Tailor Archive

Thread: TC has item decay now...

JelHMLD
Mon Oct 20, 2003 3:48 am
#27






Kjeld1 wrote:

It is a terribly stupid thing. We should fight against that with all our strength.





I totally agree, this decay is WAY TOO HARSH, it will not help tailors, it will hurt us. Combat people will stop wearing clothes and entertainers will not have much decay since they usually don't fight much.....


And the fact that EVRYTHING takes a decay blow, not only stuff you are wearing, also your backpack and all in it, is plain stupid and points to a hasty and lazy implementation from SOE.....


This will make players very angry and upset. I died quite a couple of times at my harvesters because suddenly aggressive mobs either spawned on top of me or I lagged into them, or they simply only showed up on my screen when I was already standing in between them.....

Vandessa
Mon Oct 20, 2003 5:29 am
#28

Well if it helps any, because my new jedi path has demanded I go swordsman (lol) I am going to make myself a nice set of uber melee bio-clothes and see what the going insurance rate is on the items. I am hoping its not scaled too high *wince* As soon as I can make clothes again (*mumbles about being unable to drop anything in her house right now, or trade, or use her vendors*) I will start testing bio-thread impact.


Gonna suck if your bio clothes fall off of you after 5 deaths... considering what the stuff is going to cost you on the live servers!




* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Synkharra
Mon Oct 20, 2003 7:51 am
#29

Message Edited by GarVa on 10-20-2003 07:58 AM

Ielwynn
Mon Oct 20, 2003 8:15 am
#30

I agree with your theory that this won't impact the tailors much. In my opinion usage decay on clothes would have been much more acceptable. By the way, as it is on test, insurance doesn't prevent the 3% decay on incap.


Personally my combat medic loves clothes. She doesn't wear much armor as it hinders her healing abilities. Currently she has 5 (yes 5) changes of clothes on her pack. I buy about 2 changes of clothes every week I'd say.


This'll change if they don't reduce the decay % or insurance costs. I looked at the insurance terminal last night, they wanted 60k. My stim crate insurance was horribly high--and I carry 3--stimd, ranged stim and area stim.


Personally I think you're off base with the underwear wars though. I thinkwe'll see it as a common event. Yes people can do it now to save money but at least when you buy them (clothes/armor) currently, it doesn't have the chance to be destroyed on a bad night.


I know I for one, will be wearing undies. When I check my harvesters in Lok, Dantooine, Yavin 4 (and I can't not harvest there, since my stims require specific resources from those planets), I can die up to 7x a single time espcially if droidekas and pirates decide to camp my wheat farms .




Iel'wynn Zaubere, combat medic and doctor, lousy carbineer
Visit the UoH Plaza, Doaba Guerfel, Corellia (4868, 5459)
Gyopi
Mon Oct 20, 2003 8:22 am
#31






BradBradley wrote:

(99% of the "underwear wars" people are bluffing, by the way. They could do that now, and save a bunch of money. You don't see them doing it, do you? People actually do care how their icons look in this, and any other, multiplayer game. It'll never be otherwise.)






I heard that during the beta, when they had very harsh time based decay that a lot of people *did* go out and fight in their undies. I am not sure if anyone can confirm this or not, though.


The half-naked knife fight in the Theed cantina was amusing last night (four elite master fighters wearing matching headwraps and hot pants in different colors having a brawl), but it would get old really fast, I think.







Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Gyopi
Mon Oct 20, 2003 8:41 am
#32






Ill_Omen wrote:

1) a straight % decay makes 'durability' a useless trait. An item with 100/100 condition will turn to dust just as fast as an item with 1000/1000 condition





This is really my main gripe with the new scheme (assuming that the decay rate is adjusted to be reasonable). Just a few big patches ago, they removed experimentation from tailoring due to "popular demand". Many of us complained about it and wondered where this demand was and it turned out that it had something to do with the old time-based decay in the beta and now experimentation was being removed because it didn't do anything. We were assured by one of the devs (either Holo or Q3PO) that they are working on adding decay back in and the version of decay that is now on the testcenter was mentioned. A lot of us complained that it really didn't make much sense, and that it did nothing to help entertainer sales. We were then told that it wasn't perfect and that they were still working on it, but they wanted a consistant system for everything to decay (I think that furniture was mentioned a lot here).


Ok. That's the background as I remember it. Now it seems that they have decided to keep the original proposal (but for some reason it still doesn't help architects) but there is no indication that we are getting our experimentation back (all those experimentation points and nothing to do with them....). Thescheme they have decided on uses a straight percentage for decay and there is no way that I can increase the durability. Now it looks like there is no way that we are ever going to be able to use these experimentation points.


Right now there is nothing to distinguish me from other tailors except for an eye for color (which I don't get to use most of the time) and customer service. This is too bad.





Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

kasuta
Mon Oct 20, 2003 9:20 am
#33






BradBradley wrote:

There is already a Master Artisan item in the game called a Clothing Repair Tool. Actually, you can make it at Domestic II, but only cruddy ones. If you use the Master Artisan optional components, you can bring it up to around 99% reliability. It takes almost no resources to make, and comes with five charges per tool. Each charge will bring an item back up to "full" condition - while dropping the maximum condition by about 20%. This means that on average, every item of clothing can be repaired for nearly free, for at least five times. Only once in a very, very rare while will the repair tool make it go "poof."


While there are power-play life-is-cheap types who get incapacitated several times a day and killed at least once a day, those people make up a very tiny number of players per server. And most of them weren't buying clothing before, only armor. Your average player probably gets incapacitated every other day, and killed maybe once a week. This means that they'll have to use all five charges on a repair tool to repair the five items they're wearingmaybe once every three weeks. On average, that means having to buy new clothes every three months, or a little bit longer than that, because it'll take that long until they're unrepairable.


I submit to you that there isn't a single player in this game who wears the same clothes on their character for three months, and there never will be.


Anybody care to refute any of the math above, or the assumptions behind it?


(



First, I'd like to refute the repair tool assumptions. No one has been able to prove that optional components affect the repair tools in any way. Also, the 'poof' result from the repair tool happens far more often than anything I'd call 'very, very rare'. Also, I'd like to know where you get your idea of the 'average player' who only gets incapped every other day. Are you assuming that you are the average player? How many players do you know? Enough to make this assumption? Finally, I know a player who JUST NOW bought new clothes to replace his noob clothes. He's been playing since day 1. So your three month statement isn't exactly true either. Please try not to make so many blanket statements based on your own personal preferences and experiences.



____________________________
-Bucky Buchanan, from Saratoga!

Arf-Arf, woof yap woof arf growl.
ArianSix
Mon Oct 20, 2003 10:04 am
#34

I was running around this forum trying to do research on bio clothes and found this thread. I think many of you are mistaken as to the impacts of what is happenning on TC. As a straight warrior class (250 pts of fighting skills), I'd like to share my thought on what will happen.

I know that many of you wanted item decay, but if you get this a lot of bad things are going to happen... not just to tailors, but to all artisans.

Assuming a loss of 20% / death, we can say that we get 100% loss with 5 deaths. As we all know, 5 deaths is pretty darn easy to get in a single day. Now lets look at the straight costs of what the warrior loses.

1. Very good weapon = 40,000-75,000 credits
2a. Good armor = 300,000 credits
-- or --
2b. Good bio clothes = ~ 300,000 credits

That's a lot of credits to lose in 5 deaths and is way beyond the budget of 99% of the warriors out there.

So what's going to happen?

Prices will have to drop (drastically). No one is going to pay high prices for anything anymore if its gone in 5 deaths. You can kiss your staple bio clothes sales goodbye. Armorsmiths will go poor. And weapon smiths will go poor.

Even if you drop your prices, you're still going to lose tons of money because most of us would rather run around naked than have to continually replace our stuff. I, personally, will be running around with a gun and some pet stims - nothing else. Many others will do the same.

In case I have to spell this out for some of you:

Lower Prices + Fewer Sales = broke and unhappy artisan.

You're much better off as you are now. People change their sense of style all the time. And just now, people are starting to purchase insanely expensive bio clothes (which we'll need to rebuy every time our sense of style changes).

I think you should fight with us against the changes, because you'll be making a lot more money this way.

-- A6



(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

TeliErodoo
Mon Oct 20, 2003 10:18 am
#35

This is really strange to me.


When it was announced that clothing would not decay, everyone said "noo! I want clothing to decay! my sales will drop because clothes will be uber and never go away!"


And now they are putting item decay in and everyone is saying no?


I dont understand? Either way I am happy with the tailor profession. Just as I was getting a little bored they added the BE tissue fix which made me happy because I had something more to do.


What I really want to know, is if clothing is going to have decay, will tailors get their experiementation on durability back?

Gyopi
Mon Oct 20, 2003 10:23 am
#36








ArianSix wrote:



I know that many of you wanted item decay, but if you get this a lot of bad things are going to happen... not just to tailors, but to all artisans.







Why to people keep coming over here and acting like this was all some tailor plot to cause grief for the rest of the players? Yes, many (most?) of us wanted item decay, but most of us wanted *slow* use based decay. Many of us are looking at the scheme on testcenter and wondering what in the world they are thinking. Many of us complained about this kind of decay when it was first proposed around 2 months ago. Anyway this is definitely not some plot by a bunch of filthy rich tailors (another myth) to get richer. It does no good to chastise us for this decay scheme. If you want to do something constuctive to change this, please go complain in the appropriate thread of the main forums that the developers actually read.


Sorry.... I am pretty grumpy today.





Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Xelene
Mon Oct 20, 2003 6:01 pm
#37


Alysenne wrote:
The developers did the same STUPID thing with this issue as they did with so many others. Instead of making the decay a reasonable amount that doesn't cause a HUGE uproar, they went ahead with % decay that's so high, that a person can literally lose everything perishable item in their pack in a couple hours of normal gameplay.


Ummm.... yeah, you'd lose your items after two hours of gameplay if you died every 20 minutes, or got incapped every 3.5 minutes. It's been weeks since I last died, and days since I've been incapped... granted, I don't fight much, but then again I also don't group up and have a healer when I do. People who are dying and getting incapped a ton are probably playing in a risky manner, and it's no wonder... right now, there's practically no death penalty. I have friends that consider razorcats teleports to town.

This change solves *two* problems, not just one.
Moderator
Mon Oct 20, 2003 8:24 pm
#38

The decay penalty will kill off the Galactic Civil War, as no one will want to PvP for such a high cost.


Combatants willonly buy things that give them a return on investment. Having to buy all of your equipment, or paying its equivelent ininsurance every 6 or 7 hours of gameplay (if you are an overt) is going to guarantee that overts only takewhat is worth its price...basically weapons, stimpacks, pet stims, and spice. Everything else isn't worth replacing every other night. So it will become Undewear Wars.


I have faith they will arrive at a number that makes death meaningful, makes most tailors happy and doesn't annoy combatants too much.If theygo through with their current plans, it will become clear very quick justhow ill thought and harshthis idea was.

VanaeKeoura
Mon Oct 20, 2003 9:29 pm
#39

I'm worried about this.


I don't want people "guilt-tripping" me because they're suddenly naked and NEED clothes now.


I can imagine a lot of customer headaches.


"I just bought it from you 2 days ago and now it vanished! I can't afford a new one. Can't you make it for me free?"


"Make it the same like my last one." "What did your last one look like?" "Blue." "Okay, here you go..." "Not THAT shade of blue."


I still get a good amount of business without clothing decay... I fear decay will just make me overworked. I'm the main tailor in a PA of 70+ people, but will I be able to give my PA members a deal anymore if they want a new flightsuit (or whatever outfit) every week because their last one fell apart? Will I even be able to make them a new flightsuit every week? I don't think I'll have the time.

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