Tailor Archive
Thread: Tailoring Wishes, Dreams and Screams (v1.1)
Well, I'm also a master bio engineer. I have a ton to deal with in quality in that area - I'm not looking forward to having to chase more materials.
That never has made a difference to me - and I'm just as glad that didn't matter.
It's not game mechanics that make a crafter - it's exactly what the player brings to the role.
Clothing by itself isn't viewed in a combat stat role like weapons and armor. Durability - even if it's added back will always be the very last consideration in the average customer's purchase decisions.
You do NOT have to have experimentation to have decay. Decay we need - they can keep their experimentation - it just slows me down and gets in my way.
It never WAS doing anything - at least not for clothing. I got mixed responses from smiths about whether it did anything for cloth components or not.
Back in beta when it WAS in - you could see it - clothing listed short of 1000 - like NPC drops do.
I really like Naufragus' idea about being able to save patterns. I am responsible for a lot of PA uniforms and it would be much easier to have a pattern schematic so I can crank them out when needed.
I also like teh idea of being able to sort my friends list. Many crafters are also members of PA's and it would be great to have a seperate PA group and customer group etc.
And please o please suggest HOLSTERS and CAPES to the Devs. Two significant items in the Star wars universe that are seriously lacking. Think about it that following characters would not have looked the same without a holster or a cape.....Han Solo, Darth Vader, Jango Fett, Aura Sing, Lando, Luke, and the list goes on and on.
Galeocerdo
Okay here is my wish list and it is sort of a bug thing.
1) Fix the wookie pallet that is still broken. All the wookie head gear looks horrid when you choose a color other than black. White is white even if you have burlap on your head! :-)
2) Fix theDress Shoe pallet. I know black goes good with everything but Black yellow and black green are . . . well they are just ugly. :-)
3) Fix the ridiculous third colors. Okay show of hands of how many wookies love the lime greenMAIN color of Sigilied Wraps? And cream for the field wear II shorts? What do I care what color the belt is if the pant's color are ugly? :-)
4) Okay this is a sepperate issue really and yet, it isn't. Vendors. If the vendors aren't going to hold your world advertising for more than the time you are on, what is the point of having them? In hopes that some lucky guy might stumble across them? Fix em or kill em. Personally I bashed mine with a basedball bat and then set it afire and burried it alive. :-)
5) Decay. Man since this one came along, my sales dropped to about 7 items per week, maybe even 4. I know this is one on every post and we all gripe about it, but really. Either nothing decays or everything decays. If you are gonna kill the economy kill it all the way. (BTW architects items need decay too.)
6) The whole money sink idea. With the economy not too good and all of our sales down (onTalus in the Kettemoor universe anyway) money sinks are like getting a drink of water while your ship is sinking. (your only adding to the eventual misery)
7) Fix the ugly main colors (I know I posted this twice, but I REALLY hate the ugly colors) Make it where we can adjust MAJOR colors not belts and lettering and silly little insignificant garbage that adds no weight to the item at hand.
I do have some solutions however:
1) Main color / third color fix: Add another color adjustment to these pallets. (Color 1, color 2, and color 3) Logical maybe you thought of it. If that is just too far fetched, then just make the majority of the item changeable and set the other color to something LOGICAL (ie black belt for pants with a silver buckle)
2)Dress Shoes: Use the same pallet as the slippers. Why should casual shoes be ugly? Right now, I won't sell them because they are beneath my standards. If I can't change the color to fit the clothing or give them what they want, the item is dead. (to me)
3) Money Sinks: If you can fix the on going and long standing vendor bug AND the enormous economy retardation since the "7-up Decay Patch" (Never had it never will) Money sinks will become a non issue. Otherwise what winds up happening is you have "Barbie EQ" (everyone looks good, but is basically just a fighter) And I don't think that is what we had in mind when we got to this game.
I still like SWG and love the fact that it has more RP than any other online game. I like that it is not a fight and grind game UNLESS you make it that way (I obviously haven't as I still haven't gotten master tailor lol) and I love the visual content. Oh one more gripe . . . I want twice the skill points so I can try to master a couple more skills (Politician for instance when it comes out) okay okay half again as many?
well thank you, I have to get off my soap box again I have a nose bleed from how high it got. And look I can see the Astrodome and the Summit!
Broy Brions
Crossriver, Talus, Kettemoor
Oh I forgot to put one more fix idea.
For clothing decay.
With no experimentation have all clothing decay at a rate of 1% of max per day (week, game week, month, game month . . . what ever works) This slow decay can be slowed further by experimentation OR the max can be added to? You could even go .5% per day. this would make the clothing repair kit key and everyone would have their clothes for like 100 -200days per unit with no experimentation and no repairs. I think that is fair and shouldn't be that hard to implement.
Okay that was my last post today I think.
Broy Brions
Crossriver, Talus, Kettemoor
I LOVE the number system for colors. It would allow each tailor to devise their own set of colors and give them trademarks so to speak.
Other things I think tailors should be able to do.
1. Rugs and tapistries for homes.
2. Draperies for walls, if not windows.
3. Badges or monograms such as guild badges for clothing.
4. Veils and ribbons. If we can do twilek wraps for pretty twi'lek ornamentations, we should be able to do veils and ribbons and even wreaths of flowers. All women, everywhere, like to adorn their hair...not just twi'leks. *hugs all the twi'leks*
I know there's a lot more...I've lost my list. *sighs* truth is if they'd JUST FIX what we have right now...and give back experiementation...I'd probably be happy.
Bridget
Just adding my vote to the wish that Tailors could make the clothing enhancements. Here are some ideas for how it could work.
There could be several schematics: entertainer, medical, scouting, marksman, melee, artisan, for example.
Each has a random chance of what the enhancement will modify, but it will be a skill within the named starting profession. (The Devs can decide what skills they want to have "enhanceable") Experimentation and resource qualitywill determine the amount of skill increase. Novice Tailors get all the schematics, but the max enhancement they can make is +1. Each level of Tailoring will increase the max enhancement up to maybe +6 or8 at master with great experimentation success and great material. However, a Master who does not experiment would only get +1 and with using low quality material would still be lucky to get a +3 even with experimentation.
Each item of clothing can only have 1 enhancement of each type. If you put 4 +8 Bleeding resistance, you would still only get +8, the other +24 would be cancelled out. (Maybe have a check when you try to add the enhancement and you will get a message "sorry, this item already has that").The same mod on several peices of clothing could stack and you don't want the skill increase to get out of hand. There would have to be some sort of check in place that would only allow a certain increase in a skill. For example, you can't increaseaskillby more than 20%(i.e. if your weapon experimentation skill is 100, you would only be able to use +20 worth of skill enhancements and if you had no skill in an area, the enhancement would do nothing).
One benefit is that it will encourage people to buy more clothes. First of all, enhancements can not be removed, therefore someone with +1 enhanced clothing will have to buy new clothes when they are able to afford better enhancements. Secondly, right now if someone has an enhanced piece of clothing, that is all they wear since enhancements are so rare. If they were able to enhance any outfit, they are more apt to buy new clothes. (this is assuming enhancements are working :smileysurprised
Also, someone may want several outfits, one for crafting, one for healing, one for fighting, etc.
It looks like from Q-3PO's post that the damage when killed is going to be put in.This will cause some clothing with enhancements to be lost to decay. Since it is only damaging uninsured clothing, the smart people with the best enhancements will be insuring theirs though.
It would be nice to have enhancements decay with use sort of like power-ups, but i don't think there would be an easy way to do this. I'm sure it would be a programming nightmare and very difficult to balance.
(I have not read any other posts with ideas of how this could work. If I have stolen someone else's ideas, I apologise.)
- Lower backpack storage to 30 items.
- Belts carry15 items
- Bandoleers carry15 items.
- Pocketed clothes 5 Items.
Or something similar.
Experimintation on Clothes (Ideas)
- Flexibility - Increases terrain bonus stats and burst run efficiency.
- Deflection Properties- Simple Armor class bonus, Very low but there (Decay through damage)
- Softness - General ranged aim bonus to hit, dance bonus.
- etc.
Long term time based decay on all items in game. Thinking 6 months for a crafted clothing item with default durability to leave game, unless repaired. Items in crates do not decay, until removed. First month isa no decay period for an exposeditem. After first month decay starts.
I second that. The gender restriction is silly.
Tiaga wrote:
One thing I'd love to see changed, is no gender restricted clothing unless absolutely necessary. Do you really think a guy would look any less silly than a female trandoshan in some of those women's clothes? Yet the trandoshan could wear it and the guy couldn't. This would help with the entertainer profession immensely.
I just want to add one of my own: The ability to redye clothes. How often do you have to destroy a clothing item just because of color? I know I create at least 3-4 of the sameitem before I get the color just right for my customer's complextion and that matches his/her this and that just right.