Tailor Archive
Thread: Another big nerf beside factory.
What puzzles me is all the database troubles they've been having. It doesn't seem to me that (by the standards of typical corporate and government Oracle database usage) the system should be all *that* taxing or difficult to manage. I'm wondering whether SOE really has fully competent Oracle people working for them, and whether the databases are truly optimized as well as they should be.
I ordinarily play perhaps three hours per day -- if that; as far as I can tell, I meet the common concept of 'casual gamer', particularly since I'm on during the mornings, when pretty much everyone else is doing *something* else.. *grins*
But at this point? I've just hit Novice Tailor, after finding the work towards Armorsmith growing consistently less enjoyable; it's impossible to sell bone armour for anything but a pittance (and by that I mean it's going for under 50cr a piece, in Mos Espa), and I certainly couldn't customise it the way I could clothing, or even weapon powerups. Pretty dull.
So here I am, first rung of Tailor, and really.. I'm enjoying the heck out of it. I wear my best outfits out on the street, and I'm regularly stopped with requests for custom jobs. My pants and shirts and so on are selling on the bazaar for enough to cover costs, at the least -- and, more frequently now, for an actual profit. I'm getting to know people, getting repeat business, and having a great time -- without, at this point, having to set up harvesters and factories. Although the former's looking pretty likely soon. *laughs*
I can see how people figure that the 'nerf' on factories hurt the casual gamer. On the other hand, as one myself, I never had the time to run enough delivery missions to be able to *afford* a factory, let alone keep up with the maintenance and power for one. I could have, yes. And then churning out synthetic fabric would have been absolutely all that I could do, as all my crafting time would be spent hunting down resources or getting missions or...right. You get the idea.
I do not doubt at all that this seriously hurt the more regular gamers (although I'm not all that convinced about the UXP for components, which would only be a tiny, tiny number of points in any case). But believe me, it is absolutely possible to have a really great time with this profession for the casual folks. (Although admittedly, it really helps to have a Scout for a good buddy *g*)
You are required to have a factory or access to one once you hit lvl III skills or so. And it's incredibly important to have it started with lvl I skills even.
I got my factory the night before the nerf. I remember thinking how amazing it was that I could get decent XP, while making useful things (fiber panels) and still being able to help the customers.
Next day I log in and instead of running the factory and helping people in my store, I just start the factory and go away because the silly amout of XP i make from it now isn't worth standing there anymore. Now it's back to finding a good spot to survey and grinding away for HOURS instead of socially interacting with people in my shop.
Oh well..
Well, you need a factory once you hit tier III in the clothing lines. Clothes require x many units of identical synth cloths. You will have to have a factory, or pay someone who does have one, to use the schematics you've recieved.
DarcyJ, gaining novice tailor is quite easy, and the first box in tailor isn't too bad. It's once you go past the 32k requirement, and the second box requires 44.8k, the third 52k, the fourth 72k. And you realize that the ribbed shirt you made at novice tailor gives 140 xp, but the highest xp granting item in the tailor profession grants 285 xp, granted at Tier IV. In Casual Wear III is something that gives 275 xp per item (for 110 resources), but until I was granted that level, I was grinding out hundreds of ribbed shirts, same as I was doing at novice tailor level.
Do the math. 285xp +5% (14.25)=299.25 (we'll round to 300). Without getting UXP from components (and the higher level ones REQUIRE 2-3 factory made synth clothes, for instance), and 10% factory experience (which honestly, makes sense. You aren't making the item, so why should you be getting xps from it?), for Casual Wear IV, you need uh 72,000/300=240 items to gain that level. 240 items that require 110 resources; 26,400 of various resources, for one box. Looking at Cas Wear IV, I decided to halt progression at Cas Wear III, and gain 2 levels of experimentation. And I need a few days of resource gathering to progress...
Either raise the xp per item (making 240 of the same item makes NO sense to me, it's monotonous and a pure time sink), give us GOOD user UXP to encourage people to make clothes, market and SELL them, or lower tailor requirements. It's an insane grind as it is now.
I agree with you absolutely, PulpExposure, that it would be...nice, to say the least, to see something done about the experience granted by the various bits and pieces we can put together. I simply don't think that a reversal of the factory 'nerf' is the way to do it. Personally, I'd rather see a lift in the UXP for the actual finished products than the factory reversal -- although even at this point, the amount of ribbed shirts I can keep on the bazaar at one time (they generally sell by the next day) is dwarfed by the number that I can make, and...
Well. "Get a vendor". I know.. *grins*
Kylania, I do hear that, and I'm kicking myself for not having thought of the social aspect of factories before now; at present, I spend most of my actual crafting time in the cantina -- it's good for business, and the entertainer crowd are very friendly. That really does bite.
Look at it this way guys. Could be worse. You could be chefs. LOL.
I'm a novice chef and the best thing I can make for xp is 70 xp. I need 32,000 for the first level. =/ To top it off you know how many resources it takes to get that 70xp? 45. That means your only getting 1.56 xp per resource. I've been told most of chef is like this. All I can say is ouch and I believe I'm some sort of masochist for knowing this and still trudging ahead with it. =P
This big ball of messiness will definitely be one of my 5 things this week. I TOTALLY sympathise with you guys, especially the lower level people.
I JUST got customization 1 on Saturday night (got formal 1&2 first, and was GOING to get the whole formal tree, but I just could not bring myself not to spend the 32k xp =p) I then played all day Sunday, doing personal fashion consultations, making stuff to go in my vendor, and I have a grand total of 3,000xp.
OUCH. At that rate I will get Formal 3 around um.. January!
I am very aware of the problems with higher level schematics and xp gain as well. Required Factory parts at 10% xp/no uxpmeans the higher level stuff is less productive than the novice clothing. Everything seems to be pushing people to grind lower level items. Yuck.
__Alichai__