Tailor Archive

Thread: Possible solution to clothing decay problem. Any thoughts are welcome.

Gillgalid
Thu Sep 04, 2003 2:11 pm
#1

Why not give clothing a stat decay from being worn*. This would give playersapositive reason for buyingnew clothing to always have the best stats you can, while also preventing a massrush to show theirbriefs because of just another time sink. Give us incentive to by clothing.


*Would require stat bonuses to actually work*


Please don't tie this toincapbecause I don't want my star warsfeel to be ruined by undies!!!!!




Jedi Initiate Eriik : Starsider
Riflemen/Doc Eddard Stark : Test Center
Rotroo
Thu Sep 04, 2003 2:55 pm
#2

i was kinda thinking on the same lines, they could use something like that idea on furniture also, like beds, and chairs and such, have like a number of uses, everytime it gets used , like sitting on a chair or bed, then it takes a point or two away, once it reaches a certain stage of usage you get a warning, where you need to get it repaired, but once repaired it has less usage points each time kinda like this, usage points for a chair or bed or such is lets say 4k, it sits in a house where it sometimes gets used, after awhile it would need repaired so lets say someone uses a repair kit to fix it, now you are at a point usage total of 3k instead of 4k, each time you repair and use it you will lose some points till it cant be repaired anylonger, time to buy a new item, i would think this could be used for clothes also to a point, have like a usage number, or in case of dancers, maybe a time points (or a certain amount of logg ins) would effect a item of clothing.


i really dont know, but i thought this could be thought out...



rotroo

FloridianJen
Thu Sep 04, 2003 3:17 pm
#3

Maybe every time someone equips a piece of clothing, a hat, shoes, belts, jewelry, gloves etc. - the condition of that item slowly depletes a few points. Just like in real life, the longer we wear something, the more it is worn in and like in the game, should start to decay.

Same idea if someone were in combat, or gets incapped, then the range of decaying points will increase and will slowly decrease the condition of the item.



----------------------------------------------------
The Force is what gives a Jedi "her" power.
It's an energy field created by all living things.
It surrounds us and penetrates us.
It binds the galaxy together.

.:i!|!i:. avaleena .:i!|!i:.

EmperoressPalpatine
Thu Sep 04, 2003 3:30 pm
#4

http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=475888


My ideas on Usage Decay. Please read.


Anneke Rose




_________ Anneke Rose, Princess of Naboo _________
Handmaidens: Eirtae & Rabe

Mayor of Jamilla's Retreat oNaboo/TheedoHome/Wedding Vendor [xxxx,xxxx]
KSF GuildoCorellia/Kor Spera oMuseums (xxxx,xxxx) (xxxx,xxxx) (xxxx,xxxx)
SC Mall oCorellia/CornetoTrade Domestics Vendor: Anneke Rose's Clothing [xxxx,xxxx] __________________________________________________________

Kirranas
Thu Sep 04, 2003 3:40 pm
#5

The idea is so simple I dont know why its not in game already and it sould effect all items guns, clothes armour. I cannot see any logical reason why decay cannot be used, its not as fi money is hard to come buy and their is not a great deal to spend it on. This is half the problem with the game people have to much money and nothing to spend it on adding item decay would at least help solve this issue.


So how do we decay the items, simple we base it on the time you spend playing have an hour play time decay figure say 1% - 0.5%. This would mean the people that play more often would need be more affected but at the same time these people would also be earning more money.


I know 1% an hour may seem a lot but dont forget we are suppose to be able to repair items to so an item would last a while you would be able to repair them 3-4 items at least. You could even make this repair a skill functions to builds would come to your house and repair it and the funiture inside.


What even happens we need items to decay to keep the player market going dont forget it tailors are not making items, they will not by resources to make them, or shops to keep them in.



Kirrana




Kirrana
Master Tailor
Eclipse
Tatooine, Bastine
Emperial Clothes Shop
Waypoint -2011 -4172
Homepiece
Thu Sep 04, 2003 4:00 pm
#6

here is what I posted in the other thread.. my general thoughts on fixing the problem.


As for the decay rate issue. I would very much like to see a usage based decay rate, if it is being worn say it has a 100 points (or like 30 day shelf life or something)and one point damage a day for a piece of clothes or 1 point lost for being incapped or dead. It makes sense that it is wear and tear of use. As for when it is stored I would say half that or have it decay at 1/4 rate or something. Most people will still wear thier clothes cause they have an image to uphold, they get products and we have jobs. Most people arenot socheap as to think they buy something at it will last for ever. I have clothes that are daily wear that only last 6 months but dresses I store that I have had for 5years and still look good example.


Furniture also usage based decay but MUCH slower, the higher the quality of item the longer it would last (same for clothes-higher level to make it means it will last longer). A $400 couch lasts a few years, a nice $3000 couch can last you 15-20 if it is well built. In thecase of furniture I would like to see say like a 3 month shelf life and 10000 usage points or some such. If enough people sit on a couch it will wear out (trust me on this I got a big family we have to replace the couch about every 4 or 5 years from all the gatherings ect)

KazeyW
Thu Sep 04, 2003 10:13 pm
#7

I suggested this as a joke to some friends today, and they ran with it insisting it would be a good idea. Just not sure how the entertainers would feel about it:


All those NPC's that stand around the cantina babbling the same conversations over and over, and occasionally stopping to watch and applaud for an entertainer. Put in a chance for them to be rude and/or drunk. Have them randomly "attack" an entertainer (not an actual fight, which would give combat trained entertainers an unfair advantage, but something like running up to them and emoting). Each time this happens, there's a chance the entertainer will be incapped.


Now, when I suggested this I was completely kidding, but my friends started exploring the RP possibilities. Suggested things like higher skilled entertainers having less chance of being attacked, or even an option to try and talk the irate customer down, similar to the sampling pop-up boxes and receive either xp or credits if they succeed. Cities with rougher reputations would have higher chances of an attack, but would also give much higher rewards (kind of an entertainer mission that chooses them instead of them choosing it). There was one entertainer included in the conversation, he said he thought it would be a great idea and break up the monotony of standing around in the cantina all day, but wasn't sure how many would agree with him.


Now, I haven't messed with entertainer since beta. I'm sure the biggest complaint would be that it would interrupt band macros (and afk macros but that's a whole other ballgame). I know some of you dual entertainer and tailor, so any thoughts on how well or badly something like this would fly? It's still not a solution to crafters and town medics never seeing decay, but it's a start and they could maybe find other ways to implement it for the crafting professions - some normal, routine activity that could incite a nearby NPC to act.

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