Tailor Archive
Thread: More Info: Prioritizing Tailor Issues
Can we have something similar to image designers for previewing clothing colors? Like for particularly high end items, we could group with that person, show them what we see in our crafting screen, and have them approve the color, or decline it. That way we can show them how many different pinks, greens, blues etc are availble in Robe of Honor...etc, without having to remake the item. Its not super high priority, but would greatly add a personal level of service to our customers.
Also having a # or name for a color would greatly help when matching colors, especially for wookie items![]()
And another thing, when you hit master, could we have design options to further customize our clothing? Like on Jackets/Dusters/Suits or Dresses have a range of intrecate embossed designes to add to the back of the jacket or skirt pattern. So on a Gunman's Duster be able to place a border along the coat, or a bird-like emblem on the back? Having say 10-15 master tailor patterns to customize that item would truly make it unique. That way its not just a black gunman's duster, its a black gunman's duster with a skull on it ![]()
I know these are not high priority compaired to wookie colors, decay and BE issues, but I hit master this week, and was just disapointed I only got a few more patterns. For long term gameplay, things like actually designing what you make to be totally unique is what will keep the customers coming back.
Also, if you look at http://starwarsgalaxies.station.sony.com/images/screenshots/20011001003.jpg and http://starwarsgalaxies.station.sony.com/images/screenshots/20011101002.jpg you'll see a few pieces of clothing that we don't seem to be able to make, but NPCs prance around in. (The flightsuit the moncal and rodian have for example, as well as the female wookiee clothes and the dancers bikini)
I am a little torn on the clothing decay issue. Constant clothing decay feels too much like structure maintenance to me, more of an annoyance hanging over the back of your head that you should be doing something productive at all times when online. If anything, constant clothing decay would just mean TONS more people running around in their underwearwhen in town to avoid any further decay. This is something we should be wanting to avoid.
I vote let it decay in combat, and let it decay while performing (dance/music). But not when just sitting around.
This would cover at least 75% of the population as needing new clothes from time to time (including the fashio hungry performers), while not making clothes decay constantly.
I'm not going to read all 70+ replies, I just popped in a quick reply to say that I am just fine with that priority list, Alichai. Good work, and thank you!
(My only other real issues with the tailor shop aren't technically Tailor issues, they're Architect and Merchant issues that apply to everybody trying to run a business in the game.)
I'm not a Tailor, but swung by to check to see how important my in-game /bug and /petition's were to the Tailor's. It's not even listed!! Clothing Mod's are broke. Cut/Paste a post I made on swgcraft.com.
The tailortold me this before I bought the clothes but insisted on having them anyway and to wait for a fix. I'm just write this to inform what I have found. He made me a great set! Medicine Use +27, Injury Treatment +33, and Wound Treatment +28. So I run to the clinic to test his claims they are broke, because I see the skills mods showing up on the My Skill Mods box under Ctrl-S. I went from +5 wound treatment to +33. As I'm healing people up I'm having a hard time deciding if the +28 is really helping or not. Well I train Novice Doc after a while and get my self a +5 from it. Wham, big difference in heals from 5 points but hardly any from 28. No big deal, I bug it and figure I may see a fix in a month.
Well next day I log in and check my skills. They are back to nominal, no mod's with the clothes on. Hmmm, decide to unequip/re-equip for a quick fix. As soon as I unequip my stats drop negative by the mod numbers. Well this gave me a perfect chance to prove the mods do jack as I'm now at -18 wound treatment. You guessed it, I heal as normal. So /bug'd and petitioned wearing clothes when logging and the mod screw up and the proven fact the mods do jack. Feel free to /bug this if you are bored.
VERY surprised this has not made your issue lisy at all.
I agree with the list. I'm new to tailoring though but one thing I'd like more of is color selections, even at novice they aren't much different that domestic IV other than being able to change 2 colors. But again, I'm a n00b at tailoring ![]()
Please add in the fact that skill enhancements on clothing do not update correclty when logging off and on, and do not give any kind of bonuses. This is one of the few ways a Tailor can make a substantial income, and with it broken, is making it hard to do so.
--Jewel
Hi everyone, I'm Pebou from Wanderhome, Tatooine. I've read over the list and decided to add my 2 credits worth. Some of the issues (or all of them) have been stated before, but I still feel the need to comment.
1- Tailoring XP/General Crafting XP. Just because you're a Tailor now instead of only an Artisan shouldn't mean you don't get any tailor XP from making the Domestic Arts I-IV clothing items. I like to make clothes for people, and people still want some of those earlier items. It's a shame I don't get tailoring XP for making them. I'm at Casual II right now and it's a shame I don't get any tailoring XP from all those infernal metal fasteners I have to make. Please ask the Devs to assign a tailoring XP amount, it can be less than the general crafting amount, to accurately reflect the experience that we actually go through.
2- Colors. I wasn't in Beta because I was floating around the Mediterranean Sea in support of a little war some of you may have heard about. Anyway, I don't have any boxes in Tailor other than Novice and Casual I & II. It will be a real bite in the butt if I can make a good red when I'm a Master Tailor. 'Nuff said.
3- High End Drops. I know it's been said before, but I think this should be priority #1. It's not first on my list because I know it's been addressed about ten gazillion times already. Why pay 3000cr for something when you can hope for it to drop? And how can I compete in my store when some brawler sells a cloak on the bazaar for 500cr only because he got it for free? Who cares if it's only 134/1000,there's no decay!We need to have some balance here. When I see a T21 rifle drop from a mob I'll stop complaining about seeing a Robe of Honor drop.
4- Signs. I know this might be an architect issue, but it'd help Tailors out a bunch. I'd like to see a sign where I can list every item I can make, along with any other text that I desire to add. I hate cluttering up my house/shop with 100 items just to show what I can make. I'd like to have some sort of a sign players can 'Examine' to get a better idea of what I can do for them. It'd be much more classier to only have a few samples of your best clothing floating in your shop instead of 'one of everything'.
5- Misc. I don't care too much about UXP, just as long as it's not removed I don't care how low it is. XP required to advance might be a bit high, since powercrafters are going to advance as fast as possible anyway all raising the levels did was hurt the casual gamer that the Devs so blatantly advertise about catering to. Lower the XP needed and you raise the playability.
That's it for now. Keep tailoring!
-Pebou
I don't remember if I mentioned this earlier in this thread or not but I'm getting GENERAL crafting xp for Gunman's Dusters and Infiltrator suits. Probably more stuff too, please have somebody look at it, I will also /bug it.
Just read through all the posts, and didn't see this mentioned, although it does seem related to wearing clothing over armor.
Gloves(armor or otherwise) cannot, for some odd reason, cannot be worn with a jacket/coat. Don't understand why this is.