Tailor Archive

Thread: So what's the bottom line with use XP, decay, and expirimentation?????

YukonSam
Fri Jul 18, 2003 1:14 pm
#1

The Dev you quoted was Holocron, alias Raph Koster, alias our beloved Creative Director. He doesn't dev so much anymore as much as crack the whip at those who do.


In Beta, we had an individual named Greenmarine who proved to be very good at listening to Tailor concerns and implementing fixes. I don't know if he's still around, but I hope we hear from him again soon if he is.


In any case, I don't think the profession boards are often responded to, though they must be monitored at some point. So we can cluck our tongues and nod in agreement, but there's not much point to it without an official presence.

JMnITup
Fri Jul 18, 2003 3:55 pm
#2

Of course, a mix of posting on the boards, and then /bugging it and potentially writing at ticket on the issue, MIGHT be more noticable... from what I can tell, the only tailoring use xp you get is from people using your fiberplast panels or synthetic clothes while crafting. Clothes (I am next to positive) are set up to give use xp like weapons and armor are, and this is based entirely off of decay. Use xp for clothing might actually be working flawlessly... the BUG might be that clothes simply are not decaying properly, and if that bug is fixed, they may just start properly giving use xp.


Ifa dev says somewhere that clothes DEFINITELY give use xp... that might be true, and might have been the result of looking at the code, and verifying that clothes absolutely HAVE to give use xp when they decay... and might not occur to him/her to check that decaying is working. *shrug* Code is sometimes rough to get a complete grasp of, so many parts affect so many others.


Or maybe there is just a decimal place in the wrong place, and clothes are decaying .001 per hour. In which case, decay isn't BROKEN, its just far too slow. I'd /bug it and wait till its fixed.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
Daou
Fri Jul 18, 2003 4:09 pm
#3






Alkiera wrote:

I am pretty sure we do get use exp. I've seen my tailoring exp bar move when I hadn't done anything. It may only be certain items... like when someone opens a backpack, or something. Who knows.



The lack of decay, and experimentation being pointless, needs to be fixed. It's gonna cause major problems once there are a few master tailors around so everyone has an outfit or two that they like, and there is no reason to visit a tailor unless you're a newbie. This is a BAD thing.


--


Alkiera Kerithor


Kerithor Textiles - Kauri, Corellia, Coronet





case in point, I had a discusion with Elune last night about just fleshwrapsand how them flooding the marketplace would be a V BAD thing. Decay as well. I think the lack of clothing decay, when it is in for every other item in the game is our main concern. So much so that I will now add it to my signature. I visited Eclipse the other night, I counted more people in fleshwraps and exotic leotards than anything else. It was actually really really sad. Made the holy grail for entertainers cheap, and the über item for us to make them, worthless.



¤¤¤¤¤¤¤¤¤¤

Kettemor - Power Merchant

Daou Power, LLC

"We don't run the galaxy, it runs on us."
HunterWilde
Fri Jul 18, 2003 4:27 pm
#4

We get some kind of usage xp. I know that my xp will slowly rise over time even when I'm out running missions or otherwise not crafting. But it is slow. And I mean sloooow. I don't know how exactly it's calculated, but what we get right now certainly isn't anything to write home about. I certainly wouldn't depend on it to actually work toward mastering tailor. Back to the grind!
WibbleNZ
Fri Jul 18, 2003 5:25 pm
#5

Last official word I saw was:


50% UXP on consumables


100% UXP on deeds


150% UXP on all other items.


Certainly working for some things - a BE getting 100 for making tissue got 150 more when I made a panel. May also still be getting some self UXP when you use your own components, havent checked recently. I dont know how long a finished item must be worn until full UXP is awarded though.


So in theory, you get 2.5x the XP if someone wears your clothes for long enough. I'm seeing UXP, but its a very small trickle. If dusters actually gave proper XP it might be more noticeable - should be getting around 500 UXP for each one, shouldnt we?




--------------------------------------------------------------------------------
Jeassa wrote:
OMG I LOVE YOU WibbleNZ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And that is the only time you will ever hear me say that.
TripleDES
Fri Jul 18, 2003 5:36 pm
#6

After wasting all TXP for Field 1 today, my skill counter moved from 100 to 1050 today without having me touch a single unit of fiberplast. So UXP is in, just slooooow.




captive(tm)Resource Business
Deakin Frost on Eclipse.
JMnITup
Fri Jul 18, 2003 6:38 pm
#7

>Last official word I saw was:>50% UXP on consumables 100% UXP on deeds 150% UXP on all other items.



Yes, that is the official word on how it is SUPPOSED to work.


But it doesn't.


Deeds definitely give no use xp, it is entirely crafting, the use part is broken.. this affects all structures, and droids.


Not all consumables give use xp. Fireworks don't, food does, fiberplast panels and other components such as that do when used in a non-failure...


Crafting tools, survey devices, weapons, and armor do give the xp they state... however, weapon powerups don't seem to (neither as consumables nor as additional use on the weapon).


But in the end, that IS how it is supposed to be... just isn't that way exactly... yet.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
Milea
Sat Jul 19, 2003 12:05 am
#8

I have heard such a plethora of crap, I really would like to know what the deal is. In beta, I had understood that tailors got (heh, WOULD get when implemented) use XP slowly as their clothes decayed. Now I'm hearing people try to say that we get some undetermined amount of XP upon 3 hours of wear...What's the truth? I think we get NO use XP. I actually saw a dev in a recent post say something to the effect of "Yeah, I think clothes should decay too...:" ummmm yeah....isn't that the idea? We Expiriment to make better quality clothes, so that people will want them because they last longer....of course expirimentation does nothing, clothes are all 1000 quality, and never decay hence no use XP and no point in expirimenting. I dunno about the 3 hour thing, I've certainly never noticed random XP gains and I have TONS of people wearing my clothes.


So what's the deal? Can someDEV somewhere please clue me in to how this is supposed to work, or how tailor use xp is working if it is at all? And if expirimentation is ever actually going to do anything? I just feel I've been waiting TOO LONG for use xp, and/or a REAL answer.


-Milea

Alkiera
Sat Jul 19, 2003 12:22 am
#9

I am pretty sure we do get use exp. I've seen my tailoring exp bar move when I hadn't done anything. It may only be certain items... like when someone opens a backpack, or something. Who knows.



The lack of decay, and experimentation being pointless, needs to be fixed. It's gonna cause major problems once there are a few master tailors around so everyone has an outfit or two that they like, and there is no reason to visit a tailor unless you're a newbie. This is a BAD thing.


--


Alkiera Kerithor


Kerithor Textiles - Kauri, Corellia, Coronet

MrSloth
Sat Jul 19, 2003 12:32 pm
#10

It works. How it works I have no clue but I know it works. Sense I got master tailor Thrusday I've crafted absolutely nothing do to that god forsaken bug yet my tailor xp still goes up. Very slowly but it's still going up.



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
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