Tailor Archive

Thread: Let's Talk About: Tailoring Experimentation

Gyopi
Fri Mar 26, 2004 9:19 am
#27






Rizzaka wrote:
Why durability? Many of you *DO* want expiramentation but on durablility is all that is suggested?I could personally care less about the durability of it and would rather have something else to expiriment on it with... like maybe colors and or slight style mods? i am not sure but i think durability should be able to be expirimented on but okay lets come up with some more suggestions to hand teh dev's







If someone with 20 million credits in the bank can make a nice outfit in true yellow and in better styles than I can because they can afford the best resources and I can't because I can't afford the resources and I have no chance of killing perlacks on Lok (or whatever drops the resource) then I would say that my career in tailoring is over. Most tailors are not rich compared to other classes and many of us who have been tailors since the beginning would be at a severe disadvantage. It reminds me of all the loot schematics, where it is difficult for someone who is not well connected to afford to even break into making them.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Dayre
Fri Mar 26, 2004 11:28 am
#28

I think condition needs to be a part of what we can experiment on but I strongly feel we need to be able to use experimentation for some other effect as well. I have no problem with decay, but I would be able to raise the condition of some items so that they may last longer, enhanced clothing comes to mind.

For effect I don't think experimenting for color would help in a large way, however I do think that by use of experimentation generating a mod on the clothing would breathe new life into the profession. If through experimentation I could add say a +3 to dodge on a shirt, I have a product that offers a mod that will not step on the toes of the armorsmiths or BE's who produce items of a similar nature. These mods could be capped at +5 perhaps, keeping them low enough so that things don't get out of hand but at +5 they are still useful for effect.



Dayre Realm || The Broken Compass || Mayor - League City, Dantooine
LXB || My Family
Rayze Realm || Eccentric|| Reluctant
justapilgrim
Sat Mar 27, 2004 12:21 am
#29






Gyopi wrote:



If someone with 20 million credits in the bank can make a nice outfit in true yellow and in better styles than I can because they can afford the best resources and I can't because I can't afford the resources and I have no chance of killing perlacks on Lok (or whatever drops the resource) then I would say that my career in tailoring is over. Most tailors are not rich compared to other classes and many of us who have been tailors since the beginning would be at a severe disadvantage. It reminds me of all the loot schematics, where it is difficult for someone who is not well connected to afford to even break into making them.








so you have to rely on resources? that will ultimately be good. If you need better resouces to make the best stuff and it costs a lot? guess what, that bump up in price per units gets passed on to the customer. No most tailers are not that rich. the prices of most items in game have gone up a lot since launch, clothing really has not been one of them. If experimentation based on resources foes go into effect the result will be tailors making more money, You may complain that you dont want to scour the galaxy to get them, but that is what every other crafting profession has to deal with....and if you dont go get the resources some other tailor will.



SkinnyManDo
(battlemaster turned wussy crafter)


Master Armorsmith, VALCYN



SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
PerilousWish
Sat Mar 27, 2004 12:52 am
#30




Are you in favor of tailoring experimentation?

No.



What benefits would/should tailoring experimentation provide?


Possibly brighter colors?



What detriments would/could tailoring experimentation inflict?

Higher costs all around + tailors quitting out of frustration = grid-locked player economy [ie: bad idea]



It is far too late in the game for the dev's to bother adding any further experimentation to the Tailoring profession beyond the wookie pad and expect such a move to be received willingly.






Lamia La'RueProprietor of Corellia Outfitters
Master Tailor Shop & Costume Emporium
Corellia: 1150 -4630
"Never tempt a woman with that which you wish to keep"
Gyopi
Sat Mar 27, 2004 8:48 am
#31






justapilgrim wrote:

so you have to rely on resources? that will ultimately be good. If you need better resouces to make the best stuff and it costs a lot? guess what, that bump up in price per units gets passed on to the customer. No most tailers are not that rich. the prices of most items in game have gone up a lot since launch, clothing really has not been one of them. If experimentation based on resources foes go into effect the result will be tailors making more money, You may complain that you dont want to scour the galaxy to get them, but that is what every other crafting profession has to deal with....and if you dont go get the resources some other tailor will.






For mined resources, this is no problem. Everyone has a chance at some top quality mined resources, even if they have to mine them by hand. The problem is with creature resources like hides. Many of us have no fighting skills which means that we have to buy our hides. Suppose that you and I both want the same stack of hides that are for sale (or the same contract to gather them, or whatever). As a master armorsmith, you can probably offer more than I have in my entire bank account without even blinking. I have absolutely no chance of competing because we tend to *not* be rich. I would rather not have us tailors have to fight over the scraps that other classes don't want. Another problem is that I think that work in the profession should count more than a bank account. If clothing has stats that can be experimented on, everyone will want the clothes with the highest stats. That will be what set the quality of the tailor. If the weaponsmith a few doors down from me decided that she wanted to become a tailor, within a day or two she would be able to grind to master, buy only the very top quality materials and have several extra experimenation points from skill tapes that she bought. Suddenly all that experience that I have from being a tailor almost since launch and all the care I have taken in learning about all the clothing in the game would become worthless. I would suddenly be relagated to being one of the bargain basement tailors while someone else was able to buy themselves into being able to make better clothes than me. That entire idea really bothers me.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Jynn_Seidai
Sat Mar 27, 2004 10:50 am
#32










Are you in favor of tailoring experimentation?

Absolutely not!



What benefits would/should tailoring experimentation provide?


None



What detriments would/could tailoring experimentation inflict?


Many people who are tailors love the fact that they don't have to worry about resource quality and the like. Like has been stated above, high end resources are very expensive and since poeple think tailors already are to expensive with their pricing, how much more would we have to raise prices to afford that stack of 2000 wooly hides for 20cpu?











Kerry - - Sawyer - A'la - Montego
MD/MCM - Master Tailor - Master Booty Shaker x2
Test Center Roughnecks


Kwee
Sat Mar 27, 2004 12:22 pm
#33






Syzygy-Gorath wrote:

(For n'Jessi's sanity)


The newly added Wookiee armor component requires experimentation relying on reqource qualities. This is a change from how tailoring has worked for a while now, and how many of us are accustomed to tailoring.


  • Are you in favor of tailoring experimentation?

No, because I'm lazy It takes me AGES to decide what clothing/color combo to make.



  • What benefits would/should tailoring experimentation provide?

It should be accompanied by usage based decay or not be granted at all. A lot of tailors in this thread have had some great ideas! Esp Crudson (Smi)



  • What detriments would/could tailoring experimentation inflict?

Torturousboredom for me I can't imagine they would give us anything other than a durability line so we would be pressing it robotically.







Message Edited by Kwee on 03-27-2004 02:24 PM




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

JayBurns
Sat Mar 27, 2004 12:33 pm
#34

In favor?



  • Yes

Pros?


  • We could make money from this, armorsmiths can afford to buy at high prices, trust me.

  • First item to experiment onas tailors, this is one step towards fixing tailorfor good.Lets not kill our own tree and make it look like we don't care in one deft swoop.

Cons?



  • If the existing tailors don't make this component, armor smiths will simply recruit guildmates to gotailoror even go hybrid tailor on one toon in order to make this armor. They won't mindgoing hybrid anyway,because then they don't have to buy anything from us.

Regards,


JBurns

JediLeong
Sat Mar 27, 2004 7:11 pm
#35






Syzygy-Gorath wrote:

(For n'Jessi's sanity)


The newly added Wookiee armor component requires experimentation relying on reqource qualities. This is a change from how tailoring has worked for a while now, and how many of us are accustomed to tailoring.


  • Are you in favor of tailoring experimentation?

  • What benefits would/should tailoring experimentation provide?

  • What detriments would/could tailoring experimentation inflict?







1. NO I am not in favour of tailoring experimentation generally (i.e. for ordinary clothes) but YES I am in favour of experimentation for anything to be used in Armor (i.e. components for Wookie armor).. it makes sense. From my own reading of the Devs' post, it appears that experimentation will work exactly like this.


2. Better stats on the armor of course


3. I'm busy enough as it is, without having to worry about resource quality.


By the way, since item decay is %-per-cloning based at the moment, as it is it doesn't matter how much durability an item of clothing has. I believe an item with 1000/1000 will reach 0 in 100 deaths (assuming it was insured everytime), as will an item with 10000/10000..?




Yeah, all the guys who are happy with everything are playing the game
They aren't spending their time sending you guys letters or posting
on the forums - Haden Blackman

NJ62
Mon Mar 29, 2004 11:13 am
#36

Unstickied for space, and added to Link Directory. Please feel free to continue discussing this



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Page 3 of 3