Tailor Archive
Thread: Anyone else having trouble getting sockets to happen?
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Han_Solo_67
Sun Mar 06, 2005 12:52 pm
#27
Yha I know I need to master up Bobarus tog et decent results but you would htink a a 4422 tailor I could at least it 1-2 sockets with some sort of consistency, I am still 0-all tries.
pwm1001
Mon Mar 07, 2005 9:28 am
#28
Han_Solo_67 wrote:Yha I know I need to master up Bobarus tog et decent results but you would htink a a 4422 tailor I could at least it 1-2 sockets with some sort of consistency, I am still 0-all tries.
I think that you should NOT be getting zero sockets on every try even if you are not master tailor. Seems a little buggy.
Gyopi
Tue Mar 08, 2005 8:36 am
#30
I was thinking about ways to give us some control over sockets while not having to become professional resource hunters or spend twice as much time making items because of experimentation. This is not the time to officially propose it since most of the attention is on the CU right now, but I thought I would run it by everyone here for some feedback.
I know we are all frustrated by sockets being so random, so the question is how to fix them. If everyone just made 4 socket items all the time then they would be nothing special so maybe there is another solution. I was thinking of keeping our random sockets as a base, but adding slots for extra subcomponents to increase our socket rate. That way if we wanted to increase (guarantee?) our chance of more sockets it would be under our control. These subcomponents would be made of "rare" but always available resources and would not depend on quality. By "rare" I mean named resources like Endorian fiberplast or Yavinian polymer. They are things that any of us can get at any time, but it takes a little effort and therefore our efforts are seen as more "valuable" by the customer. Furthermore, I would suggest that these subcomponents take a significant number of resources. I am thinking between 200-400 each. Thats enough that even a single heavy harvester can keep up just fine, but that the value of the final product goes up. People understand cpu values of items and are willing to pay for that. They do not appreciate time being valuable and no matter how much I wish that would change, it isn't going to.
Anyway, what doyou think?
Message Edited by Gyopi on 03-08-2005 10:36 AM
pwm1001
Tue Mar 08, 2005 10:29 am
#31
I like this idea Momoko ... gives us a way to control this madness. Maybe some experimentation could be brought in on this new socket enhancing item so we would get a chance to increase the number of sockets even greater than 4.
TheNola
Tue Mar 08, 2005 11:51 am
#32
Ever since yesterday, I've been having more 4 sockets than usual...
Pappi
Tue Mar 08, 2005 5:34 pm
#33
mmk, another test... same as before, except I for crafting mastery novice (which Id on't think affects anything), and it's on uniform boots. I made 101 items, but forgot to record one I think
so this is out of 100:
sockets - occurrences
0 - 5
1 - 18
2 - 23
3 - 40
4 - 14
p.s.: as everyone else mention, there seems to be "streaks" of good/bad socket periods.
sockets - occurrences
0 - 5
1 - 18
2 - 23
3 - 40
4 - 14
p.s.: as everyone else mention, there seems to be "streaks" of good/bad socket periods.
Message Edited by Pappi on 03-08-2005 04:36 PM
Han_Solo_67
Wed Mar 09, 2005 3:05 pm
#34
well not alot of luck yet,, but was messing around and man I can get hide boots to stick 4 sockets almost everytime, but aside from that, I cannot get one single tailor clothing item to even stick ONE socket.
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