. You do 50% more damage for 2 weeks instead of for ever. There will still be a roaring trade in this stuff
Medium level items like Master Crafter stuff will sell better. This is what most people use and will replace on a regular basis
Low level stuff will enter the equation for the first time. Novice or artisan crafted stuff doesn't really play any part in the economy right now. It will be really nice for lower level people if it did
Beating the game, for those obsessed with doing so becomes harder. It is no longer a simple rat-race of getting your top-end stuff and lording it over everyone else
Duping and other cheats become less significant as the consequences are quite literally eroded over time
Good fix
I am a tailor, and while I'm all for some form of item decay, here are a few things I don't like about the current implementation:
1) a straight % decay makes 'durability' a useless trait. An item with 100/100 condition will turn to dust just as fast as an item with 1000/1000 condition
2) non-fighters won't experience any decay, unless they are really really unlucky.
3) packs. if my pack disappears in the field, it's awfully difficult to carry my stuff back to town.
4) the insurance interface... quite frankly, it sucks. If insurance is going to be made important, this interface needs to be cleaned up, making it easier to decide what to insure and what to ignore.
5) this solution doesn't do anything for furniture.
Now, I haven't played on TC with item decay (I'm patching my version right now), so some of this information may not be accurate. Those of you on TC, please point out any inconsistencies with my statements above.
I hope this does go live... I greatly look forward to Underwear Wars.. will be very interesting and funny ![]()
Oliva Skygem
Master Tailor
As a fighter class i am not going to replace bioengineered clothing, armor, guns and clothing with skill tapes every time i lose one. Not all fighters have a lot of money. This is another reason to stand on the sidelines of the galactic civil war.
I honestly think clothing decay will hurt tailors. I was one of the few tailors who were against decay in the beginning, and I still don't think decay is a good idea.
My sales didn't drop due to lack of decay. People get bored wearing the same clothes so they buy several outfits. Clothing is pretty much a luxery item, no one NEEDS clothes like they do weapons.
I bet sales will decrease not increase as a result of decay. Sales will also decrease once mounts and vehicles and player city stuff starts being added, because there will be more for player to spend money on.
I hope I am wrong though.
It is a terribly stupid thing. We should fight against that with all our strength.
First, as far as we tailors are concerned :
1) Our biggest customers are entertainers. Of course, we sell some black dusters to fighter types, but at least 75% of my sales are to non combat types anyway
2) The aforementioned combat types will never purchase from us again. No more dusters, no more flightsuits. The fix to bio engineered stuff was a short term hope ... who will purchase expensive bio engineered clothing now ?
3) Even as a novice pistoleer tailor, I regularly die, because we are still playing everquest in space, there are still no vehicles, it is a savage wilderness 2 feet away from a city, and wrixes spawn on top of our houses, factories, shops and harvesters.
Then the double penalty for fighting tyoes completely and utterly unfair. My other char is a swordsman, and he litteraly run through swords like they were powerups. Durability hits on weapons and armors are already pretty hefty, even with 99% repair tools I break a lot of items. Increasing the already high decay rate is absurd. I can easily lose 50 to 100 durability on a /900 dur sword on a long night of fighting, should I lose 200 dur each time I die ? That is completely insane. And as a meleer, our armors are already beat down much more often than ranged types ...
I have never been a great advocate of clothing decay, but only ONLINE TIME DECAY on WORN clothing would have made sense.