Tailor Archive

Thread: Sockets & Clothing Experimentation

Ani_cul
Sun Jul 03, 2005 12:03 am
#14

ok where do you get 250 item limit?


its 4k for a master, the CU didnt even touch the limits for Merchants..that was done long ago..like sept pub 10 or 9



and about exper and sockets we already had that discussion and most of the community does not want to experiment.





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Ani_cul
Sun Jul 03, 2005 12:27 am
#15






Celyne wrote:


For non merchant skills it's 250 item limit...anyways

Message Edited by Celyne on 07-02-2005 03:26 PM




Yeah that has zero to do with CU...those limits were set with the minirevamp for merchants last yr.



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NJ62
Sun Jul 03, 2005 6:07 am
#16

Resource gathering is only half the problem. The reason why experimentation would be burdensome is that most tailors do not factory-produce garments. This means an extra step every time an item is crafted. It also means that failures would have to be redone in any case, and then either sold at half price or destroyed (which creates a large markup for successful experimentation, which most people would not be willing to pay since it's difficult enough to get them to pay reasonable prices for clothing without complaining).

What *might* be workable, notice I said *might* because I'm skeptical about the idea and I sure don't speak for other tailors on this issue, is if every item required a panel of some sort and the experimentation only occurred on the panel itself which could be made in the factory. That would be a bit "fairer" to the tailor, who could then take the "best try" and reproduce it in the factory, like other professions. However, this idea presupposes that tailors are okay with the tedium of quality resource gathering, which I don't think is the case.



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Kaece
Sun Jul 03, 2005 9:18 am
#17

I wouldnt mind experimenting on sockets/condition only if resource quality didnt matter.


For example: you made an item and no matter what resourcs you use starts out at the same %, say 20%, but the higher the tailoring you have the more points you can experiment with. You could choose to put the most experimentation into sockets or condition or some in both. And if you were lucky enough to have a certain number of amazings you might be able to get 4 socket/1000 condition. That would make it where any tailor of the same level could make the sameoutfit if they choose. If the customer didnt care about quality in an order, then the tailor could skip the experimenting. I wouldnt mind it if Master Tailors were the only ones that had enough points to get to 4 sockets or 1000 condition. Ive also thought about the possibility of experimentation in components that AS uses. For regular tailoring the quality wouldnt matter, but for the AS's it would.


I hope that it understandable. I have the bad knack at explaining things where people come out more confused as when they started lol ( Thats why my son goes to my hubby for homework help lol )








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acmtalk
Sun Jul 03, 2005 9:41 am
#18






Kaece wrote:

I wouldnt mind experimenting on sockets/condition only if resource quality didnt matter.


For example: you made an item and no matter what resourcs you use starts out at the same %, say 20%, but the higher the tailoring you have the more points you can experiment with. You could choose to put the most experimentation into sockets or condition or some in both. And if you were lucky enough to have a certain number of amazings you might be able to get 4 socket/1000 condition. That would make it where any tailor of the same level could make the sameoutfit if they choose. If the customer didnt care about quality in an order, then the tailor could skip the experimenting. I wouldnt mind it if Master Tailors were the only ones that had enough points to get to 4 sockets or 1000 condition. Ive also thought about the possibility of experimentation in components that AS uses. For regular tailoring the quality wouldnt matter, but for the AS's it would.


I hope that it understandable. I have the bad knack at explaining things where people come out more confused as when they started lol ( Thats why my son goes to my hubby for homework help lol )









Great Idea RIght now sockets are completely random, adding experiminetation in certain items(not all of them).. I mean.. everyone will still be able to make clothing using any ressource they choose, But if you need something with 4 sockets, or very hight condition, you would have to experiment...


Also very high quality Items, would have a much expensive price, SO people who dont spend money/time getting Uber ressources Wouldnt run out of bussiness, since their product would have a much cheap price...





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Celyne
Sun Jul 03, 2005 11:34 am
#19


Sounds like some of these "tailors" who are not up for change arescared of some friendly competition. The fact is, no matter how "creative" you are, the majority of players in SWG wear black. black black black. While some creativity is great for pulling in long term buyers, the fact remains that tailoring is a gimp profession. Once you make master, there is no challenge. No skill is required. This I think is whack. There should be quality in tailoring as well as creativity.When I make a factory schem for +18 defense camos or dusters, the color is black, I want 4 sockets, and I don't want to have to go through 5-10 tries, wasting tissues, just so I can get 4 sockets. Most skilled players want 4 sockets, esspecialy in BE clothes and they are more than willing to pay a little extra for them.


I have been tailoring for 2 years, and quite frankly I think it needs an update. I think resources should affect the durability of clothes and the sockets produced. Of course experimentation should not be a requirement, but for the BEST quality, why not? Every other profession is changing, upgrading, tailoring should as well.


What is the point of a +12 point tailor, NOTHING! Skills mean nothing, mods mean nothing, attachments are pointless once you reach master. Would be nice if some actaul skill was aplied to tailoring, I for one would welcome the challenge!

RandDarkstar
Sun Jul 03, 2005 2:03 pm
#20

I don't want to have to waste time in the experimentation phase. If we have only one bar for clothing, being sockets, then why bother at all? Simply make sockets average out to 4 when master tailor, and 1 at novice tailor. There is no reason to go through the steps of experimentation, when this system was already in place once before.



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Jutewr
Sun Jul 03, 2005 3:05 pm
#21






acmtalk wrote:


Also very high quality Items, would have a much expensive price, SO people who dont spend money/time getting Uber ressources Wouldnt run out of bussiness, since their product would have a much cheap price...




Well, maybe you would charge a higher price, but other people might not. Eventually prices on the "uber" items would come down, putting those of us without "uber" resources out of business.




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acmtalk
Sun Jul 03, 2005 6:28 pm
#22






Jutewr wrote:






acmtalk wrote:


Also very high quality Items, would have a much expensive price, SO people who dont spend money/time getting Uber ressources Wouldnt run out of bussiness, since their product would have a much cheap price...




Well, maybe you would charge a higher price, but other people might not. Eventually prices on the "uber" items would come down, putting those of us without "uber" resources out of business.






humm I wouldnt think so.. I mean.. Things made with "uber" ressources will always be more expensive because "Uber" ressources are harder to get...



Swg ...........................$50
JTL/ROTW .............................$25
Obi-wan trials............ $30
Monthly FEE ...............$14.99 x 30+ months x 3 accounts
SWG VETERAN ......... Priceless (too bad SOE doesnt realize that)
Acmtalk - IRG -Co Leader Dark Jedi Sith - Storm Trooper Forever!

Ani_cul
Sun Jul 03, 2005 6:33 pm
#23






acmtalk wrote:





Jutewr wrote:






acmtalk wrote:


Also very high quality Items, would have a much expensive price, SO people who dont spend money/time getting Uber ressources Wouldnt run out of bussiness, since their product would have a much cheap price...




Well, maybe you would charge a higher price, but other people might not. Eventually prices on the "uber" items would come down, putting those of us without "uber" resources out of business.






humm I wouldnt think so.. I mean.. Things made with "uber" ressources will always be more expensive because "Uber" ressources are harder to get...





No actually they are not, an awesome fiberplast can spawn on Tat same as it spawns on Dant {just dif names},
Great Cor wooly hide is the same whether from a CL10 mob or a CL80.


Since all stats ARE random and not controlled in any form as to when they spawn, it is as easy to harvest great as it is hard to grab some bad.


BUT all the same as was clicked before we have gone thru this alot in the past two yrs..and most do not want experimentation


{and there even some of us who remember having experimentation on clothing for condition, so don't think it is because we do not know what we are talking about}





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Capite
Mon Jul 04, 2005 6:09 pm
#24






Jutewr wrote:
Well, it's more the creativity of the tailor that is going to sell the items. Where in other professions there is a "best," in tailor, there is only creativity and style.






Kinda funny... I will make items and leave the actual name and the item sits and sits and sits... but throw something in like "Cloak of the Slain Jedi" and I can not keep them in stock


Many names can be given to clothing to keep in line with the SW theme. Simple gimick = sold clothing





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