Tailor Archive
Thread: The Clothing Decay Issue From a Non-Tailor
Javrie:
"Well, mebee a wee bit off the mark here, but I was just wondering...um...like if they ever roll out that patch with clothing decay...will it affect existing items or only items made post hypothetical patch? "
Response:
They're really have to implement on ALL clothes in game and to be made .. becauase as it is there's a ton of things out there no one will ever replace. How many entertainers you do see in extoic leotards and fleshwraps ? I'm on tempest, which only just cam eout, and I Already see 4-5 in Theed and more than 10 in Coronet.
Love, Eldy
GOSH DANG I wish there was edit capability...ah maybe I need to proof read...nah
I was trying to say:
Be a bit like the prenerfed probots, nerfed CURRENT ones, but didn't do anything for the existing ones.
Ok now that I got that cleared up...
DISCLAIMER: Not that I think probots shoulda been nerfed so badly, trust me two of my bestest friends are DEs. Just using that as an example.
Ok...I'm officially done posting on this thread and hijacking it...so sorry.../emote hides in a corner and tries to be invisible.
hehe .. granted the "prenerf" ones would go for a fortune, but we as tailros would ofcours enot have them .. less I hurry up grind master and stockpile -cackle-
Sometimes, most times, I get the feeling SoE doesn't really think through the patches. Like the faction patch that reduced faction costs for one side of the battle ... Theed, Tempest, "Selling AT-ST 1milliion creds!" ... my reply "I hope that thing steps on you!"
Love, Eldy
Lyzi wrote:
Why we penalizing people who spend all days dressing/undressing over and over again?
You don't think taking on and off cloth all day long ruin them?
Answer why decay when stored.. we wanna sell more cloth?
And the answer to your question.. regarding why there is difference to what you proposed and what we want is simple.. we just doon't have same opinion thats why
biwan:I feel a disturbance in the force, something I haven't felt in along time...someone who can discuss a serious issue while still maintaining a sense of humor.![]()
Ok, Lyzi on your first point...it might be realistic, and don't get me wrong I like realism where appropriate. However, Fun and Gameplay trumph Realism in a MMORPG. Besides, if we realistically included the magnitude of wear that happens when clothes are put on or taken off it would be 0.00005! Unless you are far clumsier while dressing than I am.![]()
On your second point, I understand that...I'm not that dense.
Even though I never plan on playing a tailor, I want tailors to continue to be a viable class as the game matures. However, I am questioning the desire for storage decay in relation to the welfare of the game as a whole. I have pointed out that even without storage decay a well implemented system will guarentee repeat business. So is there a reason that storage decay would benifit the game as a whole, not JUST tailors? Perhaps I should have been clearer, but that was what I was asking.
About the last part, if you didn't couch it in light-hearted way,I'd swear that was an intellectual cop-out.
I'm not trying to get everyone to completely agree with me. I only want a decay system that is fair to both tailors and customers. With that end in mind I need to understand WHAT differences in opinion we have and WHY we have them. Mark my words, I won't try to compromise unless I understand your position, and I won't even try to understand your posistion if you don't giveeven try tojustify it.![]()
Gah, that last part should read "don't eventry to justify it." So don't ever say I never "give" on anything!
Vredek wrote:
I am all for clothing decay. But the only problem I have is will we be able to recover our skill enhancing items from the sockets in the clothing? I don't mind having to go out and buy a new outfit once in a while but I would rather not have to hunt the galaxy again for my nice skill enhancers.
Unfortunately Vredek, I don't see this as a posibility. It would be nice, but can you say "mudflation"? If what you describe did make it into the game, ina coupleyears almost everyone would have +25 <insert skill> clothing. However, it is interesting that this is coming from a BE. I know BE-made skill enhancers are bugged now, but if you ever want them to be fixed forget recovering them. The Devs wouldn't (and shouldn't) allow persistant skill mods to be made by players (in factories no less).
Vredek wrote:
Actually I am just talking about the items that fit into the sockets on the clothing and armours, not the enhancers that are built into the garment at the time of its creation. I would expect something like Bio-sensors to become useless as the agarment wears out. However a Skill Enhansing Item that you put into a socket on clothing I think should be retrievable.
That still doesn't address the problem of the skill enhancing items never leaving the game. Would you be in favor of a system where you could retrieve these items a limited number of times, say like five? There are two reasons why I am suggest this. First and foremost items that don't decay will stayin the game, and they will accumlate until either the end of the game or everyone that wants one has one. Second, everything else in the game that enhances the players decays (armor, weapons, power-ups)or has limited uses (stimpacks, medpacks, spice, food, and drink). Ask yourself, would anyone pay a premium price forclothes made withBio-Engineer skill enhancements when a glut of dropped skill enhancements drops their price to next to nothing? I admit, from a player's point of view it's a bitter pill to swallow, but it's better for the long term health and enjoyablity of the game.
Triple DES, first off I don't know why you are penalizing people for putting on and taking off clothes. What is your rationale for this?
When putting clothes on and off, they get stressed. I'm taking RL as example.
Second you know why I am arguing for no storage decay, pleasewhat is your reason for supporting decay while clothes are stored.
Fabric deteriorates over time, it doesn't care if it's worn or stored, that simple. What's clothing decay good for if you wear the "exclusive" or expensive items only 15mins a day? They will never decay enough to break. Thus decay on stored clothes.
The simple reason you disagree on that is that you're too cheap to spend money on clothes. That's why all non-tailors whine about any sort of decay, no matter how it's proposed.
I want decay on items that aren't worn. If that won't be implemented, I dont see a reason to continue as tailor, because I'll only sell cookie cutter clothes for 100cr because the expensive stuff is only worn on special occasions, and survives an eternity, just as stated above.
Basta.
Being a Master Tailor myself, I would have to vote for a balanced decay-while-wore (henceforth known as DWW) and no decay-with-time. (DWT)
Because as it has been said before, with a balanced DWW rule in effect, tailors will get the return business they need to remain in business, and our customers wont feel like they are having to live in our shops to remain clothed.
Damage/Decay while in combat should be increased but only marginally, a lot of my business also comes from fighter types, and they already have expenses to deal with, that are much more necessay than clothes. (weapon, armor)