Tailor Archive

Thread: Big Patch 2 Report

Durek
Wed Oct 08, 2003 2:00 am
#105

Whooo Hooo...thanks Vandessa. That is good news. It happens today. Can't wait to play around with it.
Vandessa
Wed Oct 08, 2003 2:58 am
#106

Aww guys, you are too much!


Good luck with the patch today if it actualy does go live. From ingame indications last night it sounds like the patch had reached its saturation point of fixes and will indeed go through. But you never know!


*hugs*





* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Wire3k
Wed Oct 08, 2003 5:02 am
#107






Suboshi wrote:



I can agree with that completely, but I don't quite understand why it can't stack per clothing item.It would be too powerful to be able to stack tissues in one outfit, and then you'd also have EVERYONE running around with dusters or other items that require 4 or more components to get the most out of it anyway.





Suboshi - the alternative to that is everyone running around in the same 5 outfits that you can get the exact same thing on at 1/6 the cost. The cap on the garment is 25 per bonus no matter how you allow bonuses to accumulate.


That's why I maintain this has more to do with fashion choices that bonuses. It's not like you can't get the max in some pieces already. They've not given any indication of changing the way singles add up with the same bonus within a garment. With bonuses not stacking on indentical sheets what you have in effect is paying a hell of a lot more for a hell of a lot less. I personally don't want to be restricted to the same few pieces because those are the only cost effective ones customers want.


Sumonrex also makes an extremely valid point. Stacking within a slot on identical pieces allows the minor tissues some value and provides product at lower BE levels. It makes them valuable enough that when factories were first discussed in the BE forum some masters were afraid it would devalue THEM. All crafters are supposed to have legitimate saleable product at all levels - so much so they tried to put in schematic revocation in beta to FORCE people to deal with lower crafters. This would not only give lower BEs legitimate goods - but increase the product line of upper BEs as well -competition from lower crafters I'm not worried about. If they don't stack within identical cloth of the same slot - the minor tissues are pretty worthless. Cumulative values make them more cost effective on certain pieces and useful and competitive.


I also noted in the dev's response that this is supposedly how other trades handle this problem. Ummm, I'll admit - I haven't done armorsmithing, or weaponsmithing or been a chef - but what other trade has a value add ingredient? I can't think of one other thing that acts like this - this is a value add - not a multiplier on a formula bonus. The closest thing I can think of is multiple components in medicines - but those look like multiplier bonuses on the formula ingame to me. Granted - the system may very well be treating them the same way - but they aren't the same thing at all.




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Vandessa
Wed Oct 08, 2003 5:18 am
#108

Chef food uses the value add of BE stuff through the micronutrient suplement. Armor and weapons while they do not use BE enhancements they do use enhancement through items like crafted layers and dropped comonents fromMobs like Krayts and Nightsisters that have the same base 'mechanic'. And yes, while the armorsmith may need to make 2 Krayt enhanced armor components for his pair of leggings he is making, the bonus only applies once.



* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Vandessa
Wed Oct 08, 2003 5:30 am
#109

Okay guys, the big patch is moving out to live servers today *(crossing fingers)* so let me know if any of the changes that I stated here are not working right for you (please save normal bugs for the 'technical issues thread' You'll confuse me and I may miss something otherwise, lol


Good luck all!





* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Wire3k
Wed Oct 08, 2003 5:48 am
#110






Vandessa wrote:
Chef food uses the value add of BE stuff through the micronutrient suplement. Armor and weapons while they do not use BE enhancements they do use enhancement through items like crafted layers and dropped comonents fromMobs like Krayts and Nightsisters that have the same base 'mechanic'. And yes, while the armorsmith may need to make 2 Krayt enhanced armor components for his pair of leggings he is making, the bonus only applies once.





Hmmm, I've seen so few chefs - I haven't a clue how their stuff works - if it's multiples, it may be the same thing.


I personally don't consider drops in the same category as crafted anything. If they are identical - and go in the same slot I suppose technically they are comparable. Do armorsmiths have the variety tailors have where there is a way for the bonuses to stack on some items - and not others - and that the main difference is a fashion choice?


Please god don't tell me they took out the cumulative effect of singles as well.




www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Vandessa
Wed Oct 08, 2003 5:52 am
#111

At this moment, yes single slots within the same clothing item using the same bio-cloth do not stack. Right now it is the best option because as I said before the underlying mechaninc that governs behavior in the database and applies to all crafted items (using bio-tissue or dropped tissue/scale) the same way. Its how it was written and optimized.


To see a change in this, the entire system will need to be overhauled and when/if that will happen remains to be seen. There are also balance issues invoved to reduce the effect of out and out twinkage through use of bio-tissue/drop tissues.


Sorry that this isn't better news.




* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Wire3k
Wed Oct 08, 2003 6:08 am
#112

OMG - so the part that DID work - doesn't now?


And here I thought the issue was in just factory cloth - they've broken everything.


They better get to rewriting.




www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Wire3k
Wed Oct 08, 2003 6:20 am
#113

You are telling me that if I have 3 instances of individual sheets of bonus cloth - all the same bonus they aren't going to be cumulative.


They always have been cumulative, up to the bonus cap. That part DID work.


Man, why even bother having the minor tissue line - it's totally, completely and utterly worthless now.




www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Vandessa
Wed Oct 08, 2003 6:25 am
#114

Sigh.. okay from what I understood it had never worked. yes the numbers showed up on the skillsheet like that, but the application was not using the numbers listed. Thats my understanding of it. One of the major fixes was to make it so the numbers that displayed on your skillsheet actualy jived with what was actualy being applied.



* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Wire3k
Wed Oct 08, 2003 6:28 am
#115

Yes, it did work - at least in showing the numbers up.


What apparently never worked were the bonuses THEMSELVES. Didn't matter what showed, at least on some - they were just showing up in the skillbox but not applying to the character.


If I put in a +10 and a +12 in two individual boxes - yes they did indeed add up to 22.




www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Avallach
Wed Oct 08, 2003 6:36 am
#116

Wire, I'm afraid I've never had that work...was it a specific piece that did that for you? I'd be curious to try it. Of course now that we're patching, it's a point that will probably remain a mystery. :-P



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Vandessa
Wed Oct 08, 2003 6:39 am
#117

Right thats what I mean. Yes the bonuses showed up in the skillsheet like they did work. But in fact it wasn applying right. What I am trying to say is that they fixed it so you now actualy get what you see there.


The Bio-Engineer has already been stated in the past that fixes will be coming in 2 stages. 1 to get everything to the point that it is WYSIWYG and then later on introduce new tissues and perhaps overhaul the DB system or the schematics themselves to allow for better application.


Like I said, I'm sorry its not 100% fixed the way you would like it now, but at least they are getting things improved (unlike some other professions that are being made to wait right now).





* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

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