Tailor Archive
Thread: Setting Priorities Week 2
I don't always read this board so pardon me if I've restated something already discussed.
I was thinking that now with more and more skillmods circulating, more and more requests have been given for socketed items. I think that's great, but, I'm thinking on the long term here.
I've been getting requests for four sockets in an entire outfit. Not a biggie, but, that person is planning to wear that outfit and that outfit only filled with their skillmods for the rest of their career.
I know that if they ever implement clothing degredation things will be different, people will have to rebuy. However, it still makes it where a person who has collected many skill mods will only wear that one outfit, get it repaired til it falls apart. Our business is based on clothing variety. People want to change outfits daily or at least weekly, but once outfitted with a skillmod outfit to their liking they are done shopping. End of business, or at least "hello very slow business."
I've had many ask if I could take out skill mods, and I think that would be a great idea. Maybe only master tailors could take out skill modifications, but at least these players can have the freedom of variety, rather than committing themselves to one set of clothing because of it's skillmods. And tailors will once again have the promise of business.
Or maybe I'm panicking too soon, maybe skillmods will be plentiful and people will have a choice of many outfits with so many floating around? As it is now, I have only found one +1 skill mod ever and I'm anovice Ranger and have carbine 4...doesn't appear that these items are plentiful.
Just my thoughts. I know there are many more pressing issues to deal with and I fully agree with all of them.
How about a really simple request. Move the tailoring components from below the normal clothing items in the clothing tool - to above them.
If you dont have a factory making your components - then you usually have to create several components per item. Its rather silly to have to scroll to the bottom of the list every time to find the things you need to make most frequently.
I'd like to see the layering issue sorted - because if people could wear a coat and jacket - or a backpack and a shoulder pad - the net result would be more things bought from tailors.
Not as important as other issues on the table, but..I would like to see a "Favorite" tab in the crafting tool. Like me, a lot of you probably end up with a short list of 8-10 things that you make more than anything else in your list; things like dusters, cloaks, etc. come to mind. It would be nice to have a tab where you can get quick access to the items that you make the most.
The contents of this tab could be a) populated manually by the user picking items from the main list; b) it could be populated automatically by keeping track of how many of each item you have made (fairly high overhead on this one, probably not the best approach) or, my suggestion: c) just keep track of the last few items you've made, most recent at the top. So, when you're making dusters, you won't have to go looking for dusters in the list, it would be at the top of the favorites tab.
That is a great idea! I hope that the crafting tool categorization that is supposed to be getting put in will help with the jumble of schematics, but that would be one more great way to make it fast for us to get to our favorite items.
comatoast wrote:
Not as important as other issues on the table, but..I would like to see a "Favorite" tab in the crafting tool. Like me, a lot of you probably end up with a short list of 8-10 things that you make more than anything else in your list; things like dusters, cloaks, etc. come to mind. It would be nice to have a tab where you can get quick access to the items that you make the most.
It was suggested in an earlier post that if we get the 55 colors back then 5 should be added to each of the Tailoring skill boxes and the rest in Master. I've been looking at the colors that we do have and I'm guessing that the missing colors are broken up as follows: 7 colors with 7 shades each and 1 color with 6 shades.
Based on this, I want to suggest that each Tailoring box have 1 color added to it, with that color having 7 different shades. The 4 remaining distinct colors would go to the Master Tailor, 27 shades in all.
Tressina
No problem.. that wasnt like a rant at all =D You have the same issues that many of us have.
To the people above asking about the status of the Armorsmith//Master tailor bug, it was one of the top 5 that I reported on about a month ago.
As far as I know, *someone* is supposed to come in here at some time today and give us a summary of the status fo those problems.
__Alichai__
I want to voice my strong opinion about item decay. The tailor is the ONLY crafting proffession whereby a one time purchase will satisfy you for the life of the game. People have no reason to come back, except for a change of taste. In 2 months, the market will be saturated, and all tailors will be out of a job.
Remember to Vote on all the posts in this thread.
I agree that clothing needs to decay. It's kind of silly to be shot or mauled whilewearing clothes and they don't get a scratch on them.
Wookie colors, need I say more?
On bio engineered items... I am probably in the minority here but I think these should be keptRARE and not factory made. This means it takes more time to get the units... and make the clothes which, makes them much more rare. It's fun to figure out what bio units work best in certain items of clothing. If you are creative you can do alot with them but it does take time. I don't WANT the bio engineered items easy to come by or easy to put into ALL articles of clothing.
Chiana
Coronet, Corellia
1) Belts are too thick. If you were to scale the thickness of a belt to the real world, they'd be like wearing a New York strip around your waist. The same goes for many bandoliers and sashes.
2) Belts are applied over the jacket layer. Yes, this allows you to wear a belt on top of a robe, but it destroys the ability to wear a belt with a jacket. Especially on females, belts end up scaling to look like hula hoops. Belts should be applied under the jacket layer, or should at least be smart enough to tell the difference between a jacket and a robe.
3) Bandoliers/sashes and backpacks are mutually exclusive. Most anyone who has a bunch of stuff to tote around wears a pack, so I don't even bother making up a supply of bandoliers. Besides, bandolier + pack looks really cool. I've seen it in beta when it was a bug, and I'd love to have it back.
And speaking of which...
4) Packs are now incompatible with certain clothing. I really don't have any suitable recommendation for this. I can only question the sanity of the person who suggested/implemented it. This restriction simply does not make sense.
I think there should be a system message stating how many UXPs you get on login, this would help all crafters.
Fix the 0 xps bugs on high end items....twi'lek head piece, gunman's duster, etc....i sell tons of dusters, and it irks me to no end to get zero xps for makeing them.
I think one of the biggest things that would make the profession more fun, would be to have experimentation mean something....it says we can make protective clothing, we should be able to offer some sort of protection on items, besides just the broken bioengineered stuff.
Fix the color pallete, should be high on the hit list....while they are at it, fix wookie items...the color choices are just horrid.
Knowing how many xps we are getting for makeing stuff, would be a big boon as well.
Rather than being spammed with mail, give us a spread sheet that lists all sales, where it sold, and to whom, that we can pull up as a menu option. This would take a little work, but should be very doable. This would allow us to determine whats selling best, where our hottest market is, what color of the day/week is, etc...lots of things we could gain from this.
Decay on clothing items will give us a future...as is, people just don't see a need to keep buying clothes, except as a fashion statement. With higher decay on weapons/armor the clothing market is going to slow down.
Give tailors the ability to remove skill enhancers, if it is possible now i am unaware of it....or doing something wrong. People will be more likely to buy new clothing if they can put thier skill mods in them.
How about giving us the ability to place emblems on a cloak/duster type item, to designate PAs...or something to make PA affliation appearant visually.
Well that pretty much is everything on my gripes/wish list for now.