Tailor Archive

Thread: no experimentation on clothing components is BS!!

Malifost
Thu Sep 04, 2003 6:20 pm
#1

This no experimentation is BS!! How am I supposed to sell synthetic cloth or reinforced fiber panels now that I cant make them better? This really pisses me off!! What the hell were these guys thinking when they made this major blunder? I prided myself on selling high durability syn cloth to my armorsmith making friends, so they're stuff would be better. They promised to implement clothing decay in the game. Clothing now and always has been 1000/1000 condition. With decay implemented and with experimentation this could have gone way up, and clothing would take forever to decay. I dont mind that, I sell clothes now, I will sell clothes later. But why take away from us something that every other crafter can do? Dont take it away just because some people may never use it. Make it useful, dont take it out of the game!!! **edit**!!



Malifost Clothiers and Accessories
Master Tailor
-1155, 1579 SE of Kor Vella, Corellia
stop by anytime, or email me for custom clothing
Wire3k
Thu Sep 04, 2003 6:34 pm
#2

Cloth sales to armorsmiths is the ONLY thing taking experimentation away from us might affect, and I'm not entirely sure it DID anything.


I had one smith that told me it gave him like an extra box to experiment with - I've had others tell me it never did matter on the quality of the cloth.




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On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
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T_Durden
Thu Sep 04, 2003 8:40 pm
#3

"On clothing components"?


On all clothing for that matter. I can't even do any experimentation. What good is the experimentation portion of the Tailor tree then?! Tell me.


What good is +10/+40/+40/+10 going up the skill tree in experimentation?


Chucksta68
Fri Sep 05, 2003 5:25 am
#4






T_Durden wrote:

What good is +10/+40/+40/+10 going up the skill tree in experimentation?




That's a really good question. Other than better color palettes and reduced chances of crit fails you get...nothing!


My question is what will we receive as a replacement for experimentation? Since the Tailoring tree takes the same amount of skill points as other (useful) experimentation/techniques trees, how about a reduction of required skill points until there is something usable?


I'd be all for that until clothing decay actually made its way into the game.






-----
Numa
Former maker of magic clothing and damage-free weapons.

Hey, since I made a Star Wars Quake III mod 5 years ago, does that make me an SOE dev??
moody628
Fri Sep 05, 2003 5:35 am
#5

It looks for all the world like clothing decay is NOT going to happen. Rather than adding it in, they've taken away the one part of it we did have.


Basically, this guts the profession. My selling point has always been that my stuff is more durable for when they DO turn decay on. Now, I can't even prepare for that eventuality. Pretty much bites. In fact, it would indicate that they are not going to turn it on... the Clothing Experimentation skill has now gone from 'nearly useless' to 'completely useless'.


FYI, it's not the skill that determines your color choices, even.





JOS Outfitters & Supply

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Silent' Bob, Manager

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Wire3k
Fri Sep 05, 2003 6:17 am
#6






moody628 wrote:

It looks for all the world like clothing decay is NOT going to happen. Rather than adding it in, they've taken away the one part of it we did have.


Basically, this guts the profession. My selling point has always been that my stuff is more durable for when they DO turn decay on. Now, I can't even prepare for that eventuality. Pretty much bites. In fact, it would indicate that they are not going to turn it on... the Clothing Experimentation skill has now gone from 'nearly useless' to 'completely useless'.


FYI, it's not the skill that determines your color choices, even.






Hate to burst your bubble - but your stuff is no more durable than anyone else's - they all were automatically 1000/1000.


And the experimentation tree is NOT useless - that's what determines how many sockets an item has a chance of having.




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
Kylania
Fri Sep 05, 2003 7:04 am
#7

Hate to burst your bubble - but your stuff is no more durable than anyone else's - they all were automatically 1000/1000.


Looking at those numbers no, they weren't, but we were under the impression, or perhaps hope, that yes they were actually more durable than anyone else's and that it was just a display bug. I mean NPC items took damage, why not players items? We were hoping that come the "very soon" when decay would be implemented that all our efforts in experimenting before would pay off when durability was put in it would be reflected when the display bug was fixed. We were horribly wrong it turns out.


And the experimentation tree is NOT useless - that's what determines how many sockets an item has a chance of having.


So what? Once you're a master tailor you get 4 sockets on **edit** near everything. We need an ENTIRE SKILL TREE for that?Everyone demands sockets, but honestly, how many people actually USE them? I have people come in and demand entire suits of socketed clothing, then two weeks later try to return the same items for new stuff (without paying..) and all the sockets are still empty. Do players honestly need some 28 sockets per outfit? No. Sockets or number of sockets isn't justification enough for an entire skill line, nor should we accept having a gimped skill line because of it.

donnah42
Fri Sep 05, 2003 7:37 am
#8






Wire3k wrote:

Hate to burst your bubble - but your stuff is no more durable than anyone else's - they all were automatically 1000/1000.




The 1000/1000 on each item is actually the condition.


I always assumed that durability was a stat that didn't show when an item was examined, but it was still present. And that high durability items decayed slower (so the condition out of 1000 would go down a little slower if something was experimented on well).




Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
Wire3k
Fri Sep 05, 2003 7:38 am
#9

Uhhh, guys - you might want to take a look at some other skill trees, this isn't the only profession that has filler.


The system is based on having 4 trees to master. I'm honestly not seeing why some folks are so upset about this. The only CHANGES yesterday were positive ones. You are exactly ZERO different than you were the day before - except for more color choices to offer customers.


If items in the master box aren't that important to you - and you don't think sockets matter - look at all the skill points you could save and put somewhere else. I can guarantee you tho - sockets DO matter to your customers, whether they should or not is irrelevant.


Right now - my tailoring issues are


1. Decay - thru use, clothing is a longterm consumable - or at least should be


2. Messed up patterns where either the wrong parts or not enough parts are colorable.


3. Jewelry items not having a graphic - it's hard to sell something that people can't see.


My wishlist - in no particular order.


1. Fedora's - I get asked for them daily - or at least more attractive hats for non-twileks


2. Expand wookiee colorschemes out of earthtones (may be a reason for this - but my customers want more colors) At the very least - finish fixing the items/colorschemes - some of these are the worse about being messed up - crested battle padding and sigil waist wrap anyone? See #2 above.


3. Having the crafting tool open up with CLOSED subsections instead of open, or at least the option of having it that way.


4. Some kind of tool - just a glorified crafting tool will do - that allows non tailors to browse item and color selection - perfection would be a way to generate an order based on customer selection into an email, but even letting them see what I do would save massive amounts of time trying to explain options. It would also greatly save on item count in my shop - I wouldn't have to have 3/4 of what I display - on display.


5. Mouseover with name or number on color pallette for common frames of reference.


6. Retinking the metallic pallette would be nice, there seems to be many options, but very little difference between most of them.


7. Go thru descriptions and make SURE that male/female only items are clearly marked.


8. Did I mention more hats?


9. More hats please


10. Oh yeah, my customers want more hat options.


Note - the first list I'd consider bugs. The next 10 would be lovely to have, but not horrible rush on them, but they'd be nice.






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
JimTheCactus
Fri Sep 05, 2003 8:57 am
#10

No... Loosing experimentation on components (Like the original post said) is bad. I did extensive testing and proved beyond a shadow of a doubt that component quality matters for experimentation of other non-tailor items like armor. Loosing Component experimentation has really messed my business up. The rest of the stuff though it's ture... It doesn't change anything 1 tiny little bit. I didn't experiment of jackets before, and I'm not about to start experimenting on them later, unless they add clothing decay. The funny thing here is: they didn't change clothing decay. It wasn't there before, it isn't there now. The only reason people are complaining is that they felt that the durability experimentation was a sign that one day they where going to put it in and clothing durability would matter. But since that has been taken away (it really didn't do anything) people have assumed this is a sign that they have no intent of putting it in. Does it mean that? No. But it does mean that it's going to be an interesting ride if they ever do put it in. Thousands of people saying "why are my clothes disintegrating so fast?" "Because we couldn't experiment on them." "Make me new stuff then!!!" "No. I can't afford to replace EVERY garmet I sold since the patch" "I don't care! Give me new clothes!!!" etc, etc...



--------------------
Todoo Sunstrider
Master Tailor - Mos Entha, Tatooine: Flurry

Owner/Operator of:
Todoo's Textiles @ 3580, 56, 5541 Tatooine - `Proving good looking doesn't mean expensive'
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