Tailor Archive

Thread: READ ME TAILORS! Tailor clothing decay ideas

AlaManQ5
Thu May 06, 2004 4:54 am
#1

Here's an idea. Along with the upcoming fix to the 0/0 condition bug, how about we push for a decay similar to Weapons and Armor. As it stands now, weapons and armor decay fast from repeated use and abuse. Some even have to replace their weapons/armors within days of the original purchase!


Of course, in the SWG universe, tailored clothing must be made with godlike materials due to the fact that they only decay upon death, and when they reach 0/0 condition, they still exist to be worn and used by all.


I came up with this idea the other day.


Why not make it so clothing decay's a set number of points per day, say 1-3 points per day. For special loot drop schematics, let them decay the current way, just the usual 1-5% clone decay.

Upon purchasing from a vendor, the timer would start. So if your shirt was 1000/1000, depending on its decay rate, it could be 997/1000 the next day or some arbitrary number. And it would continue to decrease until 0/0, where it falls apart. Now, repair kits can repair the condition, but nothing can stop the decay of the clothing.


The logic behind this is simple.

Other profs have constant decaying items, like Composite Armor and Weapons. Tailor items DO NOT constantly decay like these other items do.

When was the last time you saw someone in RL wear the same shirt from birth to death? I doubt that ever occurs.


Heck, another idea, which will never fly, is having actual attacks decaying clothing like one point. Walking around clothed, you sometimes get hit by laser bolts or hit by a sharp object. These actions should affect clothing.

Like, walking around Coronet, you get hit by a meatlump's cdef pistol, taking your ham down like 4 points, but taking your clothing down one point.


Now, a one point condition drop is no big deal, but they add up in a hurry.


And like I said, the special loot drop and reward clothing schematics would be EXEMPT from this whole tailor item decay idea, due to the fact that they require rare components and are a special gift for completing a quest in-game. Some pay 400k to 1 million for a rare clothing schematic, and their clothing should last a long time.


Please comment on this, because I'm tired of selling clothes to potential customers that may never buy clothes from me again, since clothing now can potential exist forever in-game.


Not only will this clothing decay system give more business to tailors, it may also reduce database sizes of current SWG servers.


(About Droid Engineers, i noticed that their droids don't decay much too. They should also get a decay change. All they are needed for after a droid purchase is to either sell batteries or change colors, which is sad. Weapons and armor don't last forever, droids and clothing shouldn't either)


Thanks for your comments in advance.



Valkk Armel'ya

Bothan Master Artisan/Master Tailor/TKA

Ahazi




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

Elhana
Thu May 06, 2004 5:06 am
#2

Hmm well I'm not exactly keen on clothing decay, mainly because I just don't want my tailoring outfit to decay. If this was 1-3 points for each day the item is worn, for any length of time between server restarts. I suppose it sounds reasonable. If it averaged out to 5 points for every 2 days that means 400 straight days to decay. Possibly a little slow but I'm not really sure where it should be. Looked after real clothes can last a long time without needing to be repaired.



Val'rel Shia
Master Tailor & Master Dancer
Part of [The Firm] Superstore 1200m west of Mos Entha [80 x 3254]
Chimaera
aazatgrabya
Thu May 06, 2004 6:14 am
#3

Decay is a big issue that effects all Tailors, NJ62 has already posted this in the Tailor's Top 5. You're absolutely right Alaman, there does need to be some sort of decay re-introduced to all clothing.


Presently there is no repeat business to our clothes vendors. The exception to the rule is Holo grinding. Players are ploughing through professions at an amazing speed, and therefore require new clothes that compliment their new skills and styles. When the Jedi updategoes live we'll begin to see this form of business dwindle to nothing as players return to playing their chosen profession without any real requirement to grind them out. Our business as a tailor will be next to meaningless unless players are forced to change their clothing. That can be by decay as you've rightly mentioned, or as some other mechanic. Perhaps in the GCW update we'll see uniform requirements?


Anyway, overall I think the best solution is to add a slow decay to clothing while worn. The decay should also increase on uninsured death and combat.


The other issue that effects our Tailoring pleasure (but certainly not confined to our profession) is the Vendor Stockroom. Anyone that's read my posts before may want to skip this next part as I'm begining to drone on abouit it...



As a Tailor we need to make many individually priced items if we want to show the variety of our work to our customers. After a month of no sales (remember, people don't need to buy clothes as I've mentioned) our stock is transfered to the Vendor Stockroom. This is fine in principle, management is an essential requirement in these types of games, however, what is NOT fine is the fact that to re-sell the items we have to re-price them all individually. Surely a more suitable approach would be for the vendor to recognise the old sale price and simply one-button re-sell each or all items. No, this should not be managed by a future droid module similar to the structure maintenance. Physically being present at your vendor should be the time requirement - but no longer than that. Every day my vendors drop items to the Stockroom. Sometimes as many as 100 items a day. If I'm offline for three days or so I spend the whole of my game time the following day re-selling and not doing anything else. Sorry, but this is unacceptable. Of course a short term solution is an introduction to a return sales mechanic for clothing, but the long term solution is an overhaul of the Stockroom interface.


Gyopi
Fri May 07, 2004 10:37 am
#4

I think what you are asking for was time based decay, which was in the beta. This was the sort of decay which was so unpopular that it was removed very early. What we have been asking for is actual use based decay. One idea is that clothing decays at a certain rate when it is being worn. After all, my shop displays should probably not decay very fast if at all. Of course, this opinion might be because I don't want to have to remake the entire color showroom. The idea that I thought made most sense is to tie it to HAM bar use. Almost everything that we do in the game, from dancing to fighting uses HAM bars and the more active we are, the more it is used. Somehow tying it to that would be much more realistic.







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--

aazatgrabya
Sun May 09, 2004 12:08 am
#5

Gyopi, fantastic idea. Basing the clothing decay on HAM use is the most practical way of implementing this important re-design issue.

With the Dev schedules published already (Thanks all for the valuable info), I can't see this coding being timetabled any time soon. But if we could here some form of encouragement from some red names it would certainly put my mind at rest.
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