Tailor Archive
Thread: Clothing decay
I don't think this will solve it either. The amount of times someone is incapped with clothing on them will most likely be minimal. They should take damage when worn period,more damage when worn in battle.
Holocron wrote:
This is also why there is no UXP for clothing (UXP is currently granted only for items that decay, such as weapons and armor, or for consumables). We removed time-based decay from all sorts of things in beta because players didn't like the idea of stuff simply decaying away based on time.
?? I've been getting uxp on clothing. I don't get any on factory components others use though.
Holocron wrote:
Our current thinking for clothing decay is the death idea I floated in a thread yesterday. Basically, all items in inventory or equipped (including clothing) would suffer some damage when you get incapped, unless they were insured.
This would then provide decay to a whole host of things that currently do not have it.
It doesn't have to be alot. But give us some reason to have the tailoring branch other than the paltry amount of colors, and possible socketing.
As much as I hate to do it... item decay on death is a good idea. I would NOT want to see this for items that already have usage decay though.
I don't think people will hunt naked to save clothes because that defeats the purpose of owning clothes in the first place. You buy clothes for a look and most aren't expensive to begin with.
Holocron wrote:
There's some misconceptions floating around.
Clothing decay has not been in since beta.
Repeat, clothing decay has not been in since beta.
This is also why there is no UXP for clothing (UXP is currently granted only for items that decay, such as weapons and armor, or for consumables). We removed time-based decay from all sorts of things in beta because players didn't like the idea of stuff simply decaying away based on time.
Do we agree that clothing could USE decay? Yes, because the market could stand to have ongoing demand, just as you point out.
But all we did in this mni-patch was remove an obsolete field on schematics that was not being used by the game.
Our current thinking for clothing decay is the death idea I floated in a thread yesterday. Basically, all items in inventory or equipped (including clothing) would suffer some damage when you get incapped, unless they were insured.
This would then provide decay to a whole host of things that currently do not have it.
I have a question: let's say you insure all your items, okay? Then you go out, fight some mobs, and you get incapped by them. Now, since you had insurance, they didn't recieve decay damage. But now let's say you get back up, you kill the mob's lair, do your mission, and on your way home you get incapped again by an aggro Rancor or something. Now since you got incapped AGAIN without being able to insure does your clothing ./ armor / weapons receive decay damage? If so, perhaps you should make it so you can insure your items X number of times at one point. That way you can insure your items, say, 5 times (so the cost is 5x more than usual), that way if you're out where there isn't an insurance thingy and you get incapped 4 times your items still won't recieve decay damage.
Greets ...
Why Death Decay? You mean all the entertainers and doctors and merchants that never fight will never have to replace their stuff? that's not fair.
The only fair decay is a usage decay. When you use something, then it starts to decay ... and it only decays while your "toon" is in the game.
Whether you *wear* a shirt in the game or you *use* a factory in the game won't matter ... turn a factory on, it's goes down 1 tick in it's durability ... put a shirt on (spawning in should count as putting it on) it loses a tick in it's durability.
Usage is the only across the board way to decay something ... if you don't use something, then it should not decay.
Hero out
Raph, some infos for you since you apparently dont grasp the game mechanics and the implications it brings with it:
Wearing a full armor set unequips all of your clothing except for shirts. People like space in their inventory for loot, thus they store as much of it aside in banks or houses. Those people that don't, will do as soon insurance costs will kick in, because they will offload as much unnecessary items as possible before going on missions or a hunt, to save paying for insurance costs as much as possible.
There you go, still no clothing decay.
How long would it take for that idea you are floating around to be implemented? Most people aren't that patient, quite a few tailors will just move onto something else and a good deal of people won't take it up again. It's a good enough idea, but as mentioned in one of the many threads on this, people will just leave clothing in the bank when they go traveling and wear their armor. And entertainers don't get incapped or killed much to my knowledge. Perhaps it will work great, until such a time that's it's in, we won't know.
Take care,
Kyllara
Vandessa wrote:
That Idea could possibly work. so even if you die and are insured the clothing would suffer decay?
Either way, somehow we need to be able to cycle clothing out like other objects or you could have a serious database load on your hands as tons and tons of garments come in but never go out of the game.
I dont think this will be an issue for the databasebecause most people don't keep oodles of alternate outfits. Maybe 1 or 2, the rest get sold to others(the 'others' that dont have their 1-2 outfits) and eventuallydestroyed if it can't be sold. This logic works for credits but not clothing or any other item, even if it doesn't decay.
People get bored of wearing the same thing over and over. Thats how you cycle things. I don't like the idea of damaging all my inventory items. This game is already immensly frustrating to play, now we nerf clothes? sheesh.
Well then that is just stupid, and you and your crew are retards. How can you have a player driven economy without things wearing out? Armor does, guns do... if my Mercedes Benz SL500 never wore out I wouldn;t be shopping for a newer one (SL55AMG). Are you all just extreme closet programmer geeks with no real clue how a real economy works? How's that suit mom bought you for High School graduation? still lokk brand new? Mine doesn't.
I am not a tailor, I am a.. well.. nothing really.. nothing is appealing.. I kind of dabble.. who needs to be Master anything right now, but the basic point is, if things don't go away, no need to replace them. Wasn't it you that was whining about needing money sinks? And yes I said whining. Buying new clothes is a money sink. How about applying a little thought here slick. Some of what you say versus what you do makes no sense. Like dealing with a woman.. sorry ladies, but I've been married 20 years now.. and I can speak with authority.
All in all, your 'team' for lack of a better word is pretty well viewed as clueless. Deal with it, or hire someone who can. Personally, I would have fired the whole lot of you by now, and I have NO COMPLAINTS with the game as far as my character is concerned, however, you guys are royally screwing up. That and enjoy firing people, I look at it as giving them the opportunity to find a job they are good at.
Had a friend show me his awesome flamethrower last week,.. it did a whopping 12 points of damage.. now I read it does 6,000. You guys ever here of moderation? Like a bunch of drunken sailors reeling from one bar to the next with no real direction. Why not shut down for a month and actually fix a few things. Take a breather, get some perspective, and a better database.
My ramblingly acheived point here is that some of the mechanics make no sense, and your fixes and explanations make even less. Players are earning too much, but lets not make them buy things because of decay... weapons go from useless to godlike, last patch you were more worried about peple wearing robes over backpacks than fixing more serious issue,show me the logic... bring the best you've got. I'll go head to head with them any day.
Shoot me an e-mail.. I'll fly over and buy everyone lunch...
Steve