Tailor Archive

Thread: Clothing Decay implementation? ? ? ? ? ?

GunheadD9
Fri Sep 10, 2004 10:40 am
#1

Hey, I seem to recall our dear thunderheart stating a while back that they were going to implement Clothing Item Decay and destruction with Publish 10. I haven't been able to log on in a while, anyone know if this is the case or if it's just more 'spin' form the devs?
NJ62
Fri Sep 10, 2004 10:58 am
#2

I'm asking about this, and I'll continue to ask.



n'Jessi
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Gyopi
Fri Sep 10, 2004 11:15 am
#3



GunheadD9 wrote:
Hey, I seem to recall our dear thunderheart stating a while back that they were going to implement Clothing Item Decay and destruction with Publish 10. I haven't been able to log on in a while, anyone know if this is the case or if it's just more 'spin' form the devs?





Didn't they say it would be in a mini-publish like 10.1 or 10.2? I know they keep adding more things preparing for decay to go in. I'm looking forward to this, but I am very afraid of the backlash at the same time!




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Wire3k
Fri Sep 10, 2004 2:03 pm
#4






Gyopi wrote:


Didn't they say it would be in a mini-publish like 10.1 or 10.2? I know they keep adding more things preparing for decay to go in. I'm looking forward to this, but I am very afraid of the backlash at the same time!




Unfortunately - decay is an issue that is critical and it's also core to making any kind of economy work. It's a pity it's been put on the back burner for so long - any change, good or bad is hard on a userbase if implementation is ignored on an ongoing basis.


Decay is a tricky issue. Too much, it does more harm in irritation than good, too little - might as well not have it because the very reason for having it is negated.


For tailored goods in particular, a onesize fits all - 'damage' model (although something is better than nothing) still doesn't really address the real issue that decay is needed for. Renewable consumption - repeat business- because the players that SHOULD be a tailors first, best customer - the entertainer, just don't suffer much if any damage.


While the subject of items being colorable has come up several times - and there are some very compelling arguments against it from a tailor's creativity perspective - there are also some upsides to it. One of these - and chief to my mind is that it COULD introduce a mechanism for VOLUNTARY decay that in turn will ultimately create MORE business - and also level the playing field some between tailors. Personally - I think it was a sad choice that along with items, color options were used as a mechanism of achivement in the tailoring trees.


Scenario #1 - Dancer buys 5 outfits, different colors. Those outfits never have to be repaired or replaced. 5 outfits takes up considerable precious storage. Player is less likely to further experiment in different colors OR looks if their inventory is already full.


Scenario #2 - Dancer buys 5 outfits - color doesn't matter because they can recolor as needed - but every time this is done - there is a durability hit. Storage isn't AS big a deal because not only are items wearing out - but they have an opportunity to 'play' with their look and chances are very good that increases their motivation and desire to 'play' with other pieces and procure replacement of favorites. IMHO - this actually increases sales AND player satisfaction.


I don't necessarily disagree with tailors that feel it is encroaching somewhat into their creativity on colors, however - Scenario #2 doesn't prevent what is done right now, tailors are still free to experiment on looks and colors - and indeed, higher sales are quite likely to be had in circumstances where a customer finds what they want - but it's just stocked in the wrong color. I'd give my right arm to be able to 'recolor' limited color pieces (actually -I'd like all colors available on everything, with a numbering system- but that's about as likely as this proposal).


Would I recommend recoloring without decay? Absolutely not - that's the tradeoff and what makes the concept advantageous to the tailoring profession.


While invisible necklaces were at the top of my personal 'papercut' bugs - lack of decay in tailored items has always been at the top of what I considered a core problem in the mechanics of the system. Architects suffer from this same problem, only moreso and with tougher problems. Any hope of having an ongoing economy requires most items be consumable - even if they are durable consumables. Voluntary decay is one way to make inroads into this particular problem.




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nurTsunami
Sun Sep 12, 2004 10:17 pm
#5

I just hope that when pub 10.1 gets announced, whenever that maybe, this is on the list!



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