Tailor Archive

Thread: Brainstorming: How to make tailoring advancement better

NJ62
Thu Mar 25, 2004 9:09 am
#1

As many of you (particularly SueDenim in a recent post) have pointed out, advancement is painfully slow for non-grinding tailors. In addition, there is an enormous push to hit master, both to be able to make the "desirable items" and to be able to make desirable colors.


So my questions to you:




  • What sort of advancement system would you like to see for tailoring?


    • How would this affect the casual player?

    • How would this affect the "grinder"?



  • What do you see as the role of the aspiring tailor in a mature economy?



  • How can we keep the master box "special" while still providing perks to the lower levels?




n'Jessi
former correspondent, former player

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Nuke490
Thu Mar 25, 2004 9:25 am
#2

This may sound a little silly...but what about giving Tailors XP when customer's wear their clothes? Similar to what chefs get when customers eat their food?


A 'real life' anology would be when designers have famous actors/actresses wear their clothes to major events. Red Carpet anyone?


Granted, since Clothes are not consumables like food is, it would have to be a one XP grant-per-item.


Other ideas? If we keep our 'component' items...give XP when another crafter makes an item with our stuff! THAT would make the most sense...and give us other incentives to keep an already monentarily viable reason to make goods!





Karenna Darkmoon

-KarNal Resources and Power - Kintan, Naboo, (-3234, 748), For item drop-off only.
-Kintan City Museum - Kintan, Naboo New location under construction just 50m from the shuttleport!
-Come to Elitros' SUPER STORE! Including Elitra's Bio-Engineered Clothes! Perfect for the discriminating combat type!
Shop in Theed! -4757, 5339 Right behind the theed Spaceport!

DROW Treasurer, and Kintan City Milita Member
Radiant Galaxy
DrakeWindwalker
Thu Mar 25, 2004 9:51 am
#3

I like it as it is the only thing that needs to be fix is the fact if a piece of clothing has more than 2 colors you can't color the 3 one till master, if you fixed that it would be great.(The usage exp is dumb it only works if they are like 100m of you and they eat the last bite, and they get less then 2 exp perresource because of the usage exp)



Drake/Ivay Windwalker
Happly married to Izabele

ArthurDentOnBria
Thu Mar 25, 2004 9:54 am
#4

Hmm, I don't really see anything that needs fixing in this regard. If you look at it objectively, if anything there seems to be a shortage of tailors right now relative to demand (certainly on Bria that is true). I think what that says, is that either the profession itself is not compelling enough to make people want to enter it, or advancement is too difficult. Personally, I think it's certainly the former since tailoris known to be one of the easiest "grinds" of all thecrafting professions. So I wouldn't necessarily change a thing as far as the tree or advancement is concerned, I think what needs to be done is some work to make tailor more compelling (which is what we've all been saying for months now).





ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NalfeinQ
Thu Mar 25, 2004 12:21 pm
#5

I tend to agree with ArthurDent on this, but I would like to see at least one thing done to possibly drive people away from absolutely grinding to master.


Most necesarry of the things that would need to be done would be rearrangement of colors. I think we should get primary shades of colors sooner (i.e. true red, true blue, true green) and gain other shades of these colors later. The main reason I say this is the fact that we don't get the true red color until master, which can hurt my business considerably.


Also, I think that implementing tailor experimentation may actually increase the drive to grind.


Lastly, some sort of usage xp the first time an item is worn would definately speed up the course towards master Tailor, however this would also make it much easier to grind. I am not sure if balancing this is possible, but I would certainly like to see it implemented regardless.


Thats all for now!


-Nalfein



Nalfein - Dancer/Tailor
Patron Saint of Purple
Glass Howitzer - Lone
Crudson
Thu Mar 25, 2004 12:24 pm
#6

I see no change required. The master box is pretty special as it stands. Some new schematics would of course be nice.



Smi
Akaara
Thu Mar 25, 2004 12:44 pm
#7


I don't think this is a pressing issue for tailors atm.


We do need options though to make the profession better for our customers not just for tailors.


I can tell you right now, any glitter effects on clothes would sell like hot cakes... or if we could add some unique variations into regular clothing would really make the profession something unique and fun for clients and tailors.


Message Edited by Akaara on 03-25-2004 11:44 AM



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

Crudson
Thu Mar 25, 2004 12:47 pm
#8

Akaara's post makes me suggest this: Let the Exquisite Dancer's Leotard beany color.



Smi
SueDenim
Thu Mar 25, 2004 3:09 pm
#9

So, what, everybody's just content with consigning tailoring to be a "grinding required" profession? Or have we all been Master Tailors for so long that we don't care about the process of advancement anymore?

I actually see widespread misperceptions on "both sides" of the equation:

1. A non-Master tailor *can* make a good living as a full-time, working tailor! There seems to be a widespread impression that it's impossible, but it's not, and at a reasonable rate of advancement, it's a good way for a tailor to really learn the profession.

but...

2. The rate of advancement is completely *un*reasonable! It's not only a huge amount of XP required, but it's literally perverse in its structure, because of the way factory components work XP-wise. You get, on average, far, far, more XP the *lower* level the clothing is. Which is just insane, IMO.

Do we really want to just accept this mess without objection, and just tell every new player who's interested in tailoring "Oh, just get a stack of resources and type in this macro?" I can't think this is good for the long-term health of the game, but it seems like everybody other than me (including the devs!) has given up on this sort of issue.



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
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Kor Vella, Corellia, Lowca
ArthurDentOnBria
Thu Mar 25, 2004 3:36 pm
#10






SueDenim wrote:
So, what, everybody's just content with consigning tailoring to be a "grinding required" profession?




Sue, although I'm more or less allergic to grinding myself, and detest the "master-in-a-day" types (took me 2 months), I just don't see this issue, particularly as it pertains to tailors, to be worthy of a whole lot of attention. There are bigger fish to fry don't you agree? Do you really believe that people's aversion to becoming tailors is the long necessary grind to get to master? I don't.


Now, if this were the dancer forum, or the doctor forum, where the very core of the profession advancement is centered around afk macros, then yea, I'd be right there with ya raising my voice saying the madness needs to end. But tailors feeling they need to grind? nah, this is not a big issue imho. I think the very fact that there are people that claim they became master with no grinding is pretty remarkable. You'd never ever see that in the BE forum for example.... ever




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


MasterJian
Thu Mar 25, 2004 11:26 pm
#11

I have to say, I pretty much agree with Arthur on this issue.. I know it's a LONG road for a non-grinding tailor, but I do think that it breeds better quality tailors.. I know a lot of very good tailors, and they pretty much tend to be the ones who had to really put some effort into it.. When you work towards something, you appreciate it that much more.. Personally I think the absolute worst thing I could think of for this proffession would be to make it easier.. There are a lot of things Masters can do to help out novices who are working their way up.. I provide free training for people who I see working for it.. I also send business their way.. I think the key here really is helping out the novices, not making it easier for them.. But that's just my opinion..



*--*--*--seki---*--*--*---Master Tailor---*--*--*---Master Merchant---*--*--*---Master Artisan--*--*--* -- Valcyln
Fashions by seki-*-Officially Closed -*-
-Hanging out on the forums until I see enough improvement to make me want to play again, or I get pissed off enough to cancel-//Thunderheart said: So for the cost of two skill trees, players are getting full pet access. That bargain is too good to be true and it demeans the CH profession because they work through the whole tree without being rewarded much of an advantage.BLAH! TELL IT TO THE MERCHANTS!






Syzygy-Gorath
Fri Mar 26, 2004 1:23 am
#12


No matter what 'special' status you grant Master, it's always going to be a 'push' because people will want that one thing you (as a non-master) can't make. Personally, I don't see a problem with tailor skillgain…but if I had to change it, I'd say leave everything exactly as it is except: change death-decay to usage-decay (say, 1 point every hour) and grant the crafter 10XP per point of decay. Or something like that. Made up numbers, but you get the idea.


Edit: And this would give Smi a chance to lobby for experimentation, since it'd be fixed decay instead of percentage—there'd be a reason to experiment durability. Not that I want to…but hey, I'm not the only tailor out there.

Message Edited by Syzygy-Gorath on 03-25-2004 03:25 PM



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
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The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
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Nuke490
Fri Mar 26, 2004 1:32 am
#13

Hmm wearable useage decay is an interesting idea...especially on certain items like dancer's and combat BE'd clothing (no one wants to watch the dancer in the ripped and beat up leotard!). How about instead of decay, you get a 'timer' like on the new architect candles...you can wear this dress for 30 hours worth of wear before it is useless. This would give us a consumable, and increase repeat business for sure...


Perhaps a way to grant the useage XP would be when the item drops to 50% condition...that way it can't be used to further the XP 'grind'...but would actually require that the clothes be worn for a period of time. (this is probably wayy to hard to code...but I'm just throwing out ideas)





Karenna Darkmoon

-KarNal Resources and Power - Kintan, Naboo, (-3234, 748), For item drop-off only.
-Kintan City Museum - Kintan, Naboo New location under construction just 50m from the shuttleport!
-Come to Elitros' SUPER STORE! Including Elitra's Bio-Engineered Clothes! Perfect for the discriminating combat type!
Shop in Theed! -4757, 5339 Right behind the theed Spaceport!

DROW Treasurer, and Kintan City Milita Member
Radiant Galaxy
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