Tailor Archive
Thread: No hope for decay
Isn't it amazing that after being beat up your clothing looks as pristine and clean as when it was first made...
Silara wrote:
I thought I was the only one seeing a drop-off in sales over the past few weeks. While I hate to share the misery, it is still good to know I'm not alone. About all I can sell now are black boots and the occasional crate of synthetic cloth.
Don't feel bad. I'm trying to get my Novice Tailor box, but the only thing I can make that sells is food and crafting tools. I keep asking myself why I am going to intentionally specialize in a field where I can't even sell any items, and I keep telling myself "when decay kicks in, clothes will actually sell again".
Looks like I shouldbe a chef instead. At least their stuff sells at the lower levels.
At one level this is exceedingly frustrating (I've been working on Tailor since mid July, and didn't get in on the whole 'factory XP bug', so everything has been hand-grind for me), but at another level I have enjoyed all my time actually tailoring, setting up shop, interacting with customers. I haven't enjoyed grinding and babysitting harvesters. I've viewed those as investments towards being able to make the most desired clothes and at the same time making a decent living. Decay not being in so far has been a bit of a worry, but I figured it would get worked out eventually so I was willing to invest my time toward becoming a tailor.
Oh, and to the devs: Please remove decay on weapons and armor too, if there will be no decay on clothing - as I will need more entertainers to group with, and I'm sure at least some of the other smiths will be glad to join a band. As a musician the utter lack of an economy will not matter a whit to me, I'll make my own outfits before I surrender my tailor skills, and pull down all my harvesters, my factory and my home/shop - zero expense, so what do I care?
Another question...I do a brisk business selling good durability (40%+ at my level) reinforced fiber panels and synthetic cloths to armorsmiths...now all i'll get is the basic 10-20% crap that pops out.
How will this affect armorsmiths?
"...If they change cloning and insurance like they are thinking and making everything uninsured take damage, will that be the only way people will *need* new clothes? Oh, no, I remember. In Beta when insurance went sky-high, everyone just did combat in their underwear. Ah huh. /frown ..."
Anastria, That post about insurance is what I was referring to. I was getting worried yesterday when I read that... but I had no idea this is how they would implement it. I thought it was an idea... not a done deal.
If clothing decay is out permanently, unless damaged in dying or incap, and not just "offline" till they figure out how to really, really fix decay, then I foresee clothing prices going sky-high because the one sale may be our only sale of that item to that person... ever.
And yeah, I already started leaving my good stuff in the bank or my house. I heard Insurance and corpse runs were back in... but I haven't died yet so I'm not sure. *knocks on wood* Say hello to all your new customers who will show up in their underwear. Bah.
I just want to add my signature ti this thread.
Master Tailor on Gorath and business isn't really sky-rocketing anyway (even though I can survive).
Today's patch-notes are in direct contradiction of what Q-3PO posted a while back that clothing decay *would* be implemented/bug-fixed soon.
I'd really love to see a Dev's answer on this.
Thanks.
TripleDES: Most fighters do take clothes with them when they fight? Why? It's quicker to heal without armor. So it is possible to get damage on clothes if someone is incapped if they implement it.
What saddens me is that as long as you make the level, everyone's clothing is the same. There is no distinction between tailors. With armor, your stats speak for themselves. With this change, with the exception of service and price) it's hard to stand out with an already nerfed profession.
Perhaps I should have stuck with armor...the scaly hides were so hard to come by when they nerfed spawns, I let it go. ![]()
/sigh
As an architect and tailor I have to wonder if the Developers are just out to get me...
Every crafting profession needs some type of decay unless the Dev's think this game is only going to last 6 months or something. Without decay what reason does anyone have to ever replace anything?
This is a very frustrating turn.
Rackiela wrote:Now apply that to clothes. When it hits 0, so what? The person will still wear it - what difference does it make? Absolutely none. So how would you make it so that the clothing could not be worn when it hits zero? Would it disappear? Imagine the tickets flooding the desk over that one. Unable to equip? Lots of naked people walking around. It would be hard to work it in the way we want it to work.
But the condition stat is still on clothes, so I believe they have something in store. We just have to be patient and perhaps help the situation along by suggesting things, instead of complaining about it.
If that is truely the only problem with decay, I have a potential fix: when an item decays to 0, it changes color (col1, col2 and if they ever do it col3 too) to something quite bland and boring - perhaps tan or pale blue or pale green. Items that haven't reached 0 can be repaired with repair kit. Items that hit 0 can't be repaired at all. True, this will kill the market for pale blue (or whatever) but I think that is a small price to pay. Just make it something obvious and NOT cool (i.e. not white, not black and not red).
These are the issues i would like an answer to post haste from the public relations team of SWG
1) I would like to see a reference list of the overwhelming demand Against Clothing decay
2) I would like to see a costing and benefit analysis to the economy of insurance decay as the sole solution to the problem versus a more integrated solution that will also address the overwhelming exploits and opportunities to evade the insurance decay penalty in the first place. (It will be to the benefit of the players in other words, not to buy clothing at all rather than having to bank it every time they want to go in fighting or pay for costing of decay.)
In other words, is it the intention of the devs that there solution will cause the players to spend more of their money or less of their money?
3) I would like some hard figures from the bazaar sales of clothes and vendor sales of clothes vs armour vs. weapons on a average daily basis on the test server for the month preceding and the time after this solution has been put in place.( I assume you tested this and have this data)
4) I would like to see a percentage breakdown of clothes sold that are nonwhite or nonblack (in other words what are the 55 new colours supposed to do to generate more sales for us versus decay)
5) I would like to see a percentage of clothes that are in use that actually have their sockets filled.
Now I doubt I will see any of those numbers, but the fact is that the empirical evidence is there for the devs to look at and I am betting dollars to donuts that not one of them has looked at reports of this nature before they came up with the solution that they have now put forth.
I would seriously like to see some due diligence on this, and a more detailed explanation and contigency outlay for when this solution fails.