Tailor Archive

Thread: Sign this to show support for idea. Tailors should have fair share of attachment economy.

Vilifier
Thu Aug 11, 2005 9:35 pm
#1

Tailors should be able to craft jewlery with mods

An idea I think should be impleneted into the game, if you agree with it, please add a /sign to this and bump it. The more people reply to this post, the better chance a dev will notice it, then hopefully implement it into the game.

Skill attachments, they are the gold of SWG. Since combat upgrade many crafters are stuck making less desired items in the game compared to loot. Players with the most money in the game are looters that either spend most of thier time camped in a cave with a rifle and a cycle target outwards macro, or spend all thier time running missions trying to loot the best attachments. I think loot is a great idea, it makes the game intresting, plus gives players somthing to do while advancing thier character, but, crafters need to be able to compete, or at least play a larger role in the economy.
This idea doesnt replace the current attachment craze in SWG. It complements it, and gives tailors a fair share.

My suggestion is for Tailor Rings, necklaces and bracelets. Single mod type items created by a tailor.

1)Rings (For Combat)
Tailors should be able to craft rings with any +3 combat releated stat that can currently be found in a clothing attachment. Examples would be +3 General Melee Speed, +3 Heavy Weapon Defense, +3 2 Handed Melee accuracy ect.

2)Bracelets (For Non Combat)
Tailors should be able to craft +1 bracelets for non combat profession experimentation, and any +3 stat for any crafting assembly. Plus any other non combat mods that are currently found on attachments. Example would be +1 chasis experimentation, +3 weapon assembly, or +3 foraging(If they still work).

For (1)Combat Rings and (2)Non Combat bracelets I cant think of a looted item in the game to be crafted into the items, so maybe to make this intresting and more exciting for the tailor, these mods could be random each time one of them is crafted? Also, the keep these items from overwhelming the bazzars, maybe a tissue would be needed from a bio engineer or some type of crafted component would be needed to create these items. However, I feel strongly that the tailor should not have to rely on a looted item in order to make the rings or bracelets.

3)Necklaces (For Force Wielders)
Tailors should be able to make jedi stat necklaces with the addition of a colored lightsaber crystal crafted into the necklace. This would include all Jedi stats such as force power max, Lightsaber accuracy, force accuracy ect. Stat would be +3 to any of the stats except regen and crafting experimentation.
For force regen a white crystal would be needed, a Krayt Dragon pearl would be needed for the Lightsaber experimentation. The top mod for force regen and Lighsaber crafting would be +1.
NOTE:All crystals would need to be untuned.

If anyone has anything or ideas to add, please reply to this post. Thanx for reading.
BlueThorn from Corbantis

Message Edited by Vilifier on 08-11-2005 09:42 PM

Message Edited by Vilifier on 08-11-2005 09:43 PM

Martimus
Thu Aug 11, 2005 10:17 pm
#2

Any practical addition to tailor profession would be welcomed by me. I remember when i first started to play the game I often wondered why tailors can not make skill enhancing tapes...

Message Edited by Martimus on 08-12-2005 01:19 AM



"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....

ItemCreator
Fri Aug 12, 2005 1:53 am
#3

To be honest I craft for fashion, not sockets.


The only reason I'd be pleased to be able to make jewellery with sockets is because wookiees can wear them, although with all the other species able to wear them too wooks would still be at a huge disadvantage socket-wise



Edit: replace 'sockets' with 'skill mods'. My bad for trying to post too early in the morning, and still having a convo about jewellery with sockets in my head from the night before

Message Edited by ItemCreator on 08-12-2005 02:29 PM




~~~ 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)
Ani_cul
Fri Aug 12, 2005 5:42 am
#4

I make clothing not skill mods


if anything I would ask BEs get a greater amount of tissue they can create long before I ask Tailors can craft such things.


WhereI would like sockets in jewelry itself, a broader scope of which clothes can use tissue is before that.


and BEs getting a better broader scope of tissue comes before any want of where to put it.





stop looking at me
Gyopi
Fri Aug 12, 2005 7:08 am
#5






J-J wrote:


nice idea but i have to say all the most rich people on my server are crafters, myself included. the looters get a decent amount but 100% not as much as us crafters!




I would say that the richest folks tend to be the weaponsmiths and armorsmiths followed closely by the loot campers. The loot folks I know don't tend to stay rich though. They will have 50 million credits froma sale one day and then have it spent on things they want/need the next day.





Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

A-Train78
Fri Aug 12, 2005 8:31 am
#6

I'll /sign.
Grreeta
Fri Aug 12, 2005 8:37 am
#7






Ani_cul wrote:

I make clothing not skill mods


if anything I would ask BEs get a greater amount of tissue they can create long before I ask Tailors can craft such things.


WhereI would like sockets in jewelry itself, a broader scope of which clothes can use tissue is before that.


and BEs getting a better broader scope of tissue comes before any want of where to put it.







I agree with Mad Ani ...


Gawgax


SirSensi
Fri Aug 12, 2005 9:34 am
#8

/sign






Sara Rayne
Imperial Colonel
**Unlocked 8/16/05 1:45 am**

Peace is a lie. There is only passion. Through passion I gain strength. Through strength I gain power. Through power I gain victory. Through victory my chains are broken. The Force shall set me free.



GoldMemberBria
Fri Aug 12, 2005 10:24 am
#9






Ani_cul wrote:

I make clothing not skill mods


if anything I would ask BEs get a greater amount of tissue they can create long before I ask Tailors can craft such things.


WhereI would like sockets in jewelry itself, a broader scope of which clothes can use tissue is before that.


and BEs getting a better broader scope of tissue comes before any want of where to put it.








/agree


A much better way to solve this is to expand the BE tissues, and rework the way in which they can be added to clothing (and jewlery)





Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


J-J
Fri Aug 12, 2005 12:28 pm
#10






Vilifier wrote:
Tailors should be able to craft jewlery with mods

An idea I think should be impleneted into the game, if you agree with it, please add a /sign to this and bump it. The more people reply to this post, the better chance a dev will notice it, then hopefully implement it into the game.

Skill attachments, they are the gold of SWG. Since combat upgrade many crafters are stuck making less desired items in the game compared to loot. Players with the most money in the game are looters that either spend most of thier time camped in a cave with a rifle and a cycle target outwards macro, or spend all thier time running missions trying to loot the best attachments. I think loot is a great idea, it makes the game intresting, plus gives players somthing to do while advancing thier character, but, crafters need to be able to compete, or at least play a larger role in the economy.
This idea doesnt replace the current attachment craze in SWG. It complements it, and gives tailors a fair share.

My suggestion is for Tailor Rings, necklaces and bracelets. Single mod type items created by a tailor.

1)Rings (For Combat)
Tailors should be able to craft rings with any +3 combat releated stat that can currently be found in a clothing attachment. Examples would be +3 General Melee Speed, +3 Heavy Weapon Defense, +3 2 Handed Melee accuracy ect.

2)Bracelets (For Non Combat)
Tailors should be able to craft +1 bracelets for non combat profession experimentation, and any +3 stat for any crafting assembly. Plus any other non combat mods that are currently found on attachments. Example would be +1 chasis experimentation, +3 weapon assembly, or +3 foraging(If they still work).

For (1)Combat Rings and (2)Non Combat bracelets I cant think of a looted item in the game to be crafted into the items, so maybe to make this intresting and more exciting for the tailor, these mods could be random each time one of them is crafted? Also, the keep these items from overwhelming the bazzars, maybe a tissue would be needed from a bio engineer or some type of crafted component would be needed to create these items. However, I feel strongly that the tailor should not have to rely on a looted item in order to make the rings or bracelets.

3)Necklaces (For Force Wielders)
Tailors should be able to make jedi stat necklaces with the addition of a colored lightsaber crystal crafted into the necklace. This would include all Jedi stats such as force power max, Lightsaber accuracy, force accuracy ect. Stat would be +3 to any of the stats except regen and crafting experimentation.
For force regen a white crystal would be needed, a Krayt Dragon pearl would be needed for the Lightsaber experimentation. The top mod for force regen and Lighsaber crafting would be +1.
NOTE:All crystals would need to be untuned.

If anyone has anything or ideas to add, please reply to this post. Thanx for reading.
BlueThorn from Corbantis

Message Edited by Vilifier on 08-11-2005 09:42 PM

Message Edited by Vilifier on 08-11-2005 09:43 PM





nice idea but i have to say all the most rich people on my server are crafters, myself included. the looters get a decent amount but 100% not as much as us crafters!



philippine | 12pt ris armorsmith | 12 pt weaponsmith | 14 pt artistan
{BioTech Armor} manufacturer of 450+ sets of imp armor & 80+ sets of ris armor
{BioTech Industries} resouces | be clothes | premium enhanced weapons | uber pups
all vendors located at city of ceres, talus -2988 1598
j-j prum | dark jedi padawan | generally a noob
BeautBlonde
Fri Aug 12, 2005 3:50 pm
#11






Martimus wrote:
Any practical addition to tailor profession would be welcomed by me. I remember when i first started to play the game I often wondered why tailors can not make skill enhancing tapes...

Message Edited by Martimus on 08-12-2005 01:19 AM





Agreed.


And I will also /sign
Vilifier
Fri Aug 12, 2005 7:48 pm
#12

Reply from from JJ
"nice idea but i have to say all the most rich people on my server are crafters, myself included. the looters get a decent amount but 100% not as much as us crafters!"

I dont think crafters make as much as looters, especially if you factor in the time it takes to grind out a crafter, collect and buy the assembly tapes, plus the experimentation tapes, buy the resources or wait a year to collect the best spawns, then on top of it all crafters need to buy loot to make some of the best items in the game such as schematics ect.

Also, factor this in. If crafters are the richest on your server do you mean that every single tailor, chef, weaponsmith ect is making tons of cash? Or just a select few that are able to purchase the best loot to make the best items? Im sure there are many dirt poor crafters on your server that cant compete because of the fact, they lack the skill mod loot, or the funds to purchase skill attachments for thier character/s.

You will probably find that alot of the best crafters got started selling loot to try and make enough money to aquire the tools needed to be a top 3 crafter on your server. Selling basic crafter items wont make you much money, and would take years to earn enough money to get rolling unless, you get started by selling loot, or you guild makes enough money to help you out, probably selling loot.

So I did a post search on you JJ, and I have bought loot and items from your vendors, Biotech right? You post search shows
http://forums.station.sony.com/swg/tracker?user.id=113996
Thousands of posts selling skill attachments? Does anyone else see that?
So no, you didnt get rich selling just basic tailor clothing?

The mods that Im suggesting wont break the loot economy, they arent high enough. What they will do is compete with the attachments that looters are getting camped in the cave on talus for example, plus introduce new stat mod items into the game. More players intrested in tailor items, more fun for the tailor, and more money for a tailor.

I have done some crafting as well, I understand the time and work that goes into a crafter, but, truth is, most of the combat professions have no idea, nor care what a crafter does, they just want cool items.
Give some of the best items back the crafters, loot thats better than somthing crafted isnt good for anyone in the game.
NamesWithTN
Fri Aug 12, 2005 8:01 pm
#13

/sign



I agree, not just tailors but crafters in general should have more to do with skill mods than skill tapes.





-=Corbantis=- Mourgram Rein [JUDGE]


My purchases can be dropped off to -327 -5492 the Garage Sale - Everything must go vendor on Corellia just outside Coronet.
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