Tailor Archive

Thread: Tailor Experimentation ever going to work besides Armor Padding?

grifta
Fri Jul 23, 2004 10:51 pm
#1

Tailor Experimentation ever going to work for socket's or anything related to that?



Sunikka
Sat Jul 24, 2004 5:18 am
#2






grifta wrote:

Tailor Experimentation ever going to work for socket's or anything related to that?






I hope not... I like things just the way they are (for the most part) and I don't want to experiment...
grifta
Tue Oct 26, 2004 5:42 am
#3

If clothing could be experimented on and say durability of the resource related to the condition of the clothing, the OQ of the resource related to the Sockets you made on the item then the price of clothing would go up, The need for clothing would go up ofcourse they would have to fix the whole 0/0 condition modded clothing still working. Now the most important thing is though as a tailor the profession would improve as a whole and would make it actually worth while in the economic aspect.



NJ62
Tue Oct 26, 2004 7:05 am
#4

What most tailors find problematic about experimentation is that it takes enough time as it is to hand-craft every item. Now add experimentation. If you experiment, it takes longer for your prototype to produce, so tack on that time (while your customer taps his foot).



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
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Gyopi
Tue Oct 26, 2004 7:48 am
#5



NJ62 wrote:
What most tailors find problematic about experimentation is that it takes enough time as it is to hand-craft every item. Now add experimentation. If you experiment, it takes longer for your prototype to produce, so tack on that time (while your customer taps his foot).




One problem with experimentation is that tailor is a very casual profession and most tailors like it that way! Most people do not want to have to go search for or buy the best resources, skilltapes, etc. like other professions. As you say, tailors also generally don't want to spend a lot of time customizing *and* experimenting by hand and this gets even longer when you factor in all the "moderate successes" and "critical failures" in experimenting. On the other hand, people respect experimentation and do not see our "customization" as being worth as much. Customers also understand the concept that resources are money, but don't understand that time is money also. Personally, I would like to see a comprimise. I would like to see us have the ability to experiment on the number of sockets we get (and possibly durability if we ever get decay that makes any sense). These are things that the majority of customers probably won't care about and we can get away without experimenting for customers who just want a nice looking outfit. For those people want to be "uber" and have 4 sockets on everything for their skilltapes, we can have a reason to charge a premium that they actually understand. We would also have a way of differntiating ourselves from one another in a certain segement of the market.




Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

NJ62
Tue Oct 26, 2004 8:07 am
#6

The only way I see experimentation being feasible, and stil allowing us to keep our unique lifestyle is the following:

Clothing would be created on templates or components. What do I mean by this? Well, if you wanted to make a shirt, for example, you would have a shirt template (which is a component). You would experiment on the shirt template for durability and/or sockets and make the shirt templates in the factory. The shirt templates would not be wearable, however, until they were "customized". So a customer asks for a blue muscle tee. You pull a simple shirt template out of the crate, customize it, and hand it over. Customization would involve you using the "Shirt template" as one ingredient (component) in a crafting process that involves no experimentation.

In other words, create a system where each item takes ONE experimented component, and you can make the component in the factory (and thereby only have to experiment once). The experimented component might still take synth cloth and other sub-components that we have now. Under this system we can on-the-spot customize, but not be required to on-the-spot experiment for anything.

Obviously this is a pipe-dream and would require a major overhaul of the way clothing crafting works.

EDIT: this system would also allow you to buy experimented templates/components from a tailor who wished to gather nice resources and factory produce components, when you may not care for that aspect of tailoring.

Message Edited by NJ62 on 10-26-2004 10:09 AM



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

adam2975
Tue Oct 26, 2004 8:12 am
#7



Gyopi wrote:


NJ62 wrote:
What most tailors find problematic about experimentation is that it takes enough time as it is to hand-craft every item. Now add experimentation. If you experiment, it takes longer for your prototype to produce, so tack on that time (while your customer taps his foot).




One problem with experimentation is that tailor is a very casual profession and most tailors like it that way! Most people do not want to have to go search for or buy the best resources, skilltapes, etc. like other professions. As you say, tailors also generally don't want to spend a lot of time customizing *and* experimenting by hand and this gets even longer when you factor in all the "moderate successes" and "critical failures" in experimenting. On the other hand, people respect experimentation and do not see our "customization" as being worth as much. Customers also understand the concept that resources are money, but don't understand that time is money also. Personally, I would like to see a comprimise. I would like to see us have the ability to experiment on the number of sockets we get (and possibly durability if we ever get decay that makes any sense). These are things that the majority of customers probably won't care about and we can get away without experimenting for customers who just want a nice looking outfit. For those people want to be "uber" and have 4 sockets on everything for their skilltapes, we can have a reason to charge a premium that they actually understand. We would also have a way of differntiating ourselves from one another in a certain segement of the market.




/BMOC i agree 100% with you ,love the idea to being able to experiment for sockets and condition on clothing.

The only thing that puts me off other crafting profs is the resource management side of things and as a player with two accounts i don't have the time to be making sure i'm mining the new uber aluminium, i tried AS on TC-Bria and what a nightmare



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Gyopi
Tue Oct 26, 2004 8:28 am
#8

This is basically the reason why I chose sockets as something to experiment on, but it could be that if we could control sockets that *everyone* would start expecting them. Basically I have two types of customers. One type gives me the fun orders! They want to have the lastest look and have a new outfit for every day. They tend to buy *lots* of clothes and order from me at least every month. They are one reason why I love being a tailor. The second type of customer is just the opposite. They want one or two items of clothing. They want it with 4 sockets and the highest BE mod that I can possibly make. They also want their clothes in black 95% of the time. These are the ones I make schematics for and crank out in a factory so I get lots of 4 socket clothes. After all, it doesn't matter what they look like as long as they have 4 sockets, are black and can be worn with armor. These are the kind of customer that would probably be willing to spend more for clothes if they were experimented on.




Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

HippieKender
Wed Oct 27, 2004 5:45 pm
#9

I recently had a customer requesting a hood up cloak with 4 sockets. Understanding the randomness of getting an item with 4 sockets, he offered to pay for each "failed" attempt. This seems like a fair way to deal with it, imho. Charging the normal cost for the item, the tailor is in effect getting the extra payment that would be charged for experimenting. I, myself, do not want to take the extra experimenting time while customizing clothing - nor do the majorty of the customers want to wait that extra time. (i.e. i had an order for 296 robes of honor, in factory crates, in 5 different colors. The customer started asking ONE hour later if they were done yet. Not having all the components made, I told him it would take a few days to make all 296 robes. He proceded to tell me that he was taking 20k off the quoted price for every day it took me to make them. I was insulted because I had given him more than 50% off the normal price - and in the end referred him to another tailor. Some people have no concept of how long it takes to make clothing, especially large orders like that one.)



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vorgon
Thu Oct 28, 2004 5:20 am
#10

Just run them in factories. Make the robe make the schematic and run it. By the time the set of robes are ready throw in the next schematic. It will take less then 5hours. Just have crates of components ready to go. I personally ran 1000 of each when I first got tailor sell them in crates on a tailor component vendor and kept about 200 total for myself. I am not a full time tailor though, but when you get low run another 1000. Not like quality matters so you will never have to re-run a new batch on new resources etc.



meh
AllyaEcati
Thu Oct 28, 2004 5:46 am
#11


NO NO NO experimentation for clothing I say! I've recently picked up armor for fashion purposes only, and I can tell you what a pain it is to get those extra options in the crafting session. If you actually experiment, it takes twice as long. I can barely keep up with restocking my shop as it is! I'm praying for people to go into space so I can attempt to catch up, and I'd be in a lot worse shape if I had to experiment.



Aylla
Goddess of LOD
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