Tailor Archive

Thread: Wookiee Armor in Tailoring Tree

TheNola
Thu Mar 25, 2004 5:34 pm
#1

I believe tailors should be able to make the whole wookiee armor, as it should look very primitive... made of wood and leather. Tailors have been making wookiee stuff all along, and we are good with leather. Armorsmiths have their two money makers in composite and ubese. Tailors don't really have a big money maker... 5000 there, 1000 there, we don't have the big 100K.


Armorsmiths don't have much experience with wookiees. Because wookiee armor should be plain and simple, tailors should be able to make all the wookiee armor. It gives tailors something to experiment on, as I believe all crafters should have the ability to experiment. Experimentation is what crafting is all about. Tailors lack that, and having the wookiee armor / wookiee armor component would add a part of experimentation back to the tailoring tree.




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

TheNola
Fri Mar 26, 2004 3:33 am
#2

As a tailor, I still make lots of money, and yes, I agree with you RandDarkstar on how tailors make less than any other crafters.


I don't think not having experimentation makes us unique at all. On the other hand, I actually makes us kind of cheesy, as crafters, because I feel that crafting is all about experimentation. With decay, I agree with you completely on how it should be a use decay and not a death decay.


Using OQ-4 fiberplast to make synthetic cloth that is just the same as ones made from OQ-987 fiberplast is great, it saves us tailors lots of time as well, but I don't think that is the way it should be.



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

RandDarkstar
Fri Mar 26, 2004 4:13 am
#3

Check my post in the poll that n'Jessi put up. I had lots of ideas there.


I see the arguments for both sides of this wookie segment as very passionate... although I will point out that the voices to keep the schematic seem to fall into 4 categories. 1) I want more money 2) I want experimentation 3) I am bored and want something new 4) Your view of tailoring is not mine, and so keep it in.


The voices against are also numerous, but the one that I see taking most strength is 1) this is armour components, not tailor components.


There are alot problems with the implementation of this idea. I hope the developers will consider our voice and look at what we are really saying.



  1. Stop giving us ONLY components for sale.

  2. Give us a REASON to experiment and let us do it. (The effort is not worth the benefit)

  3. Allow us to offer players something that they will desire greatly (ie profitable)

These changes would do alot to make tailoring more interesting. Judge me by my complacenceyou do,yes.But I would love to see a new state of the game for tailors. Chefs got some wonderful stuff. Let us provide the same quality products to players. That could mean a whole lot more BE tissues, or it could mean allowing us to experiment some blank tissues they could provide. I don't know.


Being stopped simultaneously by 5 people in a starport andgetting asked for a set of bright red boots, a jedi hood, that leia slave skirt, 1000 crates of synth cloth, and "how many professions did it take" are annoying at best. (OK the last one has nothing to do with the issue, that's just me) But the life of a tailor is starting to get tired and glum. I won't quit. I'm too good at it. I can match an outfit'scolours I saw 3 weeks ago and make a full guild outfit from one person I saw at night on dathomir. I can tell what necklace a person wants by the way they describe it. "I can't remember the name but it had this collar part and two chains with a square thing in front - you know what I'm talking about." I can match pretty much any colour and item to an existing outfit or make changes to enhance it to full effect. I know all the ins and outs of BE tissues, what clothes can take what mods.





Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

RandDarkstar
Fri Mar 26, 2004 1:23 pm
#4


I disagee. Armour is armour. We make clothing... Armoursmiths make armour. Just because both are worn items doesn't mean we should be able to take a bite out of their apple. The problem with us not having any good profit items is hard. We have to make every item by hand, and make almost nothing from it. I've done very well so far. I have 10's of millions from my craft, but that's from time and volume. Selling thousands of shirts, pants, gloves, etc.


We will never make money in this game. If we do, you will find we still make less than anyone else.


Having no experimentatino makes us rather unique. Unfortunately it is an issue the devs do need to look at and tweak in a few ways. (USE decay -not death decay, recovery of skill tapes, 0-condition bug)


I like not having to experiment. I can use OQ-4 fiberplast on my synth cloth and it comes out just fine.



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

TheNarcis
Fri Mar 26, 2004 4:09 pm
#5

Well clothing should have a higher integrety that can be EXPERIMENTED on like it was in Beta.


And have the overall condition decay in battle just like armor does...gee, I thought clothing would rip with a rancor slashing at my jacket /sarcasm!


There should be several types of decay for clothing...decay over time from everyday wear and tear, cloning, and decay from fighting creatures/npcs.


If Armorsmiths can get away with making well over 150K+ a set or even a few peices...and power gamers buy the stuff in factory crates half the time...then people can afford to go to a tailor more frequently when clothing (something way more fragile) decays at a rate in which you use it.








- Malak Draven
Page 1 of 1
Previous Next