Tailor Archive
Thread: Poll: What to do with CAs in zero condition clothing?
Mira,
A suggestion for you:
From the dev's point of view, I imagine that the problem right now is that once a CA is added to an item of clothing, there isn't any code that says which mods came from which CA in the first place. The dev's don't want to allow the mods to be taken off one at a time, as that will enable players to disassemble clothes and construct single mods to create 'uber' clothes.
How about a feature that allows the mods to be taken off, but you end up with a SEA that has a random number (from 1-3) of mods from the original clothing item. That way, you wouldn't have to worry about making single modded items. You might get lucky of course. Also, taking the mods off should destroy the clothing (and NOT grant extra sockets to it), so that it's a one-way process.
Also, they could add a chance of success (failure = item destroyed) equal to the remaining percentage condition of the item - so you take the CA off an item in poor condition, then you have a higher chance of destroying it (and the clothing).
Because tailors know about clothes, they could have a success bonus to disassembly, with a master tailor having (say) a 95% success bonus - so this could be a chargeable service, just like smuggler slicing.
Just a thought for you ![]()
This is kind of B, D and E rolled together I think...
I think that is really the problem. That is not to say that they couldn't writea system that would take care of new skilltapes, but I am not sure of what they could do about all the old clothes. When they were disassembled they would make these uber +25/+25/+25/+25 skilltapes that we really can't have floating around the game. Thats one reason I had suggested G, but really the devs have to make a decision: Are skilltapes supposed to stay around in the game forever, or are they supposed to decay away? That really guides what should be done next.
Ganaster wrote:
From the dev's point of view, I imagine that the problem right now is that once a CA is added to an item of clothing, there isn't any code that says which mods came from which CA in the first place. The dev's don't want to allow the mods to be taken off one at a time, as that will enable players to disassemble clothes and construct single mods to create 'uber' clothes.
C: If zero condition clothing is fixed, implement a one-time full repair for all clothing items. It will then be up to the individual to take care of their clothing.
This isa fair solution for everyone. I have both a tailor and a jedi so I have spent MILLIONS on tapes for my girls. I would hate to see my CAs go POOF bc they finally decide to fix a bug after all this time.
The thing is, it's a simplified answer to a complicated problem. It's really up to the devs to decide how CA's should work in the game. I would imagine they should work basically the same as armor attachments in that they are created as random loot drops, are designed to work for a while in a piece of armor, and then eventually decay to uselessness when the piece of armor gets worn out. The only difference with CA's is that some of them can be used for non-combat purposes (entertaining, crafting, etc) and may likely end up on items of clothing that never decay away.
Now if the devs decide that CA's should decay with clothing like AA's do with armor, which seems likely, then only choices B and C are even relevant unless some of the other options are implented in a limited time, or one-use fashion. The big problem with implementing a limit on any of the other choices is that that means they have to code it in, then code it out, *and* then have to deal with the fallout of any bugs that may have been present in the implementation as well as the backlash of those who, for whatever reason, didn't know or were unable to take advantage of it while it was available. In addition it would lead to a period where players might exploit the opportunity to extract and create all sorts of CA's which could be undesirable in itself.
C might be a good option if they find an easy way to do it, but it may create new bugs as well, and they may still want to allow these only for a limited time unless they decide it's ok to give all clothes in the game a second chance from here on out.
That kind of leads to B as being the most likely option in this case. *If* they were to give the players enough forewarning they could simply state that all 0/X and 1/1 clothing items will be disabled when the fix is ready. Players getting new CA's should make sure to use them in items in good condition, and any existing 0/X or 1/1 items will be considered to have had a full life and will need to be replaced. No exceptions. This may hurt some people, but I bet most will have gotten more use than they were ever intended to have out of the remaining 0/X and 1/1 items.
On the other hand, if the devs did decide that they didn't mind CA's being recovered or enhanced clothing being used over and over again, then there is a true choice to be made among the other options. They could potentially use E to introduce another way to decay CA values over time, though their general lifespan would be longer than if they decayed like AA's. This could introduce a whole new aftermarket in the game where CA's are recovered from any enhanced clothing regardless of the source of the enhancement (previous CA's, BE enhancements, specially crafted Tailor items such as enhanced exotic leotard or lightweight military pack, or loot drops of already enhanced items). This could be a whole new market for Tailors to be in, but it seems a fairly drastic change, and I tend to doubt the devs would allow it. Furthermore Armorsmiths would probably want the same ability with AA's, and the devs would either have to add it in for them or give them a firm reason why they won't do it.
Anyway, I don't know if this actually answers your poll, but just some of my thoughts on the situation.
- C: If zero condition clothing is fixed, implement a one-time full repair for all clothing items. It will then be up to the individual to take care of their clothing. (12 pts., 31%)
- G: Add a clothing restoration kit to the Master Tailor box. Model this item after the vehicle restoration kit. It would repair zero condition clothing (and zero condtion only) to full condition. In order to craft this item, it should require the use of asteroids. Why asteroids? Because they are rare, which would keep the kits expensive, and anyone can pick up pilot skills without having to sacrifice their current skills. (7 1/2 pts., 19%)
- F: Very similar to E, but no "chance to fail." The CA would automatically drop each time it was removed. (6 1/2 pts., 17%)
- D:Adda clothing disassembly kit somewhere in the Tailor skill tree, preferably at Master. (modeled onclothing repair kits)This kit would removeany CAs, destroying the item in the process. This kit would be easy and cheap to craft. (5 pts., 13%)
- B: If the clothing has decayed to zero, the mods are lost. Fix zero condition clothing, but do not allow any sort of CA removal. (4 pts., 10%)
- E: Implement D, but with the addition of a chance to "fail" the disassembly. Upon failure, any mods in the item will reduce by a certain number of points or percentages. (2 pts., 5%)
- A: Leave it as-is. Let me continue to equip my zero condition clothing. (1 1/2 pts., 4%)
I can't really take much of anything from this poll, other than that the Tailor community is very divided on this issue. For each person that supported one option, another opposed it. Another problem is that we do not know what the purpose of CAs is in the mind of the devs.This will greatly affect our opinion on what we want to do, and I will be asking this question of the devs.