Tailor Archive
Thread: (Quick Poll) Tailor Issues in the CU
Akaara wrote:
At the top of my list is Becoming a one-hit wonder, and all the problems that this will bring. It's NOT FUN to try to load a factory, while being attacked or killed. Most crafters are busy and don't have time for this, it adds alot of frustration.
I am very concerned that I will no longer be able to buy BE tissues at a decent cost. It seems like BE's are going to be super busy now and they will be able to set any price they want for their services. I feel that BE's may end up being the UBER crafter in SWG... and able to control the market of their goods.
I see there being two different kinds of BEs. The common ones will be the ex-doctors (or their alts) who will be 0004 since that is all you need to make all of the best meds possible. The others will be the master BEs who can make everything including tissues. What I don't know is how many people will stay in the master BE group. It really depends on whether pet crafting is fixed and whether the BE mods for tailor and chef tissues are improved enough to sell a lot. If pets and tissuesbecome a small part of BE income then freeing all those skillpoints might seem pretty inviting!
Speaking as an MBE, that's exactly it. My current plan is to stay with MBE but if they nerf the crap out of the reason why I have it then I'll make as many tailor schematics as I can with what I currently have and that would be it.
Gyopi wrote:
I see there being two different kinds of BEs. The common ones will be the ex-doctors (or their alts) who will be 0004 since that is all you need to make all of the best meds possible. The others will be the master BEs who can make everything including tissues. What I don't know is how many people will stay in the master BE group. It really depends on whether pet crafting is fixed and whether the BE mods for tailor and chef tissues are improved enough to sell a lot. If pets and tissuesbecome a small part of BE income then freeing all those skillpoints might seem pretty inviting!
We appreciate you coming and speaking on some of these issues. The BE problem isn't the resources they use, its the overloading of them with chef, tailor, and medical supplier. They simply will not have time to do all three. If you lowered their factory times then they might be able to keep up.
Blixtev wrote:
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)
Have heard mixed reports on this haven't had a chance to see whats happening.
3) Inability to tend harvesters/survey without getting killed
Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Gyopi wrote:
For those of you who have tested the CU as tailors, what would you say are the main tailor issues you have with it?
- BE Tissues should be able to go into ANY optional slot on clothing. The limitation of only allowing specific tissues to go into specific clothing could be removed. This would allow a TKA to get much higher Melee resistance for instance instead of th ecurrent +16 BE clothing cap. Also, on the BE side the +4 Melee defense cap needs to be removed now that armor has been removed for TKA. With 9 pieces of clothing the Melee defense would then be +32 for TKA which would be a exceptable cap.
- Since TKA now wears clothing for combat purposes Clothing expermentation needs to be put back in allowing resources to actually matter and the ability to get higher than 1000/1000 will help TKA a lot.
- Additions to clothing like +4 Melee defense needs to no longer work once a piece of clothing reaches 0/0. This will make Tailor a more "needed" profession rather than a 1 time purchase.
- Add the ability to some types of clothing to be "heavy" allowing +5 to +15 resistsnces. Each piece could work similar to armor but only take true decay on death unless experimentation is re-introduced.
- If 4 is put into effect then allow clothing to be sliced for a marginal improvement.
- If 4 and 5 are put in them professions like TKA and Jedi would become better customers. Also, newer players that could not yet afford even the cheapest of armor could get clothing to assist them at the lowest of levels and before they get armor certifications.
Liamo wrote:
ZahrIna wrote:
I really feel that all of the crafting community has been shafted. The "powers that be" always claimed that crafters could be just that... "pure crafters".
Now they want us to hire body guards or give up being the total package of crafter/merchant and take up some type of fighting skills?
Why should ANYONE want to be a crafter? If we do stay crafters... why in the world would anyone ever make a delivery again?
It's painfully obvious that they areintentionally moving toward a game that will force the "crafting community" to dwindle out. Once they get the game re-organized to a combat/strategy game they can eliminate the problems that keep arising out of the crafting community that never seem to get fixed. Everything will turn into shops that are NPC run and etc.... oh man! Is it possible to have a game like this?? Yup, been there, played it.
I so hope I'm wrong... heck, I just got back... I don't wanna leave again. I just wanna make clothes.. run my shop and enjoy my time in the SW Universe with family and friends.
PLEASE let use be able to do our regular harvy and factory runds as well as shopping for other supplies and socializing with our customers and friends.
I don't think you are too far off in your estimation on crafters. I talked to some devs at C3 and they seemed clueless as to how the crafters are going to function.
After I blew apart this whole "bodyguard" suggestions (I can't believe they are still saying that. Anyone with an IQ above 5 should see that bodyguards can't prevent you grom getting a one shot incap from a speeder from a Kreetle, Durni etc. and the fact that they keep giving that suggestion is 100% proof they could care less about how crafters do anything.) They did, however, promise to look at the impact after awhile to see if it's really the end of the world for us.
Now, this is just opnion but I think this is an effort to force pure crafters to buy even ANOTHER account, so we can be a fighter to continue our crafting jobs
Shann0w wrote:
It's much easier for them to maintain a dumbed down, combat only game. I don't know if it's a hoax or not but I've seen some software sites in the UK making advance sales for SWG on Playstation 2, supposedly to be released August 26th. May be a hoax but it sure puts the changes into context doesn't it?
oringinally ages and ages ago it was put out that SWG might be created into a consol game.
so just do not reply to those threads which only futher bumps them into veiw and causes more misconceptions.
Blixtev wrote:
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Think there is a chance that the BEs can learn what the changes were/are? Are we able to test the new tissues on TC?
Thanks!
Akaara wrote:At the top of my list is Becoming a one-hit wonder, and all the problems that this will bring. It's NOT FUN to try to load a factory, while being attacked or killed. Most crafters are busy and don't have time for this, it adds alot of frustration.I am very concerned that I will no longer be able to buy BE tissues at a decent cost. It seems like BE's are going to be super busy now and they will be able to set any price they want for their services. I feel that BE's may end up being the UBER crafter in SWG... and able to control the market of their goods.
Hmm, I think it's about time that the got SOME love
mfg177 wrote:
My word as a BE:
Gyopi wrote:
Blixtev wrote:
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
One problem I see is that we have a few tailor (and chef) tissues in the master box, but since there are no experimentation points or meds in the master box I feel that a majority of BEs are going to be taking a single line in order to take advantage of the lucrative meds market. This might make some of the tissues pretty rare. After all, who wants to spend an extra 43 skillpoints to make a few items that don't necessarily make a lot of money?
Well, I supposemost Master BEs will keep it for the sake of profession fun at least. Plus, all petcrafters need that extra DNA sampling. So, considering the fact, that those tissues are not needed in huge bulks (lile chef ones) - nj big problem to supply them. Even with eggs needed
Dormax wrote:
RandDarkstar wrote:
2. BE tissues will mostly focus on medical purposes, even though the benefits are marginal, the doctors are the ones that have the money to afford the massive pricetag on them. (Some BE items take up to 2000 units of resources with 27 subcomponents... meaning a crate of these would sell for up to 500k credits) No BE is going to waste time on tailors if the market calls for a large demand of medical components, which it does already.
The unfortunate truth is that without the highly powerful/effective buffs we have now, us docs are certainly not going ot get 10k for a buffset like we used to. So I have a fealing that the only docs that will be buying any enhancement meds at that price are going to tbe the ones who have stockpiled their credits. Realisticly, whoes going to buy a 300 point buff? And if they do, they certainly not going to pay that much.
I havent sen the resource list for the BE's meds, but BE's that think making meds will be the end-all / be-all may be in for a shock. Stimpack sales will be through the roof, no question, enhancements will do well enough if the price is right, tissues may still have some sales (if they are not broken) and creatures may be close to no sales, depending on the number of CH's that come out of the respec. Not discouraging BE's at all, its still a highly utilitarian profession with a wide range of abilities, but I'm thinking that a "re-think" on resources may be in order.
I've seen them. The enhancers take between 14 and 27 factory produced components plus 500-600 units of resources for the final assembly (The Neurotoxin Enhancer requires 1791 units of resources (24 components, 8 of three types), most of which are pretty hard to find and capped, not counting schematics). I estimate the enhancers will be selling for 20-50k each.
This game is about to get seriously boring. unless some of you wake up. you may wanna trust those that play the game to know what they are talking about. bodyguards will not help the crafters so drop the crap already. i already tested that fact. it does not work.
that movie isnt going to help this game one bit past the second month. that will be when your noobies get bored and move on.
Then you vets will continue to give you back your finger, and move on as well.
then what?
For once, think long term.
Shann0w wrote:
Dormax wrote:
I havent sen the resource list for the BE's meds, but BE's that think making meds will be the end-all / be-all may be in for a shock. Stimpack sales will be through the roof, no question, enhancements will do well enough if the price is right, tissues may still have some sales (if they are not broken) and creatures may be close to no sales, depending on the number of CH's that come out of the respec. Not discouraging BE's at all, its still a highly utilitarian profession with a wide range of abilities, but I'm thinking that a "re-think" on resources may be in order.
I've seen them. The enhancers take between 14 and 27 factory produced components plus 500-600 units of resources for the final assembly (The Neurotoxin Enhancer requires 1791 units of resources (24 components, 8 of three types), most of which are pretty hard to find and capped, not counting schematics). I estimate the enhancers will be selling for 20-50k each.
Wow... Those better be some darned good nurotoxins! Likely they will end up revamping the resource list (thats a hint for BE's to start becoming the "squeaky wheel")
I'm hoping though, that BE tailored goods will still be useful and available. I've been using them since they came out and replace them as they wear down... so hopefully the impact (although extream) will eventually stabalize for the BE/Tailor market.