Tailor Archive

Thread: New Dancer Buffs Tailor Specific

TinuviielSatura
Tue Aug 23, 2005 3:43 pm
#1


So the dancers are getting new buffs in the next patch - woo hoo!!! However, I thought that I might inform you that tailors have been slightly.. umm.. well, once again the devs fail to understand our true needs.


Tailor -
Increase tailor experience by 15%
Incrase resource quality for tailor crafting by 10%
Increase assembly success for tailor crafting by 10%
Increase experimentation success for tailor crafting by 10%


Sooo.. first of all, experience - this is useful to aspiring tailors only, unless you're using the xp for conversion to force xp. Resource quality increase.. well, nothing much to say about that except for the fact that it doesn't do anything for us. Assembly success - as we all know (or should know) the clothing assembly mod doesn't do anything. At least not in CA mods - perhaps this one will work and give us 4-socket items more often? I seriously doubt it, but we can hope.. And lastly, experimentation success.. LOL


So, as you can all see, we should be pushing very hard right now for buffs that will do something good for our profession while it is still on TC. Once it goes Live, who knows when it'll be fixed to something useful..


But.. yay for new inspiration buffs! /cheer



------Tinuviiel-----
Ani_cul
Tue Aug 23, 2005 3:45 pm
#2

personally i am hoping that this is a step in making expermentation and assembly matter.



stop looking at me
Kurtzgirl
Tue Aug 23, 2005 4:25 pm
#3

While these buffs pretty much mean absolutely nothing to tailors, it has a huge impact on all other crafting professions. There's already an uproar on my server board about it.







Victoria Marie
Master Tailor--Master Pistoleer
Body by Victoria--A Tailor Shop--New Thebes, Tatooine
"Everyone's been getting into my pants since 2003."


TinuviielSatura
Tue Aug 23, 2005 4:32 pm
#4


Yes, and as far as I know, it's not the good kind of uproar.. the crafters that've been working hard to get the best 30-70cpu resources are very, VERY mad. I personally think it's fair, as their resources will be perfect anyway and the cost of resources in general will most likely rise too. So in the end, I doubt it will give the newer players too much of a help getting into the business. I do understand their grief, though..


And yes, I do agree that this may be a step towards making experimentation and assembly count. I would love having a little bit of control over how many sockets my clothing has.. I'm tired of getting no-socket items as a master with a +25 clothing assembly mod.




------Tinuviiel-----
TheNola
Tue Aug 23, 2005 9:12 pm
#5


Hrmmm....


Doesn't "assembly success" mean that when we first craft the item, it doesn't fail? Because that was taken out of the game a lonnnng time ago, the initial critical failure. I believe that clothing assembly mods do work. I seem to get more 4 socketed items when I am wearing my +25 Clothing Assembly suit.


Although these changes don't seem to matter much, well... at least we're mentioned. Perhaps the devs are onto some new (positive) changes for us.



-+*+-+*+-+*+-+*+-+*+-+*+-+(SRNTY)+-+*+-+*+-+*+-+*+-+*+-+*+-
Naia Draven
My own Lowca legend & tailor goddess
(-1324, -6265)
-+*+-+*+-+*+-+*+-+*+-+*+-+(Noble Legends)+-+*+-+*+-+*+-+*+-+*+-+*+-

TheNola
Tue Aug 23, 2005 9:17 pm
#6






TinuviielSatura wrote:


And yes, I do agree that this may be a step towards making experimentation and assembly count. I would love having a little bit of control over how many sockets my clothing has.. I'm tired of getting no-socket items as a master with a +25 clothing assembly mod.







I am all for "having control" over the amounts of sockets we get. Perhaps that could come with the quality of the hide we use or something, say... the OQ& DR along with Clothing Assembly +'s.


Ibelieve that all crafting professions should have the quality of the resource matter. Tailor (because it is just normal clothing w/ no stats or bonuses except for condition which doesn't even really mean anything) resource quality doesn't have to be as much a consideration when crafting, but I'd like to see it have at least a little matter in making the clothes.



-+*+-+*+-+*+-+*+-+*+-+*+-+(SRNTY)+-+*+-+*+-+*+-+*+-+*+-+*+-
Naia Draven
My own Lowca legend & tailor goddess
(-1324, -6265)
-+*+-+*+-+*+-+*+-+*+-+*+-+(Noble Legends)+-+*+-+*+-+*+-+*+-+*+-+*+-

Martimus
Tue Aug 23, 2005 9:32 pm
#7

Haha...this has to be a joke... what use is this stuff to us?

On another note:

If they base sockets on quality of resources, things will be worse for us.. Think about this...how much do you have to pay for the cheapest resources on the server, vs super high quality ones... So it takes you few tries to get 4 sockets...

Its a bit tougher with bio clothing because you are wasting bio cloth on each non-4 socket item (if this is what you are going for)... However, if you are making few crates of them, its still MUCH cheaper then using high quality resources.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

Arcon1
Tue Aug 23, 2005 11:42 pm
#8

This has to be one of the stupidest things i have ever seen. I can not believe that it came from people who actually create the game. Usually, I am not this annoyed, but we do pay for this game, and if they do not even know anything about the game then what are they doing? This is completely unacceptable and would not be tollerated at any other workplace.
Aori
Wed Aug 24, 2005 4:15 am
#9

lol..The cruel irony involved in this. Well, Im happy that entertainers and crafters, in general, are getting some love. Just kinda...discouraged by those reports for Tailor Buffs that do absolutely nothing for us. Though, the tailor experimentation success bonus actually made me laugh out loud! Hehe.


It'd be great if the buffs increased the chances of getting 4 sockets in clothing, or added some new colors to the limited color pallates. Entertainers would become my new best friend.



!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[Kirai Saityn]:.[Elder Medic]
[Mikomi Saityn]:.[Elder Tailor]
ItemCreator
Wed Aug 24, 2005 4:29 am
#10



Aori wrote:
It'd be great if the buffs increased the chances of getting 4 sockets in clothing, or added some new colors to the limited color pallates. Entertainers would become my new best friend.




LoL if that happened I'd never leave the cantina (except to throw stock on my vendors of course).

I'm holding judgement until they hit live, just in case they are planning on 'revamping' tailor to use experimentation and resource quality.




~~~ Kelsaka Rymi ~~~
Clothing-Obsessed Elder Tailor of Infinity
Kelsaka's Clothing Boutique -6820 2700 Tyrsis, Naboo
(Maisaka ~ Outfits, Shasaka ~ Hunter, Teisaka ~ Fashion Armour)
(Survived 2 crafting trips to the DWB)
Sylow
Wed Aug 24, 2005 5:00 am
#11






Ani_cul wrote:
personally i am hoping that this is a step in making expermentation and assembly matter.






What do you want to experiment upon? Colors?


Clothes by principle have no protection value. You could perhaps increase the condition, but as clothes take no damage from incomming attacks but only from cloning, different durability would not matter at all.


If you clone without insurance, you loose 5% of durability, if you clone with insurance, you loose 1%. If you always clone nicely, your shirt will survive 99 cloning processes, no matter if it had 100 condition when you got it or if it had 45738 condition...


Not having to worry about material quality and skilltapes is one of the biggest advantages of tailor in my eyes. Other crafters have to spend much time on ressource digging and chasing the best quality ressources around. The tailor can go for any random polymer and petrochem, can take any hide wich the AS steps back from as it doesn't make good armour, and can make perfect clothes out of them. Cost efficient business and the only crafting profession which is suitable for a casual player. I wouldn't like that to be taken away.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
NJ62
Wed Aug 24, 2005 5:46 am
#12

I am actually relieved. In the brainstorming thread, the entertainers mentioned additional colors accessible ONLY through buffs. I pointed out that colors are the defining characteristic of a master tailor, and we would want additional colors permanently, not just as additional content available through buffs. Although some might see additional colors as a perk, they would in reality be a "necessity."

I know this sounds selfish, but I would rather have the dancer buffs be useless than for them to be mandatory. I believe that if any significant new content is to be added with respect to tailor, it should be added to the tailor tree permanently.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Ani_cul
Wed Aug 24, 2005 6:03 am
#13






Sylow wrote:





Ani_cul wrote:
personally i am hoping that this is a step in making expermentation and assembly matter.






What do you want to experiment upon? Colors?


Clothes by principle have no protection value. You could perhaps increase the condition, but as clothes take no damage from incomming attacks but only from cloning, different durability would not matter at all.


If you clone without insurance, you loose 5% of durability, if you clone with insurance, you loose 1%. If you always clone nicely, your shirt will survive 99 cloning processes, no matter if it had 100 condition when you got it or if it had 45738 condition...


Not having to worry about material quality and skilltapes is one of the biggest advantages of tailor in my eyes. Other crafters have to spend much time on ressource digging and chasing the best quality ressources around. The tailor can go for any random polymer and petrochem, can take any hide wich the AS steps back from as it doesn't make good armour, and can make perfect clothes out of them. Cost efficient business and the only crafting profession which is suitable for a casual player. I wouldn't like that to be taken away.







I would like condition, durabilty, and sockets to be expermentation based.
I would like to worry about resource value, and skilltapes.
I would love to see condition value, repair, anddurabilty changed so items decay and become unwearble
{people should lose their precious skilltapes and modswhen they do not insure or repair}


I am proud to be a Tailor and see nothing wrong with wanting it in lines with other crafting, and that is my own right to feel that way.
I enjoyed the first time i was able to experment on clothing, sure it only gave condition but it was still my own choice to turn out 1k cond instead of 100cond items.





stop looking at me
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