Tailor Archive

Thread: If they/you think 20% decay will help tailors, you got another thing coming.

moody628
Sun Oct 19, 2003 4:32 pm
#14

Everyone has repeated stated that decay on death/incap is just stupid.


Glad to see that the devs read the forums and ignore them completely.


All the players in my guild think this is the dumbest thing they've ever heard of. All of them think a time-based decay would be a good thing. I've seen those statement repeated time after time on this forum... all to no avail.





JOS Outfitters & Supply

Kakita Jammo, Owner

Silent' Bob, Manager

Look for JOS on Tatooine!!!


Lotha-Noema
Sun Oct 19, 2003 6:43 pm
#15

Do you really think people will still do so much pvp if they may loose things when they die... and if money is flowing for fighters why oh why wont they spare a few bucks to save their clothes.





Lotha No'ema
" May the shwartz be with you... "
Raloorn
Sun Oct 19, 2003 7:10 pm
#16

like someone said Clothing is a Luxury ... why am i gonna pay a few thousand credits on something that does absolutely does nothing for me and degrades. You don't think people will fight in thier underwear? oh wow you must be new to MMOGs.



this change maybe the end of Tailors and you brought it upon yourselves.




--------------------------------------------------
well you can't say SoE is just in it for the money, because if they were they would open up classic servers and double thier income.
Kwee
Sun Oct 19, 2003 8:13 pm
#17






BristaAB wrote:

While tailors may lose some customers to underwear fashion, most players still want to look good


PvP is at least partly about taunting and counting coup. Do you really want people to laugh at your outfit as you run throught the streets raining death upon your enemies?




Lol, thanks for the chuckle Brista


A good portion of my latest Gamer Girl column is about the lack of clothing decay, and my worries about the test center implementation. If anyone is interested, you can get there via the clicky in my signature





Kwee Glitterwing of Starsider
Ex Image Designer Correspondent ~ Elder Tailor
& Kwee-kwee ~ Master Image Designer
Gamer Girl Columnist ~ swg.warcry.com
Ivory & Topaz of TC ~ Elder Dancers, IDs, Musicians

SueDenim
Mon Oct 20, 2003 6:24 am
#18

One thing to keep in mind is the way they've tended to test big changes in SWG. I was in Beta III, and this sort of thing happened a lot. When you're dealing with *testing* a change to the economy, you can often get a better idea about the effects by testing the most extreme option out of your range of possibilties and see what happens. And judging from those results, you can figure out better what the change *should* be. It's simply one of the things you do when testing computer programs of any sort. Just to take one example, for a while in Beta, the Bazaar listing fee was something just absolutely ridiculous - 500 credits, IIRC. Obviously, it didn't end up that high when SWG went live, and I doubt the devs ever expected it to.

So I wouldn't get too worked up over the 20% figure, at least not to the extent everybody's assuming that number's a fixed-in-stone non-negotiable figure.



Bindi Kicklighter
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Kwee
Mon Oct 20, 2003 6:44 am
#19






SueDenim wrote:
One thing to keep in mind is the way they've tended to test big changes in SWG. I was in Beta III, and this sort of thing happened a lot. When you're dealing with *testing* a change to the economy, you can often get a better idea about the effects by testing the most extreme option out of your range of possibilties and see what happens. And judging from those results, you can figure out better what the change *should* be. It's simply one of the things you do when testing computer programs of any sort. Just to take one example, for a while in Beta, the Bazaar listing fee was something just absolutely ridiculous - 500 credits, IIRC. Obviously, it didn't end up that high when SWG went live, and I doubt the devs ever expected it to.

So I wouldn't get too worked up over the 20% figure, at least not to the extent everybody's assuming that number's a fixed-in-stone non-negotiable figure.




Hehe I remember the crafters flipping out over the 500 credit bazaar charge, and then me flipping out as a poor dancer at having to pay the increased clothing prices.


I'd just like to point out that Vass recently posted that the devs would be looking to test center to see if the insurance costs and/or decay percentages would need tweaking. I'm sure they are expecting that they will.





Kwee Glitterwing of Starsider
Ex Image Designer Correspondent ~ Elder Tailor
& Kwee-kwee ~ Master Image Designer
Gamer Girl Columnist ~ swg.warcry.com
Ivory & Topaz of TC ~ Elder Dancers, IDs, Musicians

Synkharra
Mon Oct 20, 2003 7:58 am
#20

Fine you tailors are so hell bent about this passing ( aka greedy bastards ) then let us see you guys drop the prices on clothing. Now there is no need to charge some poor sap over a 1k credits for a garment, I should now be able to buy a flightsuit w/4 sockets for 500 credits or less and most clothes should not even cost more then a few hundred. If you guys could do that then this would be no problem.
Vandessa
Mon Oct 20, 2003 8:02 am
#21

Ah so you are asking that of your armorsmiths and weaponsmiths too right?



* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

kasuta
Mon Oct 20, 2003 8:12 am
#22

People like Synkharra are what makes tailoring a chore. Do us all a favor Synkh and just go around in your underwear, because I'd rather have no business at all than someone hassling me to make clothes below cost.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
Songe
Mon Oct 20, 2003 8:27 am
#23

Actually, I guess we could if harvester and factory maintenance and power was decreased by 200



------

Novice Lekku Stomper
Crudson
Mon Oct 20, 2003 8:38 am
#24

People will soon learn not to wear clothes into combat...and this will boost armorsmith sales, rather than hurt clothing sales. Most fighters I see do already change into civvies when milling around town. People like to look good; that is the truth.


Also prepare for people spamming shouts outside Coronet starport about fixing clothing for 2 credits per point fixed.


Smi




Smi
Karmalina
Mon Oct 20, 2003 12:55 pm
#25

I think decay on clothing will indeed leave everyone in underwear except entertainers and artisans. And I also think that they shouldn't even bother putting insurance crap back in. I know people are ready to start throwing tomatoes already after I've said that, but pvp is more fun for people beginning when there are fewer negative consequences.
Xelene
Mon Oct 20, 2003 6:18 pm
#26

Synkharra...

Now, there are tailors on this board who will complain about my prices. They're far, far too low, they'd say. Where I've never heard a complaint, though, is from my customers, who are always very happy that my prices are so reasonable. All that, and I make money too.

My secret is that my prices are based on an equation that takes into account all resources and the number of subcomponents needed to make an item. Based on that equation, a Trader's Flightsuit is going to cost 1290 when I can finally make one.

The equation works like this:

(([number of resources] * 3.2 credits) + ([number of subcomponents] * 5) * 25% markup

So, roughly 4 cr/resource, plus a tiny bit extra for the time, energy, factory maintenance, etc. that subcomponents require. Since I gather all my own resources, I make a profit this way, but a tailor who gets most of their materials on the open market would have a hard time making ends meet with this pricing system.

All the schematics are available on various sites, such as swgcraft.com and allakhazam's. Before you start talking about how much something should cost, find out what goes into it.
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