Tailor Archive
Thread: Let's Talk About: Tailoring Experimentation
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.
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.
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.
(battlemaster turned wussy crafter)
Higher costs all around + tailors quitting out of frustration = grid-locked player economy [ie: bad idea]
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?
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.
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?
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
In favor?
- Yes
- 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
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..?