Tailor Archive
Thread: 2% bonus to resource quality..... erm why?
gera
Thu Sep 01, 2005 7:23 am
#14
Pappi wrote:
gera wrote:
Pappi wrote:
we don't know, however Gyopi is already bugging the devs about the uselessness of the tailor buffs. hopefully they'll fix them up
Translation: They'll remove Tailor buffs, since there is no effect so therefor it will be fixed.
I meant exactly what I said.
That's what they understand from "fix" , yeah they finally fixed Battlegrounds too.
gera
Thu Sep 01, 2005 8:11 am
#15
NJ62 wrote:
I understand your frustration, but I think that leaving the buffs in place couldn't hurt, and will save the trouble of re-implementing them IF tailor gets experimentation in the distant future. We can always ask for additional buffs that are useful though without the removal of the currently useless buffs.
Nah, I'm not frustrated really, we knew that will happen.
Beside that even we think buffs don't hurt us, it will hurt developers and CSR's if they do actually nothing. How? Lots of new tailors will keep asking questions, and blame them, if there is no gain in buffs, why are there in first place? why it does not increase my sockets and so on so on 
That's why they will finally remove it rather than having thousands of questions and frustration of new tailors (who never come to boards at all) instead of touching "tailor" a bit.
Thorkahn
Thu Sep 01, 2005 11:14 am
#16
Simple answer to all of this.
SOE needs to provide full documentatin of the game mechanics, especially considering that they have done nothing in the area of documentation since the CU.
I also agree that the less the devs touch any profession the better. The most I hope for is bug fixes cause every time they do something, something breaks.
ItemCreator
Thu Sep 01, 2005 12:07 pm
#17
It probably sounded like a good idea at the time 
Whats the betting the people who worked on the ent buffs have never played a tailor in their lives? But nevermind, we should be used to this by now
On the upside, the buff for BE's might mean better BE tissues for those of us who use them
Whats the betting the people who worked on the ent buffs have never played a tailor in their lives? But nevermind, we should be used to this by now
On the upside, the buff for BE's might mean better BE tissues for those of us who use them
Kaomond
Thu Sep 01, 2005 12:12 pm
#18
KaiDiego wrote:
Yeah, that surprised me also. I wonder what they have on their minds (unless they did that just to ensure that every crafting profession got some kind of buff).
Knowing the Devs at SOE they didn't even remember that tailor does not rely on resources, some bright spark probably came up with the idea of a buff for each craft, wrote down a list of all the crafting proffessions without even checking the data on them and passed it on with a note saying 'make it so' est voila tons of buffs half of which are of no use whatsoever.
fred444114
Thu Sep 01, 2005 1:00 pm
#19
I agree with leaving the 2% rule in place. You never know what might get bugged if they decide to make an exception. I think we all know what happens when exceptions come into play. (Loss of BE components due to parts being used in armor more) etc.
However, it would be nice to intigrate armorsmith and tailor a little more than just reinforced fiber panels. Whatever happened to Tailors making padded armor segments and have them useful? What are they for now? Decoration? Beats me
Willoda
Thu Sep 01, 2005 2:24 pm
#20
Gyopi wrote:To be honest, I think they wrote one piece of code for "crafters" and copied it to all the crafter buffs. I don't think they were thinking of specific professions at the time and were just thinking generically about what crafters would like. I pointed out the problem with it as soon as I found out about it, but by that point almost all of the work on it was done and I don't think they could write all new stuff for tailors. I am still working on it though!
Yep I guessed that could be the reason. I'm a developer myself so I know how easy it is to do something that seems simple and logical on paper but turns out to be a complete pile of pants when you put it into practise. Learned by my mistakes though. Wish SOE would pay attention to detail a bit more but then again I also want world peace.... who am i kidding?
BenQuad3
Sun Sep 04, 2005 6:35 pm
#21
Oblox wrote:
Lets hope they dont make resources matter, my favourite crafting profession because of the simplicity would be ruined by the resource hunting.
totally agreed
NamedJughead
Mon Sep 05, 2005 9:50 am
#22
Oblox wrote:
Lets hope they dont make resources matter, my favourite crafting profession because of the simplicity would be ruined by the resource hunting.
I also agree but it does seem like they may integrate this in the future, would be nice if experimentation would effect the sockets or the condition or both even.
NJ62
Tue Sep 06, 2005 3:52 am
#24
Barndamascus wrote:
I wish the buff added extra colours to our choices![]()
In the brainstorm thread, most tailors thought that colors were an essential and necessary function of tailor, and therefore needed to be added only as permanent content and not buffable content.
esqueaks
Mon Sep 12, 2005 1:42 am
#25
Unless i'm very mistaken we still use resource stats when crafting the Mando armour pieces that fall within our domain. I also appreciate the XP bonus now that i'm grinding tailor for the 3rd time ![]()
Aakoy
Mon Sep 12, 2005 9:27 am
#26
And what about the Armor Padding? Is the only schematic that we can experiment. Maybe thats wy