Tailor Archive
Thread: Question sent to the devs 4/20/04
NJ62 wrote:
OK: try this!
In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it. This issue is particularly problematic because bonuses still work with these completely decayed items. The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.
If they are also aware that the 1/1 bug is included in this, then it looks perfect! It would be hard not to give anything other than a direct answer to it. Of course, if the answer is "We are looking into the problem. We have a suprise coming to you soon!", I am going to cry.
NJ62 wrote:In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it. This issue is particularly problematic because completely decayed items (0/0) still grant full bonuses from bioengineered panels or from skill tapes when equipped. In addition, there is a concern that people will purposely try to "fail repairs" to get the item to 1/1 so it will never reach 0/0. The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.
sounds good to me, now go get them
Another reason why #8 is so important is because it affects the economy in one of the biggest ways. As of right now, once a person buys clothing, they can have it forever and would never have to buy another piece of the same clothing because they can always wear it. If 0/0 clothing are unequippable, that will create a constant flow for the tailoring profession, which I feel is superbly important.
Gyopi wrote:
I have to vote for #8 (decay not working properly). It was important before and it is essential now with the socket nerf. It is a direct question with little wiggle room for an evasive answer (at least the 0/0 equip part -- I would add 1/1 too). It is also something that would be hard for them to say "no" to. For the developers to say no they would both be backing off their original assertion that we needed decay and people would point out that the decay on death system is useless without it (all it would do is double decay armor in that case). Having a direct answer that we can refer to on the public boards would give us something to refer to if nothing is done.
NJ62 wrote:
In response to our December top 5, the devs wrote: We are aware that items that have reached 0/0 condition are still equippable, it is not suppose to work this way. We consider this issue a priority for your profession and we are working to resolve it. This issue is particularly problematic because bonuses still work with these completely decayed items. In addition, there is a concern that people will purposely try to "fail repairs" to get the item to 1/1 so it will never reach 0/0. The Tailoring Community wants to know what steps have been taken to correct this problem, what additional progress still needs to be made, and when the bug fix will be patched in.
One quibble: "This issue is particularly problematic because bonuses still work with these completely decayed items." should probably be "This issue is particularly problematic because bonuses are still granted by completely decayed items." or something of the like. Otherwise, looks great! Thanks for all your hard work, n'Jessi, I don't know where we'd be without you, and I really don't want to think about it ![]()
Edit: when weapons drop below 50% (or was it 40%? I forget) the damage ranges are reduced. When armor drops below that point resistances go down. Might it be worthwhile to ask that when clothing reaches that state skill modifiers decrease as well? Just a random thought.
Message Edited by Syzygy-Gorath on 04-20-2004 03:37 PM
TheNola wrote:
Another reason why #8 is so important is because it affects the economy in one of the biggest ways. As of right now, once a person buys clothing, they can have it forever and would never have to buy another piece of the same clothing because they can always wear it. If 0/0 clothing are unequippable, that will create a constant flow for the tailoring profession, which I feel is superbly important.
This is true. Repeat customers are something which is really rare for me. Sometimes I think about the fact that that original pair of dirty-pink shorts that I made (the first item I ever bothered putting on the bazaar) is probably still floating around the game somewhere....