Tailor Archive

Thread: [closed]Poll:the new tailored segment for wookiee armor [closed]

NJ62
Thu Mar 25, 2004 5:53 pm
#66

Thank you all for voting. I have presented the devs with the concerns of many of you, while adding in that there is also a minority of tailors who are in favor of keeping the schematic. In particular I asked for an explanation of why this was added to the tailoring tree.


On this issue, I think we have to agree to disagree. Some people want itand others don't. As it stands now, those who don't want to make the schematic can simply choose to not do so, and those who want to make the schematic can choose to capitalize on this new market. Only time will tell, when this is pushed to live, whether the system is workable or cumbersome, lucrative or not.


If anything definitive pops up on this issue that I can share I'll let you know, but as it stands, this wookiee item is in our tree. Whether some choose to ignore it is a personal choice.


In the meantime, the voice of both the minority and the majority has been expressed, and it's time to move on to our top five. A lot of good issues have come out of this discussion, such as experimentation and decay, and we should focus our attention on whether to pursue that.


And a reminder: We get passionate about our profession. That's ok. But please take 10 deep breaths and walk around before you post. Devs pop in from time to time, and you may disagree with a design decision, but it's not very productive or polite to insult them. They have a lot on their plate, and are genuinely trying to make the game better for all professions.






Many tailors are a bit perturbed about the new padding segment which is used in Wookiee Armor, but is a tailored item granted to tailors at Field 3. Many of them feel that their job is to make creative fashions, and this new component is not a benefit to the profession, but rather presses them into service to armorsmiths. A minority (about 1/5 to 1/4) support the new content (and I'm still polling so these numbers might change). A few tailors abstained because they said, regardless, they would not be making the new schematic because they don't make components, period.


Here are some concerns about this development:


The armor segment has no use in tailored goods. Tailors, therefore, have no reason to make them, nor to gather the materials to make them in the regular course of business. This is akin to the master artisan dilemma: many bitty parts that master artisans make that they have no use for. However, the main difference here is that tailor is an elite profession, which many tailors feel should not be "subservient" to armorsmith. It is true that at this point elite professions provide components for other professions: armorsmiths provide armor segments to droid engineers, droid engineers provide modules for vehicle kits, droid engineers provide items for torches, and tailors provide panels for armorsmiths. Up to this point the components have been things that the crafters had to make anyway for their own use.


The component requires materials with decent stats, which tailors don't normally gather. Tailors would have little incentive to gather high-stat materials (that they don't need for any other item) just to make a component that they can't even use. Particularly because the majority of the materials are hides, not mined resources, a tailor (usually without combat skills) would have a harder time securing those resources, and would likely have to buy them, creating a lower profit margin and less incentive to make the component. The result: armorsmiths bringing their own materials for tailors to make the schematic (making this not a good source of income for tailors)


This is armor experimentation, not tailor experimentation, and the armorsmith will want to customize that himself. Perhaps the armorsmith values hams in a particular set, or perhaps resists. A tailor will not be able to anticipate what stats a particular armorsmith will want on the segment: this will create essentially a schematic-market where the armorsmith dictates what the tailor should experiment in. This sort of instructional relationship will be frustrating to both parties. Many tailors support tailoring experimentation, and a few of them have remarked that they didn't get into tailoring to be armorsmiths.


Availability of the segments may be problematic. Many tailors don't like making schematics or selling crates of components, and simply don't make them. They don't want to meet for schematic creation (which is usually for a very very low fee), or they don't have the resources to create such a volume of components (which have a small profit margin), or they simply choose to spend their time in other ways. Right now the market for components is primarily lower-level tailors who desire to make money while working their way to master. However, since the new components contain experimentation, the armorsmiths would want components or schematicsfrom master tailors, who are simply not as plentiful as novice tailors, and are on the whole much busier and much more wealthy (i.e. have a lesser need to sell components or schematics for income).


~~~


I can't definitively say that the tailoring community wants this item banished from the datapad: to do so would ignore the minority who want to retain it, and it would be unfair to lobby for a "nerf" when some members of the community don't want to be nerfed. However, there is an overwhelming sense that this segment just doesn't "make sense" with tailoring, because of the fact that it's not used in tailored items, requires resources with armor stats, and contains armor experimentation.


I am curious what the armorsmith community has to say about it. It would be great, though, to get a dev response about why the component was placed in the tailoring tree, so that the tailoring community can make sense of this development, which seems to many to be incongruous with tailoring.




n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

NJ62
Thu Mar 25, 2004 5:55 pm
#67

Thank you for participating in this poll discussion. I'm unstickying and adding to the Link Directory.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Lysiria
Thu Mar 25, 2004 7:46 pm
#68

No = Keep it in the tailoring tree


I understand the reasons of those who are against this, however, I don't think we should be rash in our decision to remove this schematic. The fact is the developers don't want crafting professions to be autonomous and build in interdependencies. If we veto this, it's possiblewe could be passing up a money-making opportunity. I believe the reason our current componenets are cheap is directly because they don't require high quality resources or experimentation. I would like the opportunity to at least see how this works out for us.



n'Jessi, you made a very nice proposal and I don't necessarily disagree, but I'd like to add a few things to think about.




NJ62 wrote:



Draft in support of removal of padding segment to the armorsmith tree (I was sorta rushed so it's rough)

~~~~~~~~~~~~~~~~~~~~

As it stands now on TC, tailors make the component for wookiee armor at field gear 3. Many tailors are unhappy about this development. They feel that their role is to create new and exciting wardrobes, not to churn out components for other professions.

I love making new and exciting outfits just as much as the next tailor, but I also don't mind making money from selling components.

This is an armor component and it has no use in tailored goods

It's a large burden to require a component in armor from tailors that tailors have no need to make for their own items. Simply put, tailors will have no reason to make them. Perhaps, in the future, this component will be used for tailoring, though I honestly don't see how, considering that it has armor stats.

This is no different than any component that artisans make, or thetissues that BE's make.

The Experimentation is more compatible with Armorsmithing than Tailoring

Don't get me wrong, tailors have been asking for experimentation. But on overall durability of goods and decay resistance, not on hams and effectiveness. We aren't armorsmiths. We don't know what to experiment on. Even if we were to gather the good-quality hides, how do we know what sorts of experimentation the armorsmith will want on his product? Once again, the tailor will not be able to use the pre-made components as a source of income because the components may not be experimented to the liking of the armorsmith consumer. If the armorsmith has to tell the tailor exactly what to experiment on, the armorsmith should just be doing the experimenting.


I can understand how something new can bring about these questions for any tailor, but I just don't see them as a reason to not put this schematic in our skill tree. I'll make both ham experimented components and resistence experimented components and see which ones sell better ... just like I had to do with every one of our clothes to see which one sold more often.


Tailors don't like making components and are unlikely to do so

Although the intent is to give tailors business, and foster interdependency, the reality is that many tailors don't like making these items because of the extremely low profit margin (nobody wants to pay a huge markup for components) and the fact that they don't want to waste their own factory time making components for someone else when they can barely keep up with their own component needs. Some tailors feel that they don't want to be pressed into service to other professions: they would prefer to have more unique and creative content added to tailoring rather than creating more of a market for the components that they don't want to make.

I absolutely would prefer more unique and creative content, but I don't mind making components and am anxious to see how these sell for me. I believe many are missing the point that these components will cost more simply because they require high quality resources and good experimentation (and possibly their rarity since not all tailors will make them).

Given the fact that this item requires experimentation and is not used in any tailoring goods, tailors would have even less incentive to make this component.

The new schematic does not create income for low-level tailors, as do other components

In practice, as it stands now, selling components or schematics for components is a way for lower-level tailors to make money (since few people want the lower-level tailored goods) and this takes stress off the masters who are so overburdened by orders that they don't want to make components. However, a demand for this new experimented item will put stress on the masters specifically (because of experimentation points) causing them to be more overworked than they already are.

You are correct that this doesn't help lower-level tailors, but it also doesn't hinder them either. As for master tailors, we have the choice to make them or not. I don't see how this choice overworks anyone.

Tailors will likely make schematics only rather than gathering the resources to create crates of components: therefore this is not a good source of tailor income

Selling these components will not be a good and practical source of income, and tailors will usually make schematics on request (for a nominal fee, if that) rather than make these items for profit. The segments are extremely hide-heavy: tailors normally do not gather much hide, let alone search for hides with good stats (because they are not needed for other tailored goods). Armorsmiths do. A tailor is unlikely to attempt to collect large amounts of the best possible hide in order to make this one low-profit segment for another profession. Tailors will be unwilling to enter this market because of heavy hide costs and at the same time will not appreciate being pressed into service to make schematics (which often people do not expect to have to pay money for).

Many tailors may indeed just provide the schematic, but it's up to them what to charge for it.Arguing against having to find quality resources now maygive the devs the impressions that we don't want anything that would require this, including experimenting ondurabiltiy and condition. (Personally, Ilike not having to worry about quality now for our clothes.)

Armorsmiths and Component Availability

I can't speak for armorsmiths, but I know that if tailors don't want to provide schematics or components, it will be difficult for armorsmiths to obtain these items, causing frustration for them as well.


I don't see thisany different than any other component that's needed by another profession.







Simply, I don't see this addition as hurting tailors, so why argue against it?






~Elaira Ryn'Dule -
Master Tailor/Master Creature Handler/Master Scout
Gyopi
Thu Mar 25, 2004 11:47 pm
#69






Syzygy-Gorath wrote:

My $0.02: Chiana's right. This is a tailor nerf. Why? Not because it would have us making components that are of sole use to another profession, but because it reintroduces experimentation to tailoring. Some people like the idea of tailor experimentation. I don't. We already have to make every one of our end-products by hand, I don't want to have to spend even more time hunting for the 'perfect' resources, spend the money on experimentation tapes, then experiment out each and every item. It would take me more than five times as long as it does now. I see this as the first step in that direction, and it scares the bejezus out of me. (I didn't bother listing tools or station in the above since I already use +14.94 tools and a +42.somethingorother station)




What scares me is the idea that if ordinary clothing has "stats" to it that the quality of the tailor will no longer have much to do with their taste and their knowledge of the clothes and have more and more to do with how high we can make those stats. If that happened, then anyone who is really rich from doing some other profession (or duping credits for that matter) can become a better tailor than I am by buying up the best tools, crafting station, materials and skilltapes and all the work that I put into trying to really do a good job will go completely unrecognized. The only experimentation that I can see working is simple experimenation for durability and perhaps only mined resources should count in the experimenation. There is no way I can afford armorsmith quality hides, and although I can get guild help, I know of several good tailors who can't.








Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Syzygy-Gorath
Fri Mar 26, 2004 1:04 am
#70






Rizzaka wrote:





Akaara wrote:

It is a tailor nerf. Why should WE make componants for armorsmiths who will then turn around and take our wookiee clients from us? I would rather not be involved in this since it is a major slap in the face to tailors.







LOL seriously how do you see the 'smiths taking customers away from us? we don't make armor or protective gear as it is... sure we offer BE enhanced clothing but thats not armor.


and i reitterate if you don't like it DON"T MAKE IT! don't take something that could be a good thing in the eyes of some tailors away from us. Don't force your opinons on me just because you don't want to craft something.... what if some of us DO? its a two way street... so far all arguments from a tailors perspective on removing this from our skill tree is simply solved by "don't make it and let another tailor worry about it that does want to make it"


where do you see a tailor nerf? they arn't taking anything away from us nor are they reducing our effectivness, if anything its an armorsmith nerf....






My $0.02: Chiana's right. This is a tailor nerf. Why? Not because it would have us making components that are of sole use to another profession, but because it reintroduces experimentation to tailoring. Some people like the idea of tailor experimentation. I don't. We already have to make every one of our end-products by hand, I don't want to have to spend even more time hunting for the 'perfect' resources, spend the money on experimentation tapes, then experiment out each and every item. It would take me more than five times as long as it does now. I see this as the first step in that direction, and it scares the bejezus out of me. (I didn't bother listing tools or station in the above since I already use +14.94 tools and a +42.somethingorother station)



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Rizzaka
Fri Mar 26, 2004 1:06 am
#71


I like that reply Dex, i would agree about giving us the chance to use it but then we'd be taking away from smiths... perhaps let us put the segment into some of the Field Wear line of clothings? Let both tailor and AS use this item much like the synth cloth and the RFP.. however as it is now i still like it and would like to see it stay in.



and no offense Syzygy-Gorathbut are you reading my posts? your still avoiding the base argument i've laid down that if you don't like it don't craft it. Put some substance behind your argument as Dex has.


So many of you say you don't want to make it so it must be removed... well you know what i don't like making shoes, i say we remove that too... oh whats that? i shouldn't make them if i don't like them? HRMMMM wow that rings a bell now doesn't it?

Message Edited by Rizzaka on 03-25-2004 03:13 PM






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

Nuke490
Fri Mar 26, 2004 1:24 am
#72

Exactly what I've been saying Rizzaka!



Karenna Darkmoon

-KarNal Resources and Power - Kintan, Naboo, (-3234, 748), For item drop-off only.
-Kintan City Museum - Kintan, Naboo New location under construction just 50m from the shuttleport!
-Come to Elitros' SUPER STORE! Including Elitra's Bio-Engineered Clothes! Perfect for the discriminating combat type!
Shop in Theed! -4757, 5339 Right behind the theed Spaceport!

DROW Treasurer, and Kintan City Milita Member
Radiant Galaxy
Syzygy-Gorath
Fri Mar 26, 2004 1:30 am
#73






Rizzaka wrote:


I like that reply Dex, i would agree about giving us the chance to use it but then we'd be taking away from smiths... perhaps let us put the segment into some of the Field Wear line of clothings? Let both tailor and AS use this item much like the synth cloth and the RFP.. however as it is now i still like it and would like to see it stay in.



and no offense Syzygy-Gorathbut are you reading my posts? your still avoiding the base argument i've laid down that if you don't like it don't craft it. Put some substance behind your argument as Dex has.


So many of you say you don't want to make it so it must be removed... well you know what i don't like making shoes, i say we remove that too... oh whats that? i shouldn't make them if i don't like them? HRMMMM wow that rings a bell now doesn't it?

Message Edited by Rizzaka on 03-25-2004 03:13 PM




No, I understand your point. Mine is that this sets a precedent for tailoring experimentation—something that would suck about 90% of the fun of tailoring out of it for me. I worry that once we have one experimentable item there will be more, and more, and more, and soon everything we do will require experimentation. I have absolutely no interest in seeing that happen, and for that reason I will fight not to have any experimentable items. If this were just another component like SC or RFP I'd do what I do now, not sell it. But it's not. It's a whole 'nother animal entirely.


To restate: I don't have a problem with new schematics. Like you said, I don't like it, I don't have to craft it—what I have a problem with is this schematic because it requires experimentation—something that right now we don't have to deal with, and I don't ever want to deal with.





œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Nuke490
Fri Mar 26, 2004 1:35 am
#74

What if...for MOST of the items we craft...the 'normal' clothing items...there was no experimentation....but for a FEW 'component' items, there is?


Would that solve this issue? Some of us actually enjoy the experimentation process...others (obviously) despise it...fair enough...but can't we have it both ways?


I honestly don't see why adding experimentation to this one item is going to destroy everything





Karenna Darkmoon

-KarNal Resources and Power - Kintan, Naboo, (-3234, 748), For item drop-off only.
-Kintan City Museum - Kintan, Naboo New location under construction just 50m from the shuttleport!
-Come to Elitros' SUPER STORE! Including Elitra's Bio-Engineered Clothes! Perfect for the discriminating combat type!
Shop in Theed! -4757, 5339 Right behind the theed Spaceport!

DROW Treasurer, and Kintan City Milita Member
Radiant Galaxy
JayBurns
Fri Mar 26, 2004 1:36 am
#75

No keep it, this is the first sign that the devs want to work on implementing tailor experimentation, who knows maybe they will give us the rest of the schematics to experiment on eventually.
Syzygy-Gorath
Fri Mar 26, 2004 1:40 am
#76






Nuke490 wrote:

What if...for MOST of the items we craft...the 'normal' clothing items...there was no experimentation....but for a FEW 'component' items, there is?


Would that solve this issue? Some of us actually enjoy the experimentation process...others (obviously) despise it...fair enough...but can't we have it both ways?


I honestly don't see why adding experimentation to this one item is going to destroy everything








I understand that some people enjoy experimentation…to a degree I do as well (former Master Combat Medic, current Master Artisan) The biggest problem, as I see it, is a paradigmatic shift in what tailoring is. For a long time now the distinction between tailoring and other crafting classes has been that we need to craft all our finished goods one at a time, while they have to experiment out their goods and then do factory runs. It's a trade off. I really, really don't want to run the risk of having to both craft every item by hand, and experiment it all out. I'll grant that the devs have gotten better at listening to the communities and responding to what we want, instead of what they think we want—but I still don't trust them 100%. You could be right, this could be a great thing for tailors…but it scares me, and I don't think it's worth the risk.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Nuke490
Fri Mar 26, 2004 1:45 am
#77






Syzygy-Gorath wrote:


I understand that some people enjoy experimentation…to a degree I do as well (former Master Combat Medic, current Master Artisan) The biggest problem, as I see it, is a paradigmatic shift in what tailoring is. For a long time now the distinction between tailoring and other crafting classes has been that we need to craft all our finished goods one at a time, while they have to experiment out their goods and then do factory runs. It's a trade off. I really, really don't want to run the risk of having to both craft every item by hand, and experiment it all out. I'll grant that the devs have gotten better at listening to the communities and responding to what we want, instead of what they think we want—but I still don't trust them 100%. You could be right, this could be a great thing for tailors…but it scares me, and I don't think it's worth the risk.



I hear you, and I fully agree that this paradigm change in the dev's way of thinking is going to be difficult...and we as people will resist change. But sometimes it can be a GOOD thing...I think too many of us are stagnant in our ways...this push (while painful) is in the right direction...




Karenna Darkmoon

-KarNal Resources and Power - Kintan, Naboo, (-3234, 748), For item drop-off only.
-Kintan City Museum - Kintan, Naboo New location under construction just 50m from the shuttleport!
-Come to Elitros' SUPER STORE! Including Elitra's Bio-Engineered Clothes! Perfect for the discriminating combat type!
Shop in Theed! -4757, 5339 Right behind the theed Spaceport!

DROW Treasurer, and Kintan City Milita Member
Radiant Galaxy
Rizzaka
Fri Mar 26, 2004 1:49 am
#78

Okay i understand not wanting to be stuck in a profession where expirimentation reigns supreme, i agree... so lets join forces and fight this one battle at a time and allow this one through for now either that or have n'Jessa reply to the Devs with a "nice try guys but swap this with something we can both use as an optional component that we can expiriment on"


oh what say ye' tailors of SWG








Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

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