Tailor Archive

Thread: The Clothing Decay Issue From a Non-Tailor

Sojourner
Sat Aug 23, 2003 2:32 pm
#40







TripleDES wrote:



Triple DES, first off I don't know why you are penalizing people for putting on and taking off clothes. What is your rationale for this?


When putting clothes on and off, they get stressed. I'm taking RL as example.





While I'm not an expert on the strengths of real life textiles and their material properties I do have some23years experience wearing clothes. Most of that time I have been dressing myself, so I do have some valid observations on the subject.To whit, so long as I am trying to wearsomething that is the correct size, andfully conscious while doing it I can dress and undress withoutdamagingmy clothes. While I tend to wear cotton,wool,deniem, and synthetic blends, I would think since both silk and nylon are supposed to have very high tensil properties. While dressing does put some stress on clothing, itis normallyless than would cause plastic deformation (technical term for permanent stretching), at least if you are doing it right. What causes far more damage is washing clothes frequently (not that I'm against clean clothes), both the physical and chemical actions degrade more than paltry stress of dressing.


The point I am trying to make is that any realistic decay rate for equipping and unequipping clothes would be a thousandth of what you are describing. While yes they could keep track of damage that small, I'm sure there are far more important things that they could use with the computer processing time it would take.



I'll address the following two quotes together:







Second you know why I am arguing for no storage decay, pleasewhat is your reason for supporting decay while clothes are stored.


Fabric deteriorates over time, it doesn't care if it's worn or stored, that simple. What's clothing decay good for if you wear the "exclusive" or expensive items only 15mins a day? They will never decay enough to break. Thus decay on stored clothes.













TripleDES wrote:
I want decay on items that aren't worn. If that won't be implemented, I dont see a reason to continue as tailor, because I'll only sell cookie cutter clothes for 100cr because the expensive stuff is only worn on special occasions, and survives an eternity, just as stated above.








In a properly balanced systemmeasurable decay will still happen for 15 mins, even 5 mins. Also in my earlier example I was taking the best case (or apparently worst from your prespective) that the clothing repair kits never destroyed the item that you were trying to repair. If clothing repair kits work like weapons or armor repair kits there is a chance that you will fail to repair an item, and failure could mean you destroy the items. Where you aware of this? On a side note, they Devs are eventually planning to have crafting skill affect the chance of failure. So not only will you have two revenue streams (selling clothes, and clothing repair kits), it is possible that tailors could make some money repairing clothes as well (especially if high level tailors never fail at repairing most items).


Next let's talk about the design of the game's fundemental elements.Most thingsthat decays in this game decays with use(i.e. weapons andarmor). The only other way to limit how long an item presists in the game is to give it a limited number of uses (i.e. traps, food, and drinks). If I boughtmy character a carbine and neverfired it, it will last aslong as my character.Ditto, if I bought some spiced tea and never drank it. The point is that players can make choices that ultimately affect how long their possesions last in the game. Why shouldn't the same be true for a shirt, or a pair of boots.


Finally, take a hard look at what this will mean for how tailors will have to do business if storage decay goes in. Most players will not accept paying what is preceived as full price for damaged goods. This means that either you will have to limit your sales to custom orders, or be prepared to continually mark down the price of your decaying merchandise. I can't imagine any crafter seriously wanting to do this to themselves!






TripleDES wrote:


The simple reason you disagree on that is that you're too cheap to spend money on clothes. That's why all non-tailors whine about any sort of decay, no matter how it's proposed.








An ad homin attackcoupled with a overly broad and unsupportable generalization, what a disappointment. I was hoping for a rational discussion. While I won't speculate on why you choose to use such poor debating tactics, I can refute these assertions easily enough. TripleDES, if I really was as you describe this tread wouldn't have happened, because I would too busy premptively complaining on the Discussion Forum. However, I'm not, so it did, because I wasn't. Also look back over the thread, I'm not the only non-tailor who posted here, and neither myself nor the others where against any and all forms of decay.


To be perfectly frank I'd rather not have clothing decay, but I realize that tailor's have to have some long term revenue streams to survive.Also I believe anything worth doing is worth doing right, preferably on the first try.If I said it once I've said it a thousand times, I think there is to do this while being fair to both tailors and non-tailors alike. Look, just because I'm not a tailor doesn't mean I'magainst tailors, we aren't all out to get you. Free your mind the rest will follow.




Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
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