Tailor Archive
Thread: (Quick Poll) Tailor Issues in the CU
Come on, don't be shy! Gyopi can't do her job of relaying our concerns to the devs if we don't tell her what our concerns are.
This is the best list here. I would agree to these 3 points. We need new BE tissues that are worthwhile ( mask scent and taming will be the only ones that work left I think
Dag_Benhameen wrote:
1. Very much concerned about the effectiveness of BE tissues.
2. Also frustrated by one hit incaps to crafters due to the new damage multiplyer.
3.This (as no. 2) is not strictly a tailor issue, but the lack of the ability w/ conversion to recert crafting skills. The devs aremaking fundamental changes that by definition force some people to rethink their characters and gameplay completely, especially in the case of hybrid crafting/combat characters. We need to be able to recert *all* skills because *all* professions are affected.
ZahrIna wrote:
It's painfully obvious that they areintentionally moving toward a game that will force the "crafting community" to dwindle out. Once they get the game re-organized to a combat/strategy game they can eliminate the problems that keep arising out of the crafting community that never seem to get fixed. Everything will turn into shops that are NPC run and etc.... oh man! Is it possible to have a game like this?? Yup, been there, played it.
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)
Have heard mixed reports on this haven't had a chance to see whats happening.
3) Inability to tend harvesters/survey without getting killed
Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
- BE tissues are almost completely broken. Only a few work now.
- BE tissues will mostly focus on medical purposes, even though the benefits are marginal, the doctors are the ones that have the money to afford the massive pricetag on them. (Some BE items take up to 2000 units of resources with 27 subcomponents... meaning a crate of these would sell for up to 500k credits) No BE is going to waste time on tailors if the market calls for a large demand of medical components, which it does already.
- Clothing is destroyed too easily in combat, giving players pause before a purchase, knowing it's lifespan is a few seconds if they engage anything marginally difficult to fight.
- Clothing takes damage, but it's phantom damage, meaning that you can have it at any condition and still have full use of it.
- The community will be appalled if decay causes their 0-condition items to become unwearable, including expensive items that were in place for over a year, without suffering from decay issues. A way to remove skilltapes will be needed before the majority of the playerbase will accept such a "nerf" to their wardrobe. Perhaps a one-time removal on the clothing that is currently in the database.
- Clipping is still a major issue in some items, especially skirts. Combat moves need to be cleaned up to allow a way for some clothing (especially skirts) to move and flow in a natural way as a character moves position.
- Repair appears Absolutely worthless. The rate of repair shows nearly a complete lack of skill even for a master tailor. Likely the repair skill was renamed, and the professions have not been adjusted to match.
- Wookie padding no longer counts towards final result, so the worst wookie padding is equal to a master tailor with +20 skilltapes in experiment and assembly. (I will test with my +27/+28 tapes and Oheld hides when the Gorath server becomes fully CU on May 5th)
- Color charts are badly broken, making it impossible to accurately know if you will get the right pallete or not. Sometimes you get a partial pallete, most times you get the colours all slid over onto each other and no ability to accurately choose the right colour.
- Colour selection is still white/white on some items, and a default colour in some, like Ithorian robes/hem colouring. Making an item in any colour but "Novice Artisan" colours is difficult, as base-pink seems to be the only options.
Blixtev wrote:
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
Blixtev, I can tell you right now, my BE will not be making tissues. Why? Because I will now be spending all my BE time making meds for my doctor. Guess what, my characters needs come first. That means no tissues, no additives. Sorry tailors, I was more than happy to help before, but I gotta look out for #1 considering that I need stuff (no matter how minor) for my Doc now that my Doctor is required to go into combat. If my Doc didn't have to combat, well that would be a different story.
Blixtev wrote:
7) Cybernetic limbs blocking clothing items. ADDED.Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Does this mean that, for example, my character in the lower right picture on this image won't be able to wear the limb with the Dress Uniform Jacket as shown on the montage, since the jacket prevents you from wearing armor bracers or biceps (btw, it's a shortsleeved jacket so there's absolutely no reason for it to prevent bracer wearing like some of the other shortsleeved clothing items don't.... but that's a whole different issue)?