Tailor Archive
Thread: Setting Priorities Week 2
*sigh*
I am trying very hard to please everyone, but Wookiee Colors IS ON THE LIST I JUST GAVE.
4) Buggy Schematics - Very long but very precise list to follow here. Level 1 Bugs only - no wishlist items. Color bugs, Reversals, invisibility. Gonna be a judgement call but heh what can ya do?
Now, sorry about that. I am really trying to help, but i need people to actually read before they start yelling at me lol. I don't think wookiee colors are any more important than the schematics such as the formal gowns which can only be colored white or white. The wookiee color palettes are annoying, but you still have lots of colors to choose from, and its more of a wrongly displayed color palette issue.
So I will turn in all those bugs at once. A master "big honkin" list of all buggy schematics will be posted today or tomorrow, and everyone can add to it and make comments.
__Alichai__
*grin*
Sorry I got a little irritated earlier =D People at work are bugging me and actually making me do.....work. Ewwww hehehe
How about adding something like:
- All items that require ONLY multiple Identical Synthetic Cloth panels (bustiers, etc.) include *1* additional NON-IDENTICAL (hand crafted) synthetic cloth so we can add BE enhancements to entertainer wear?
or
- Let BEs make Tissues in a Food/Chemical factory
or
- Give us a temporary relaxation on factory generation - let us use hand-crafted BE components to make factory synth cloth... (probably a quick fix, just don't check for the "unique serial number" on the BE stuff)
I swear - I hate having to turn away business because the ONLY thing I could *possibly* make (if Tissues worked right in the first place) for dancers are hot pants and fashionably pleated skirts. Nothing else that looks snexy takes hand crafted synth!
Kylania wrote:
Yes, wookiee colors aren't broken, they are mislabled. They still work just fine.
Thats only true for some items. Try a Traveller's Helm or a Battle Padding.
Either way, Vandessa reports its fixed!
I agree Dasyra. I try my best to have the highest durability I can for everything I make while other tailors churn out junk. They say, why bother? Nothing is going to decay anyway! It just really gripes me. I want the quality of clothes to mean something. Right now, if it is pretty, that is all that matters. It can be made out of the crumbiest materials available. I really want to see those tailors that churn out junk take a dive. I want the quality of clothes to really mean something. I want all those that bought junk clothes to be running around in their undies wondering what happened.
I know that there are other issues, but clothing decay in my book is the number one issue as far as being a Tailor is concerned. We need it to survive in the long run. Otherwise, why buy new clothes? A fashion statement possibly but there is no other reason. We need that reason. We need clothing decay.
Weapons decay, armor decays but why doesn't clothes decay too? This needs to be fixed for the survival of us all.
Durek
Okie, time for me to chime in.
My top 3 issues would be:
1. Clothing Decay
2. High level loot drops
3. BE thingys ![]()
Just thought id be frank, you can get information on why from all the other posts.
Durek wrote:I agree Dasyra. I try my best to have the highest durability I can for everything I make while other tailors churn out junk. They say, why bother? Nothing is going to decay anyway! It just really gripes me..
Durek
Its not just that they don't decay, even if they did the durability stat currently does nothing. No matter what you do clothes come out at 1000/1000 condition.. I agree that clothing decay is vital especially with all those High Level drops that have already hurt us.. We aren't alone though, architects and bio-engineers have the same problem.
Not only does experimenting on Durability not have any effect, it actually makes the item less desirable! Experimentation increases item complexity, which determines how much it costs to insure an item. So highly experimented tailor items not only don't have a positive effect, they actually make the buyer have to pay more to insure them. Until they add clothing decay, I've been making it a point to avoid experimenting on clothing.
I had not thought of that... That's a great approach... I would just make sure its an optional slot to deal with the 'only 2 factory items required' things. So, say a decorative skirt would take 25 hides, 1 trim, 2 factory identical Syth Cloths, and 1 optional Synth Cloth.
Ninyania wrote:
- All items that require ONLY multiple Identical Synthetic Cloth panels (bustiers, etc.) include *1* additional NON-IDENTICAL (hand crafted) synthetic cloth so we can add BE enhancements to entertainer wear?