Tailor Archive
Thread: Your feedback for the Correspondent Summit: Tailoring, combat balance, and random stuff that we want
NJ62 wrote:
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
I feel that clothing should be a low-protection / low-encumbrance combat option as compared to armour which is a high-protection / high-encumbrance option. Perhaps certain types of clothing (e.g. Cold Weather Jacket, Desert Command Jacket etc.) could have the option for protective layers that give a smallamount (muchlower than armour) of protection against specific damage types (e.g. cold, heat, energy etc.). Given the low encumbrance of clothing compared to armour, clothing could be a viable combat option for an unbuffed character.
5) Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
One very quick fix would be to give Tailors the schematics to make all the clothing that exists in the game but is currently usable only by NPCs. Given that the artwork for these items may only cover certain races, these new schematicsmay produce items not wearable by all races but I believe that this is something that all Tailors would be more than willing to accept. Also, perhaps new BE tissues for clothing could be introduced. This would be one single change for the devs but it would help 2 professions - Tailors and BEs.
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
Personally, one of the things I like about the Tailor profession is the fact that we need not run all over the galaxy chasing rare high-quality resources. Introduction of experimentation in the same way that it affects armoursmiths and weaponsmiths will mean that we end up spending most of our time chasing resources rather than "designing" clothes (at least in terms of colour schemes) and talking to clients.
17) BE combat clothing: Do you think the current ability to put combat tissues into clothing is adequate? How would it affect balance if we could put more combat tissues into outfits? Do you feel that aesthetically the limited choices for BE combat gear is problematic? How do you feel about stacked tissues? How would you improve the current options?
I agree tht the limited choices for BE clothing is problematic. Not everyone wants to wear the same type of "combat" clothes. While it may be more realistic to keep the current system (and, incidentally, the current distribution of "combat" and "non-combat" clothing types is not particularly realistic anyway), the fact is that this is a game and people would rather have their characters wear clothes that they like rather than have a strict adherence to realism.
With regard to having more combat tissues available, it will certainly affect combat balance. However, just about every change that involves combat will affect combat balance. Thus, affecting combat balance is not necessarily a bad thing. Greater availability of BE combat tissues will offer players more choices and, at the same time, the current +25 cap will prevent this from totally unbalancing combat.
Message Edited by Khristen on 08-05-2004 12:43 PM
I'm a little surprised nobody's posted on this here. It's part of the Chef's Top Issues list, but it really affects all crafting professions.
/peaceout
NJ62 wrote:
Okay, the GCW forum burst into flames over this, but I'm trusting you guys to be more *ahem* civilized....
SOE is holding a correspondent summit in Austin, to discuss the combat balance. Quite to my surprise, all correspondents have been invited, not just the combat ones, which means that they're taking an "everything is related" approach to the CB AND that they might be willing to talk about "other stuff". RL permitting, I'm totally there.
I'm not there to push my personal agenda. I'm there to push yours. So even though we've been polling and polling and listing and polling for months, I want to make sure I have a good, solid, up-to-date list of what the community wants when I hit Austin.
I'll be collecting information from old threads (ooo the link directory is my frieeend) but feel free to post your most pressing issues here. Although our issues may not have changed much since I submitted the top 5, or since I submitted the "vision doc", our priorities may have.
Here are some categories you might want to consider. However feel free to include ANY and all ideas that you want brought to the devs' attention. These questions are just suggestions from discussions that have come up lately.
1) Our Combat role. What is our role in combat? What would you like to see our role be? What would you like to avoid?
Simply as tailors? Simply providing clothing of enhanced and standard variaties. What are we going to do, craft some metal fasteners and stone our enemies to death?
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
Action (Not the stat) encumberance, slower attack especially for brawler proffessions, as a TKM I despise wearing composite armour in the high level dungeons, does not seem logical to pull off those moves in that heavy armour. If IRL I'm starting to feel strain pulling karate moves with a full backpack of books, imagine with full composite armour! Clothing would be the other option.
The GCW. What do you want our role to be in the GCW (I know we've discussed this a few times)? How can we implement a tailoring role that meshes with our playstyle (i.e. not crafting slave)?
FP purchased unlimited use schematics for uniforms, this should be TIE/d (hehe) in with considering allowing armoursmith's similar schematics to purchase factional armor. While we are at it, give the Imperials scout and commando trooper armours and Rebels similar yet less protection more skill modded uniforms. These items from the schematics should include flight suits for JTL and should require the user to be a declared member of their faction
Stagnating profession. What can be done to revitalize it? Is this short-term or long term?
Addition of NPC clothings, reorganization of the poorly classified clothing system.
Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
6)
White colour second option.
Fixes: long term. What are our biggest long-term issues?
Addition of NPC clothings, factional clothings, pre-view for custom colour orders, use of additional jabba du wanga kohmuuli-raHj.
7) Playstyle(s). What is your playstyle? What sort of playstyles do other tailors have? Does the game support these styles? What can the game do to facilitate your style of playing?
Combination Tailor, Teras Kasi Master, dabbler in Merchant, Roleplayer. Encourage Roleplaying, which would assist Tailors in the clothing market bringing down the mass numbers of militant composite clad weapons at the ready citizens rushing about.
8) BE clothing: new stats. We've mentioned bioengineered clothing - that we'd like to have more stats. Which stats specifically? What would be the caps on them? How would that affect game balance?
No Comment.
9) Skill tapes. Love em? Hate em? Would you like to be able to craft something similar, rather than have them looted? Again, how do these affect game balance? How do skill tapes affect our income?
I like them, consider decay though.
10) Loot. Are you concerned about the increasing prevalence of loot, or loot-assisted crafting? What do you think of limited use-schematics? Those rug things? Looted items we can't make?
Necessary evil, but not everything needs to come from killing things and looting them, or going on kill things quests, or even crafting quests, how about some conversation/lore knowledge(standard Galactic citizen stuff) quests?
11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?
I'd love to go on it, alas our BH in the guild hasn't even gotten the armour together, its insanely difficult to even get started, then the insanely suicidal bunker itself follows, Over kill! Less killing, more mazelike switch flipping with moderate monsters like a slightly tougher Warren, with the DWB type premise. Also don't make the preperations (getting BH armour in this case) so difficult, it should be brought down a notch.
12) Interdependency: components. How is that working? What effect does the component market have on your business and playstyle? How does the component business affect the economy? How does it affect the up-and-coming tailor? Months later, what is your opinion on wookiee armor segments? Would you like to be reliant on another class for certain components?
Barely contacted for components, once for Wookiee stuff, didn't have any on hand because of the rarity of requests. Why bother ordering from a tailor when they can just get novice tailor?
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
I was thinking about taking up another proffesion that has experimentation in it, provides a twisting challenge. Alas with merchant changes I can't do that, but looking at tailor currently what is their to experiment on?
14) Socketing. Would you want to be able to control it, or just have it based on level?
Control exertion.
15) Force sensitivity. What skills would you like to see that tailors would find useful? Are you concerned that too-useful FS skills will make force sensitivity "mandatory" for tailors (as to a certain extent experimentation skill tapes have become for other profs)?
Not in the current tailor system does FS seem requisite to success.Message Edited by NJ62 on 07-17-2004 10:07 AM
Message Edited by NJ62 on 07-17-2004 11:00 AM
Message Edited by NJ62 on 07-17-2004 01:08 PM
Message Edited by NJ62 on 07-21-2004 05:07 PM
1) Our Combat role. I don't really have an interest in a combat role as a tailor to be honest.
2) Clothing's role in combat. There should be some kind of bonus for TKA who do not wear armor. I don't think medieval knights could have done a flying spin kick in a full set of armor.
3) The GCW. Here's my brilliant idea!!! Faction based clothing schematics for a shirt (or wook gloves) that are based on your rank. Each rank has a different shirt design and provides a bonus to your faction points. It would have to be a shirt so you could wear it under armor. I think getting a faction point bonus would actually encourage people to wear the shirt, or wook gloves, in GCW combat. You would also only be able to wear the shirt for which you have the appropriate rank. The schematic would be limited use, maybe 3 to alllow for crit fails, and not require anything tailors don't already use.
4) Stagnating profession. A constant flow of new schematics. And not the limited kind that only uber gun bunnies can get their hands on.
5) Fixes: short term. Just the bugs we've been complaining about for a while now.
6) Fixes: long term. I don't really have any big ideas here.
7) Playstyle(s). I'm the casual crafter. I don't maintain a vendor and just do custom orders. Though I'm thinking about getting into the component business.
8) BE clothing: new stats. I don't really know much about BE clothing as I've never used them. But what about some crafting oriented BE tissues?
9) Skill tapes. I don't really feel one way or another about skill tapes.
10) Loot. I am bothered that the most expensive things out there are things the uber gun bunnies pick up. It's tough to balance this though, because people want cool loot drops. I don't think there's much we can do about it.
11) DWB: Absolutely no appeal.
12) Interdependency: components. Components would work much better if the same factories weren't used by multiple professions. I think we would get more orders for components from armorsmiths if they weren't able to use tailor schematics in their factories. Maybe put in a requirement that you can't make a factory run of a certain item unless you actually have the ability to make that schematic.
13) Experimentation. Nope. Very happy without it.
14) Socketing. It should be based on level. I should have a 1 in 3 chance to get 4 sockets at master tailor..
15) Force sensitivity. I shouldn't have to become FS just to remain competative.
16) Anything else you can think of! I have nothing.
17) BE combat clothing: No ideas.?