Tailor Archive
Thread: So, any info on when the devs want our next top 5?
Or are we just waiting until after the next publish to see if we're getting anything in that one? I know our last list took forever to get a response, so should we bother working on one yet until they ask?
If anyone's interested in talking about it already, my current Top 5 is:
- more schematics - our main purpose in game is character decoration, customers keep asking me if I can make anything new and different yet. I've been trying to create interest in some of the lesser-used clothing, but they're just not buying it. Many of those lesser-used clothes aren't worn in public for a reason (most of us can rattle off a list of ugly clothes that no one will buy). The art for plenty of new items is already in the game, displayed on NPCs and looted clothes all over the galaxy. At least let us make those things if the art team doesn't have time to give us great new things!
- use based decay - yes, I'm still annoyed about this one. This death decay is just not cool. Customers don't like it, it only affects combatants, and it still doesn't provide a way for us to usefully experiment.
- tailor experimentation - if they're not going to do it through a durability stat, we need some other way to experiment! Give us new experimental colors or textures, or let us add to an item's life span by making it have higher than 1000 max condition. There are many things we could experiment on.
- bugfixes - these have been reported I know, but they're still important. The necklace bug still ensures that it's nearly impossible to sell necklaces on vendors or the bazaar, and even making a custom one usually takes several tries to get right. There are also still plenty of other bugs, including clipping issues, the male twi'lek "diaper head syndrome," the way that skirts still don't sort into the "skirt" category and wookiee items still don't go into the futile "wookiee clothing" bazaar category. Many of these have been in game for months, or since release. Fix them!
- tailor specific content - the armorsmiths got a quest schematic, can we have one? Or several?I know it's not much in the way of content, but all crafting professions need more of that kind of thing to give us something special, and some way of earning schems that involves more than just leveling.
I have other issues of course, but these are the big ones. I'm sure I'm forgetting a few things that may take priority for me over one or two of what I've listed. Many of my other issuesare more artisan or merchant related as well so I don't really consider them appropriate for our tailoring issues list.
SWGTailor.com is currently running a poll on what schematics tailors and players want to see first, so far hats seem to be the front runner. I am going to do a weekly poll taking items from the "what tailors want" thread and asking visitors to vote.
I am actually getting my list of headwear together for the next poll. Anyway, I am hoping that what happens is thatI can take this list to Annabelle or the developers themselves and say, "See, this is what we want. Exactly what we want. We aren't asking for a new wardrobe, just one schematic for each item type" (except for belts and bandoliers, figure those can wait until they're fixed).
Those would be my current Top 5 too, donnah. That necklace bug has been around since beta and it annoys the heck out of me. Right now the correspondents are waiting to see what comes next. (we do alot of waiting)
What sort of things would you all like to see for experimentation?
Anabelle wrote:
What sort of things would you all like to see for experimentation?
If (and hopefully when) we get experimentation, it's important that just like all the other classes we have several choices of things to experiment on. The fun of experimentation is having to prioritize and balance what you spend your points on. It's like its own little mini-game and I'm frustrated that we've been missing out on it this long.
Here are a few ideas I've been thinking about. Some are lifted directly from other great ideas that have been posted over the months. Many of these are probably impractical long-term things. Some are kind of elaborate and would take a lot of work on the art team's part, work that may be better spent making us new schems entirely. But I'm throwing them out here since we're looking for ideas:
- new colors - experimentation could give access to a few new (and previously unavailable) color ranges like good yellow shades or teals. This would mean that we couldn't always make clothes in those shades on the first try which would give us a little more risk when crafting
- new textures - we could get access to new textures for each item. For example instead of making a shiny rugged jacket we could make a matte one, or one with a snakeskin texture.
- slight schematic changes - there could be enhanced versions of our schems with a little extra decoration that we could reach. Mediocre experiment rolls for a certain dress could get, say, a slightly different neckline, but high rolls could get that neckline, a different sleeve style, and maybe an attached scarf (just as an example). It would be almost like a puzzle to figure out how to spend just the right amount of experimentation points to get the look you're going for. Maybe if your experimentation was an amazing success you could actually choose which advanced components for that dress you wanted to use for the item.
- higher max condition - if the current decay system is here to stay, instead of a durability stat let us make clothes that start out with a higher max condition. So instead of the average 1000/1000 condition, well-experimented clothes could go as high as 1500 or even 2000. This would be a popular experiment choice on BE clothes and things that people wanted custom-made for skilltapes.
- the ability to add symbols - just on certain items, like shirts and jackets. There could be a certain number of pre-designed graphics (factional symbols and other interesting shapes) that we could add and color if we successfully experimented.
- remove the gender restrictions on schems - of course first the gender restrictions on all items would have to be clearly labled in the item stats area. But successful experimentation could make smocks wearable by women and sports wraps wearable by men. They may want to limit this one so we don't see things like the Zabrak Men's Exoptic Lepotard Dance Troupe. But then again, I'd pay good credits to see that.
