Tailor Archive
Thread: Clothing decay
Here's a thought...I didn't read through the replies but just my input.
Decay based on Non-use of clothing...like items just boxed up, they could tend to wear down pretty easily...
Also...clothes in need of washing? Tailor/Launderer? I don't mean to offend any tailors out there by saying they should wash clothes for a living, but hey...it's something to earn you money
Jandreww wrote:
If clothing doesn't decay why can I craft clothing repair tools?
You can make these to repair all the Master Tailor level items that low level mobs drop all too often. Of course, there has never been a need to do so, and apparently will never be a need.
To go off on a tangent here, don't ya just love it when some chump thug drops a 4th level or master level item? Especially when it will never decay?
In beta, mobs used to drop T21s and other high-level goodies until weaponsmiths raised enough noise about it. 'No more uber-loot' the devs said.
Sorry, but as a mid-level tailor I consider an exotic leotard dropped from a blue con to be pretty uber. And it still happens, contrary to previous patch notes saying otherwise.
I guess us tailors aren't vociferous enough. Perhaps we need to change that.
bah, that sucks!
Why would you put your very hard to find skill enhancments into clothing only to have lost it because the garment falls apart? unless you can transfer the enhancmentsto other garments I think this idea sucks, sorry.
or I suppose if the enhancements weren't quite as rare whichis a bad idea as well.
Whats the point in using the enhancements if they will beused up? as rare as they are, it would stay in the bank instead of being used....
snoogins
nootch wrote:
bah, that sucks!
Why would you put your very hard to find skill enhancments into clothing only to have lost it because the garment falls apart? unless you can transfer the enhancmentsto other garments I think this idea sucks, sorry.
or I suppose if the enhancements weren't quite as rare whichis a bad idea as well.
Whats the point in using the enhancements if they will beused up? as rare as they are, it would stay in the bank instead of being used....
snoogins
uhhh, ok Einstein - and of what use are they in the bank?
Hello! THIS IS NOT BETA. In fact we are paying customers, why would you listen to them and not us. Also, Q-3PO certainly said nothing about this supposid beta feedback to our tailor correspondent did he? In fact he said the exact opposit of what you are saying now.
In fact, your items (1) and (2) contridict each other. Which is it? Are you satisfied that the beta feedback is the way to go and you are not working on this (which SURE appears to be the case does it not? since you guys went to all the trouble of quoting this feedback in the release notes and took the trouble to remove a piece of functionality which would seem to enable this very thing later on) or are you in fact agreeing with us (and the dozens and dozens of non-tailors who have rallied to support) that it needs to happen and are in fact working on a solution (which it SURE appears you are not)?
Give us the staight dope. At least we'll respect you for it.
Wire3k wrote: uhhh, ok Einstein - and of what use are they in the bank?
LOL! I'm glad my point wasn't missed by your superior intelect!
nootch wrote:
bah, that sucks!
Why would you put your very hard to find skill enhancments into clothing only to have lost it because the garment falls apart? unless you can transfer the enhancmentsto other garments I think this idea sucks, sorry.
or I suppose if the enhancements weren't quite as rare whichis a bad idea as well.
Whats the point in using the enhancements if they will beused up? as rare as they are, it would stay in the bank instead of being used....
snoogins
Why would you assume that a skill enhancement would last forever? Your weapons don't last forever, your armor doesn't last forever. Oh but skill enhancements should.
I've got no problem buying new threads every couple of weeks. but when you spend oh maybe 50hr/avg to find one decent skill enhancement, i would expect it to last. Maybe thats just bad logic on my part. but if this does affect skill enhancements, you can just remove them from the game because nobody would want to waste it all on a garment that has to be replaced in less than a month... thats all.
i can replace armor, weps, etc. no prob. but its a million times harder to replace the enhancement...
thanks for listening.
snoogins
MaggieMay
"There already is weapon decay, there already is armor decay. Why would clothing decay be tailor specific? Give us a break here. I have one of the busiest tailor shops on the server. I work hard at providing my customers with good quality items.... you blew it right out the window and expect us to jump up and cheer?"
Right on Maggie. My shop is busy too. Reason being that on every garment I sell, I show the Durability so that they know that it is quality.
When Q said originally that he agreed with us and they were going to impliment it, I was so happy and waiting with baited breath for the day that all those that sell junk garments, that their rep would go down the drain. You and I both strived for the best quality we could get and we were proud of what we sold. Now unless this is changed somehow for the better, I don't have to have harvesters all over the galaxy to get the best. Little Suzy or Johnny can make something as good because it all just doesn't matter anymore. There is no competitive spirit left. I feel like my heart was just yanked out because I poored my heart and love into everything I made. If I experimented on a garment and it failed, I destroyed it no matter how many components it took to make it. And now I don't have to but that doesn't thrill me because I still know that I will possibly be selling junk with my name on it too.
As far as a money sink goes, I remember Q saying that there was too much in the economy. Well, it isn't because of me and probably not because of most of the tailors. I spend thousands daily. House Maintenance, Maintenance on all my harvesters and I have zero lots left, Maintenance on my factory also. Where is the money sink for the combatant? His armor eventually wearing out?
One of my characters in Beta was a Wookie Teras Kasi. He needed nothing. No clothes. No armor. No gun. Absolutely nothing. So every credit he made was gravy.
This is besides the point, but whatever happened to the idea that eventually a person wouldn't be able to make something as they clumb the ladder and would need those under him/her in skill to make it for them? What ever happened to that? By requiring the lower skilled people to make stuff you need, that would cause the higher ups to buy from them. They would also have expenses and contribute to the money sinks to lessen the amount of money in the economy.
I was in Beta 3 and the outcry was not against useage decay. I was one that was contributing to the outcry against time based decay which would not work.
What ever happened to Miner? Your excuse for taking that out was that it wasn't fun. Do you call pumping out garments all the time fun? Maybe for some it might but then we have to define the word "fun" and that comes down to it meaning different things to different people. The way things are now, anyone can own harvesters. If the miner was the only one that could own them, then you create a new profession. And those that needed the ore would either have to add that skill or buy the ore from the Miner.
What I am getting at is if the professions are more spread out, then players are more dependent on others. So there are more contributing to money sinks. My Tailor is also a Novice Rifleman so he gets his own hides. He also has his own harvesters to get his own ore. So in a way, he is pretty much self sufficient. Don't get me wrong. I am not complaining about it. But the object of the game was to do away with that sort of thing. To make players dependent on others.
Well, what I am getting at is that this is the wrong path that you are following just to try to createa money sink. You have to find another solution. Currently there is a real problem with Architects. They are not selling anything. Why? Because of maintenance on houses being one of your money sinks. They don't do repairs.
If you need more money sinks, then maybe you should look for another solution. One being that if clothing doesn't decay, the maintenance fee for it should be tied into the quality of the garment. You have to bring back experiment to make the field competitive. Without this, there is really nothing.
So here is a money sink for you. When the garment has decayed, you can go to an NPC Tailor to get it repaired. If it is too costly, then the player will just buy something else from another player. Same goes for weapons. If the weapon needs repair, the player will go to an NPC to get it repaired. The quality of the item will play a part in how fast it degrades. Have NPCs repair things like that.
Why not apply it to all worn clothes, simulating the clothing being ripped, torn, worn, whatever. When people are in fights, clothing gets ripped and torn all the time. Whether it's from sliding on the ground, the other person's hands gripping them, the knife or round penetrating them, etc. So basically, apply decay to clothing in the same way decay is applied to armor.
Oh by the way, if a person jumps into a fire and takes damage that way (or any other way to take non-combat damage) then yes, apply decay to the worn clothing.
Magicflight
I have to say real dancers in real life, ones that dance in a bar setting...um...the exotic type...get sweat, and other bodily ick, and beer, and other forms of alcohol all over their clothing. It's realistic that other dancers, professional ones on stage not getting dollar bills shoved in their g-strings also get decay on their costumes from sweat, from wear and tear, I did dance professionally at one time (not exotic) and costumes would only last one run of production and even then the customiers had to make repairs often to sequence, rips in taffeta, and dry cleaning for armpit stains. Most of our entertainers in this game do not die, so decay based on incap would not really wear their clothing.
Basing decay on incap would take out the decay on clothing by the people who truly use clothing most. Other types of crafters who never fight. If you are a major crafter and have merchant skills there is very little room for actual fighting and sometimes besides running to a harvester once in a while there is little time you are actually out of your shop. The people who do get incapped frequently already turn to some type of armor.
Not only that, in real life I'm currently sitting at my comp in a very oldBanana Republic Tshirt that has seen better days. There is much wear and tear on real life clothing.
I think basing decay on incap is not such a good idea. Not that we have to mirror real life, just that we must consider all the possibilities of how players play and how the future market looks for crafting professions.
Respectfully,