Tailor Archive

Thread: Setting Priorities Week 2

SquireH
Mon Aug 04, 2003 10:07 am
#66

Though Decay and Clothing Colors are my choices for things to look at I would question if Display Items in houses should decay?

If I spend 2 days setting up displays of clothing in my shop should I have to worry about them dissappearing? Well, yes I should but it should be at a greatly reduced rate shouldent it?
Phlebus
Mon Aug 04, 2003 10:37 pm
#67

Might need some tweaking, but for clothing decay I would like to see the following:


Durability on Field Wear items of the order of 1000


Durability on Casual items of the order of 200


Durability on Formal items of the order of 100


If someone wears formal wear in combat it should decay to zero after one fight (no James Bond dinner suit escapades here). Outside of fights, items should decay slowly if and only if worn. I would expect field wear to decay several times faster than armour.

Alichai
Tue Aug 05, 2003 12:16 am
#68

Well personally what I would hope for is Usage-based decay, so that clothes would only decay when worn. I would LIKE to see them decay a certain amount for every hour worn... but that may be too technically complicated.. and they may do it by number of times equipped (though that would stink for us folks that change clothes constantly)


I would put my vote in for usage based decay making an item of clothing that was worn by a 3 hour a night player, decay in 2 months, and a 6 hour a night player decay in 1 month.


I think that would be enough to get some turnover, but not so fast that its annoying =D

Alichai
Tue Aug 05, 2003 9:19 am
#69

Ummm... the LAST thing I want to see is fighting-based Decay. I sell formal clothes. People dont fight in them.. they hang out in them, and dance in them, and play music in them.


Clothing decay needs to be based on time worn while online.

Azyre
Tue Aug 05, 2003 9:46 am
#70

FYI I do not find experimentation to be useless for schematics that I do for armorsmith's reinforced fiberplast panels and synthetic cloth. The armorsmiths I craft for report back that a) their armor has a higher durability and b) they seem to have less failures and c) the armor appears to have better resistances (not sure if that would be a bug or if its just that the armorsmith did better on that attempt).


I think on some clothing it advertises, in error, that master tailors may be able to make clothing that gives better armor points..or resistances, something like that. If that is true, then it may be interesting to see what happens along that vein. I already do add some biological components to my cloth from time to time on very special runs of clothing, but I think experimentation should help in this..perhaps give another bonus point.


That said, I would like a way to help determine how many sockets a piece of clothing has. Experimentation may, indeed, be the logical way to do that. If I have a piece of clothing that has one socket and I could experiment it up to 4..that would be awesome. Presently I'm getting a lot of customers that request x amount of sockets and I have to tell them that I just have no way to control for that. I can use the very best ingredients in my cloth and still, on a great success only have 2 sockets. I'd really like a way to have that increase.


Bridget Sara
Master Tailor
Wanderhome

Nik0n
Wed Aug 06, 2003 4:26 pm
#71

Im a loser i know.



Im wondering about Wookiee Battlepadding becoming a armor, it kinda sucks being the only race (as far as im aware) that can not wear any armor of any sort, just limited styles of wookiee clothing.



It says on the info of the battle padding that master tailors can make them have armor like qualitys


if this is posted some where else please let me know thanks.




Cagaar

WibbleNZ
Wed Aug 06, 2003 4:52 pm
#72

The only way to make battle padding battle worthy is putting things in its (up to) 4 sockets, since I think synth cloth cant take any combat oriented BE components.


If you want armor, you have to give up your hundreds of extra stat points.




--------------------------------------------------------------------------------
Jeassa wrote:
OMG I LOVE YOU WibbleNZ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And that is the only time you will ever hear me say that.
Nik0n
Fri Aug 08, 2003 1:09 am
#73

Thata the problem, Wookiees do not have Armor like everyone else (thoe they did attempt to get chewie in to a ST outfit) but still the game says its able to be done and i need to be done i know a few other woookies whom feel the same way and want some type of armo other than the POS armor generators that armorsmiths can make...



I just want the master talior to be able to tinkerwith battle armor and makethem have the same types of Attribues that normal armor has.


would make me happy!!!


i sleepy
Cagaar the passed out wookiee

DarthSirius
Fri Aug 08, 2003 1:51 am
#74

Ok, unless you submitted this last week and I missed it, here is my list:



#0 FIX master tailor + master armorsmith = ONLY NOVICE ITEMS!!!!!!


#1 all others



It has been over a week and I have crafted a couple fiberplast panels and some synthetic cloth with my MASTER TAILOR MASTER ARMORSMITH


I am very very very frustrated, and its only growing by the day.


I really would like to see some recognition by the corespondants of this issue as it has totally incapacitated my character.


The armorsmith correspondant also failed to mention this problem in their forum too, despite my rabid posting and furious venting.


Still absurdly vexed,


Jinx'd

Graiy
Fri Aug 08, 2003 6:10 am
#75

From what I see, the tailor/armorsmith bug is NOT fixed, it has expanded beyond the Master Tailor... It hit me as soon as I trained Casual II. I also had field IV, formal IV, and Experimentation II. In armorsmith, I have Personal IV, Technique IV, Layers I, and Deflectors II. Also, I found interesting that everything defaulted to novice artisan when using the clothing crafting device next to a private crafting station. Once I move away, and even when I am next to a public crafting station, everything is normal. Problem is that many items require the private crafting station to make....


I trained Casual III last night, and I gained items as if I had trained both Engineering I and Domestic Arts I....


If nothing else, can we get the private crafting station requirement removed from these items while this problem is being worked on?


Redlily Iralan


Tailor/Armorsmith on Rori


Bria

Mercutio
Fri Aug 08, 2003 8:14 am
#76

There is a work around for this, aside from droping armorsmithing. when you are near a crafting station is when the happens, so most of teh basic stuff you can still craft. To do the advanced stuff, you have to open the crafting kit and type /selectDraftSchematic # This will open straight to that number thing. Thing is, it is different for everyone. You have to spend a lot of time figuring out what is what. It DOES go in order that is listed when you look at your schematics in teh datapad. So if the fleshwrap is 247 for me, the leotard is 248 because it is next in line.


Now, this is only things in the armor/clothing line, so you don't count things like weapons or whatever. Just get a notepad and start figuring stuff out. It stinks but once you do the upfront work it isn't too bad.




Candi
Master Tailor - Radiant
Naboo, NW of Moenia, 4242 -3940
usdfratboy
Fri Aug 08, 2003 4:04 pm
#77

I like this idea. I, like 1 in 12 men, have some form of color blindness. Being red/green it can be some what difficult to pick the right color that a customer asks for. I suppose I could do something other then being a tailor, but I really enjoy the profession. I don't think it would be that difficult to do. A simple mouse over for when you hover over the color you're interested in and the name of the color would pop up. Heck, I'd be happy with just some numeric representation of the RGB of the color.

Just my .02 credits
usdfratboy
Fri Aug 08, 2003 4:07 pm
#78

and when i said, i like this idea, i was attempting to quote a previous post that brought up the idea of color pallettes, etc.
Page 6 of 8