Tailor Archive
Thread: Brainstorming: How to make tailoring advancement better
- 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?
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!
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).
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
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.
SueDenim wrote:
So, what, everybody's just content with consigning tailoring to be a "grinding required" profession?
Message Edited by Syzygy-Gorath on 03-25-2004 03:25 PM
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)