Tailor Archive
Thread: Setting Priorities Week 2
There was a short period during beta where we had all colors available. After most of the main colors we have now, we stopped getting 7 ridiculously redundant shades of each hue, and instead only got 3-4 shades of each of the most vibrant colors.
Kai-Ren
Ahazi Beta's first Master Tailor! So there!
Regarding your proposal #2, Factory Exp. If a tailor can make a high level schematic, why do they need exp. I know as a Master Tailor, any more EXP is useless, unless you add an elite-elite profession like Fraction Uniform Tailor or Costume Designer.
Make the low level tailors grind the EXP like the rest of us. Otherwise, every artisan will make Master Tailor in less than a week. Not that I really care how many Master Tailors are in the galaxy, but sheesh, I had togrind like 1000 ribbed shirts and1500 cartrige belts, dont make that awasted effort byallowing novicesto stick a schem in to a factory.
I'm not sure if this problem is what people are talking about when they refer to tailor experience bug. But after finally making it to Novice Tailor, and crafting all day today, I notice something horrifying.... I was getting only 2 tailor experience points for most of the items I was crafting. at this rate it will take me 3 years to reach master tailor. I was under the assumption that we get so much experience points for each unit of resource used. If we were only getting 1 skill point per unit, there is nothing in my schematics that require only two units of a resource to make. Has this been happening to anybody else? I've decided to give up the tailor profession after all the hard work it took me to get to master artisan, because for the life of me I can't see myself spending one day of killing creatures and harvesting hide, another day doing missions to pay the high cost of my harvestors, all to create items that will only give me 2 skill points at a time in a mod require 22000 (or what ever the number is) skill points to complete. And we all know how many mods there are to complete master tailor.
Also, has anyone else notice, that after one problem finally gets fixed, three more problems appear? Are we going in circles? I'm sorry if this sounds so negative, but frankly after trying so hard for the past couple of days to gain at least one skill mod completed, fand then finding out that I was only getting 2 skill points on completed clothing, finally broke my spirit when it came to this game. Of course that might be a good thing.... maybe it's time to move on and find another game to play., something less frustrating.
Good Luck to everyone!
"Regarding your proposal #2, Factory Exp. If a tailor can make a high level schematic, why do they need exp. I know as a Master Tailor, any more EXP is useless, unless you add an elite-elite profession like Fraction Uniform Tailor or Costume Designer.
Make the low level tailors grind the EXP like the rest of us. Otherwise, every artisan will make Master Tailor in less than a week. Not that I really care how many Master Tailors are in the galaxy, but sheesh, I had togrind like 1000 ribbed shirts and1500 cartrige belts, dont make that awasted effort byallowing novicesto stick a schem in to a factory."
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Its not about making it much easier on us to advance. The problem is that low-level tailor items give MUCH more xp than higher ones. Take for example the Formal Line. Ijust picked up Formal 3, but I am loathe to make many of the things from that tier because I get almost NO xp from making them... A Dress takes 4 identical synthetic cloth (which I can get at most 10% xp from making in factory) and a few other odds and ends. - Whereas some shirts or skirts from formal 1 net the maker a lot more xp because they can craft the components by hand.
The point is to make the game fun WITHOUT grinding. And this type of set-up encourages people to make LOTS of their lower-end stuff instead of getting to make all their new higher things. That is the opposite of how the profession should work. I am sorry that you ground through most of tailor, but I dont consider that fun, and neither do a lot of others. We want to progress by being good tailors, and making lots of different things for people that want them.... not 1000 ribbed shirts. Sorry =p
__Ali__
Regarding invisible items...
A wookiee customer tells me that arm wraps equipped witha smock makes his hands disappear, and that it is common among wookiees he's spoken to. I haven't read other reports of this, but he says it is not isolated to him alone. Just wanted to pass that along!
Soleil
Alichai, Thank you for addressing my concern about "easy" exp for tailors. I am in complete agreement that "the grind" is a tedious and drawn out experience; however, when the road is complete being a Master is very special. I just do not want to see "master" in the title meaning nothing...I feel that all current and future masters will have earned the right to hold the title.
Fun, being the reason we play this game, should be a priority, I agree.I understand that grinding can take away from the fun aspect of the game (believe me... I totallyunderstand).I just want the Master Tailors in the game to represent a title earned. Perhaps under arevised exp/item system, masters would still represent an elite status,just that the individualdid not spend weeks grinding item after item.
Thanks again for the reply!!!
Thanks for the list Alichai.
As for the experience debate : my opinion is that no tier III or IV item should yield MORE experience than the already available "grinding" items (like ribbed shirts ...), but I do agree with you, they shouldn't (because of the factory requirements) yield significantly lower experience than newbie items.
It encourages grinding, and it encourages higher level tailors "taking over" the low level clothes market that should be left to novice tailors.
My top 5 list
1) Colors. Losing colors as you are climbing up the tailoring tree is disastrous, and even a master tailor has a limited selection.
2) Hats. The selection is too limited. At the very least, add the hats that are actually in game even if no now models are added.
3) Fix bio engineers tissues
4) Make tailoring work as advertised in the in game descritptions, ie. master tailors with experimentation and good materials (none of this do matter at this time and it is a shame) should be able to make clothes with protective values. My suggestion will be for protective values between 1 and 20% in each location, non stackable with armor, against 1-3 damage types that make sense for the item and depending on the components used ("cold" wear and items made with wooly hides should protect against cold damage, field wear items using reinforced fiber panels should protect against blast and kinetic ...), stackable with shield generators, and with an armor rating of zero (none).
Thus, it will provide decent and noticeable protection, but not stepping on armorcrafters toes to much (more protected damage types, and the "light" armor rating that already absorb 25 to 50% of the damage, depending on weapon armor piercing, above and beyond the listed bonuses).
5) Some robes and backpack issues (you can't wear backpacks with some clothes). This change was not needed. It doesn't add anything to realism or game enjoyment. It was completely uncalled for and should be reversed.
Because of game design choices I will not comment, using a backpack is not a convenience but an absolute necessity. Inventory restrictions are so "tight" people are exploiting and abusing any single "container" item in the game even if it was clearly not the itended usage (vendors, locked containers, factory and PCS output hoppers to quote just a few ...), litteraly to have a little breath of air when dealing with encumberance issues.
So clothes that unequip your backpack don't have any room in this game, period.
Same holds true for bandoliers.
And the 6th pet peeve : belts. Belt "layer" should be under, not above "jacket" layer.
Ack, no edit button !
Should read
in my opinion is that no tier III or IV item should NOT yield MORE experience than the already available "grinding" items (like ribbed shirts ...), but I do agree with you, they shouldn't (because of the factory requirements) yield significantly lower experience than newbie items.
Is it just me, or is there STILL no clothing decay? I have yet to see anythign decay a point.
-Tambo Snea'kya