Tailor Archive
Thread: Tailors the Future
I have been a tailor now for about 4 months. I have a little shop just outside bastine and its doing ok. While I have made quite a bit of money out of being a tailor I do it more for the adventure meeting new people etc. Oh and this may shock people but I am not even a master yet. I could grind to master easy but that to my stops it being fun I have seen to many tailors hit master in a few weeks and just burn out.
But that does bring me to my topic the future of tailors. It seem to me master is the end of the road of the profession. Its not like their is nothing to do in the game after I reach this but its that making clothes no longer has a reward even if it is just a bit of xp. But each time i make an itemat the moment takes me one step forward.
I would like to see something beyond the tailor skills at the moment. Something beyond the grinding required to level something liketailor based missions for creating unique items. We need some other form of goal to many of the missions are combat based and very hard for tailors to do.
Also I cant but help notice the number of customers are dropping. It was bound to happen as clothes dont disappear. The market at some point becomes swampped with clothes, people selling second hand ones, old tailors selling items its very hard on new tailors to the game now.
I guess tailors are no differenent to many other crafting classes but I really do wonder at the future of the professions we are getting to the stage where Sony needs to find a way to create a bigger demand for clothes. Having wear is of course in the pipeline but I would like to see new clothes added from time to time.
I mean its been 4 months and they have yet to fix the clothes we have in game but is it asking to much for a new item of clothing to make once a month ??
solution is pretty obvious, albeit complicated to implement and will never happen ![]()
why not have a select number of clothes with interchangeable parts, where the resources used directly affect the look of the item
for example if u insert wooly hides when any generic hide will do..u will end up with a furry coat ![]()
/think Architect from the Matrix... hmmm
(PS: I'm posting this without checking the movie to see if I am correct in saying "Architect")
The reason I hate the whole Master-What-The-Holocron-Says thing is that I think we should be rewarded with FS for doing really well at our chosen careers instead ofbeing forced into arbitrary random professions we don't care about.
Those of us who enjoy the professions we picked and look forward to doing them long termseem to have a worsechance at getting a FS slot than dabbler powergamers who grind up profession after profession but remain dedicated to none of them, and that's disappointing.
Think about it in terms of the real world:
If there was only a tiny bit of advertising on TV, mags, etc - how would you shop for clothes? step 1: ask your friends who they shop with. step 2: ask total strangers that are wearing clothes you like who they shop with. step 3: go to whoever gets mentioned the most that is closest.
In-game this means that anyone who has sold a lot of clothes with a positive customer experience in the past is likely to get a good proportion (better than random distribution) of new customers. As long as your customers feel treated decently, they will return. Some of my 'hassle' customers return week after week - making shuttle trips to get to where-ever I am at the moment, walking right past other Master Tailors, possibly even waiting in line till I can take them up. Why? Ain't cause I'm cheap, that's for sure. I started out roughly mid-pack and from what I can see I'm slowly creaping up (which is to say, my prices are staying the same, but 'the market' is slowly sinking.)
From everything I can tell, my repeat customers are there because of service. I don't care how much someone knows or doesn't know... I try to always take as much time as needed to complete a session with a customer. I try not to multi-task. If something they want isn't possible (**edit** color restrictions, **edit** long glove restrictions, **edit** bodysuit/jacket restrictions, etc) I try to suggest a similar alternative. Some nights I'm exhausted after playing Tailor for 4 hours... but so far it looks like I've got a future as long as I'm willing to stick it out.
Longterm, what I'd love to see are both of the following:
1.) New schematics available to EVERY tailor (perhaps purchase from an NPC, for varying prices) every month. What's so hard about 10-15 new items a month?
2.) Two or three exclusive schematics available every month. I don't know the mechanism that would make sense, and be fair to all tailors... but one thing is certain: they need to be tradable, and they need to be exclusive to the tailor that holds the pattern for the entire galaxy.
TaggzBazeal wrote:
What really bugs me is, the stupid holocron thing. That force thing is whacked. I just got an email that this guy sent out to all his friends, and he is a great friend and all . . . but said that he is grinding to master tailor and will be happy to make ANYONE clothes for FREE. That really ticks me off. The holocrons are ruining the crafting economy. And most likely, they are all a farce.
My problem with the holocron is not the tailoring but losing 2 master BE's
as I only sell bioenhanced clothing.
They quit the rpofesion due to a holocron.
I'll give 1 million to anyone who can craft a holocron to make 3 Master BE's ![]()
I founs another supplier but almost had to close my doors since no one wants the plain stuff now that bio-enhanced is working.
I hate Lithium (the software/company) and/or the selection of 'bad words' the forum admins have decided on.
To prove it, I'm going to make an utterly objectionable statement as an example that 'bad word edit' isn't a very effective tool. *grabbing a soapbox, clearing my throat... ahem* "Your sister has so much gas she makes a sewage technicians blanche". Wasn't that colorful? No, but offensive for sure.
/madrant OFF
I guess I'm just going to have to swear like June Cleaver's favorite son, golly gee! Or maybe I'll have to go through fool contortions so I can get my d_a_m_n point across. *sigh*
I've enjoyed my time as a master far more than the time it took me to get there. That was a challenge, but parts of it were very boring. Now I'm never bored, unless it's working on my second profession, master dancer, which can get tedious at times. I have a nice store, plenty of money, a good reputation that brings me in a fair number of customers in spite of the fact that I don't advertise, generally don't have my master title on, and I'm not searchable (nor do I have merchant skills beyond novice, so I'm not on the map). I've gotten a reputation as a fashion consultant, effectively, and I now have fun helping customers who aren't quite sure what it is they want. The addition of the BE mods has made things even more challenging, because you have to negotiate between the desire for bonuses and the need to look good. I'm good at doing that kind of thing, and derive a lot of my satisfaction from the fact that I'm recognized as one of the better tailors on Lowca.
One of the things I like so much about SWG (and that so many other people absolutely hate) is that "success" is defined so subjectively. If you're happy with your profession and have fun playing your alter ego, you're doing well. If you're not, do something else. There's no final point at which you can measure yourself objectively and say you've "beaten" the game, like getting to level 65 and maxing your AA skills in EQ. My character's gotten to her goal, which is to be a very good tailor, and now she's enjoying doing what she does.