Tailor Archive

Thread: No hope for decay

Anastria
Thu Sep 04, 2003 7:34 am
#53

/agree with Niloc


And Niloc, are you an Engineer or Architect IRL? Due diligence? *grin*


Sounds like familiar terminology to someone who works for an engineering/consulting firm.


I really wish that the devs had put a lot more though and research into this before completely wiping out the decay. There's got to be a better way.





::: Anastria Liadon :::
Master Tailor, Master Artisan, Merchant, Part-time Dancer
Wayfarer Trade Federation (W.T.F.)
Anastria's House of Fashion - Kadaara (4950, 6090)
Chilastra Server
Rackiela
Thu Sep 04, 2003 7:34 am
#54

Oowik - that is one fix, but there are other things we could suggest that would allow us repeat business.


I suggested somewhere around here dye kits only made by us. Since clothes won't decay anyway people could easily change the color of their existing clothes to suit their needs...but to do so, they have to get the dye kit from us. This would also help with clients who did not get the exact color they wanted.


What would also be nice is if they took colors out of armor - and let people use the dye kits to color their armor.


Another idea is if enhancements decay. If the enhancement decays the condition wears and you can not equip the item. This would solve the naked people walking around issue because enhanced items are mostly worn by fighters who have something they can put on.


There are a lot of things that could be added to our profession. We need to think positive and fight to have them implemented.

KazeyW
Thu Sep 04, 2003 7:36 am
#55

That components without experimentation I hadn't even thought of. Did they just nerf armorsmiths in the process too?
Ogre6369
Thu Sep 04, 2003 7:37 am
#56

Come on people, don't be so alarmist. I am sure it was removed as a precursorto full implementation. Starting from scratch if you will. I am sure clothing decay will be implemented soon enough. In the mean time though prices may increase.



Rava G'Lok, Master Architect, Master Rifleman, Master Marksman, Former Master Tailor, Former Master Artisan.
Sleemo, Master Droid Engineer, Master Artisan, Future Master Shipwright, and all around craft-monkey.
Vendors located at 1036 -2260, Runner City, Corellia, Valcyn.
s7ryk3r
Thu Sep 04, 2003 7:39 am
#57

GIVE US OUR DECAY!


Most other profitable classes get it -- we need it in order to remain a viable profession.

MouseBot
Thu Sep 04, 2003 7:42 am
#58

Many of you got it all wrong. You assume there is some kind of logic to the Devs decisions. Personaly I think they randomly pick a few topics from the To-Do list and roll a die to see if they should nerf, igore, fix or just change it to something else. I also stopped believing what they said a long time ago and expect to be nerfed every update. Any improvement is a bonus.



v Ciedee Parc v
Master Tailor, Master Artisan, Master Merchant
Mos Furiosis, Tatooine, Bloodfin
-383 3732
Raijen_ArDesh
Thu Sep 04, 2003 7:43 am
#59


Oowik wrote:
Just make it something obvious and NOT cool (i.e. not white, not black and not red).




Hm... Harvesters start to burn when their condition gets too low...

::evilgrin as she sees all those people walking around with burning clothing::



--
Raijen Ar'Desh - Master Artisan/Merchant/Tailor, Not Qute Master Yet Architect, Yellow Pen
Tolaris Ar'Desh - Master Medic. Doctor and Aspiring Fencer, Purple Pen
"Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer."
- HalasterTheBlack

Oowik
Thu Sep 04, 2003 7:48 am
#60


Raijen_ArDesh wrote:

Oowik wrote:
Just make it something obvious and NOT cool (i.e. not white, not black and not red).




Hm... Harvesters start to burn when their condition gets too low...

::evilgrin as she sees all those people walking around with burning clothing::




No no, dear lordy no. Do you have any idea how many Billy Badbutt you will see, with "Smokin!" dusters... /shudder
Rackiela
Thu Sep 04, 2003 7:49 am
#61

It would have been nice it the clothes just started looking raggedy.


It just does not make sense to remove code only to put it back it. It could have just been left there.


I think the overwhelming response to decay was for architects on houses, not tailors.


The patch notes say that decay was removed from other schematics in addition to ours- anyone notices what they were?

Daou
Thu Sep 04, 2003 7:49 am
#62

new price for master tailor items from me is now 100k




wtg SOE




¤¤¤¤¤¤¤¤¤¤

Kettemor - Power Merchant

Daou Power, LLC

"We don't run the galaxy, it runs on us."
Raijen_ArDesh
Thu Sep 04, 2003 7:51 am
#63



Oowik wrote:

Raijen_ArDesh wrote:

Oowik wrote:
Just make it something obvious and NOT cool (i.e. not white, not black and not red).




Hm... Harvesters start to burn when their condition gets too low...

::evilgrin as she sees all those people walking around with burning clothing::




No no, dear lordy no. Do you have any idea how many Billy Badbutt you will see, with "Smokin!" dusters... /shudder




Not if the fire caused damage



--
Raijen Ar'Desh - Master Artisan/Merchant/Tailor, Not Qute Master Yet Architect, Yellow Pen
Tolaris Ar'Desh - Master Medic. Doctor and Aspiring Fencer, Purple Pen
"Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer."
- HalasterTheBlack

Rackiela
Thu Sep 04, 2003 7:52 am
#64

I just spoke to a CSR in chat. I asked:


Is decay for clothing something that is permanently removed?


His response (CSRDavidF):


I don't know if the Dev plans to put in decay. I do know the Dev is aware decay for clothes is important.


So all is not lost.

SuicidePanda
Thu Sep 04, 2003 7:53 am
#65

I'd just like to put my name on this thread as well.


No decay makes no sense at all. Please show us the overwhelming support for it not being implemented.







Idwa Omori
Ranger 0,/0/2/0
Fencer 0/1/0/1
Medic 0/0/0/1
Entertainer 0/0/0/2


Page 5 of 9