Tailor Archive
Thread: Patch note info from November 4th
This is purely Test Center stuff at the moment, yes. The patch downloaded on the Live servers was a "chunk" of inert code that will be activated when the big Player Cities/Mounts update comes down the pike. Basically, they're doing it in bits and pieces so that dial-up players don't end up staring down a single three to four hour download.
And it takes some of the strain off their systems as well. Let's face it, they've been pretty spastic lately as it is, no need to have a few hundred thousand people trying to pick up a 20MB file off them at the same time.
PS: When reading items from the Dev Tracker always make sure to note which forum they're linking to. For example, these patch notes were on Test Center.
On the miscategorized handwear, I read the patch notes as "all the handwear in Misc will be put in Handwear," myself. So I'd expect Cold Weather Gloves to be in Handwear too, for example.
On the general issue of "miscategorization," I've come to the realization that they're not miscategorized per se, it's just that the categories are *functional* (i.e., according to behind-the-scenes stuff), not based on look or form. Short Skirt, by name, is a skirt, but by *function* is pants. And the Smock, by *function* is a Dress (defined as occupying the shirt and pants areas, and preventing jackets and cloaks, etc.) Even though we'd rather have it called a "Robe" for sales purposes, and it visually looks more like a robe.
YetAnotherSideRant: I wish the DEVs would get around to actually documenting requirements/restrictions/etc in the descriptions. If the intention is to leave arbitrary constriants in (why are some skirts wearable by males, but not others), then at least let people see this at a glance instead of after they make/buy it and it just doesn't work (or more embarassingly, strips them down to skivvies.) Much as arbitrary constraints drive me batty - if I knew they were intentional, not accidental, and they were documented, I'd not feel annoyed whenever I bump into them.
Tailor: What the heck? Gunman's Duster is a Robe, but Spec-Ops Duster is a Jacket? That makes no sense! Why don't you put them in the same category?
Programmer: What, are you mad? You want to mix completely different base models up in the same categories? They're apples and oranges!
BioEngineer:
Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32462#M32462
What I read from this is that we can put up to 6 effects on one piece of clothing. Like +4 melee defense, +15 stun defense, +13 wound healing, +13 healing, +14 dancer healing, +14 musician healing. All on one clothing item.
However I wonder if you can stack the same mod if you put it in more then one slot. like those clothes that require 2 identical synth cloth + 2 identical synth cloth. Maby you can add 4 +13 medic enhancements and get +26 bonus total. I do dearly wish I had some low end tissues to test this, but alas the few medic/entertainer tissues I have are much to dear to waste
.
Tailors:
The following Tailor schematics now give Tailor xp instead of GCXP: High Quality Boots, Large Headwrap, Sunguard, Warm Hat, Wookiee Battle Padding, Wookiee Traveler's Helm.
The Following tailor schematics now properly craft objects with socket slots: High Quality Boots, Doctor's Dress, Light Bustier, Traders Flight Suit.
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Ok, this must still be on test then, or at least most of it. There was a patch I downloaded on the 3rd I thought might contain new stuff. Alas I made some Light Bustiers today (4th early early morning) and no sockets.
ooops, lol. Guess I should read the whole thing before posting. Notice it's only long gloves they mention, how they managed to miss the other gloves misscatagorized into misc is beyond me. And after reading through that post it seems this patch will be downloaded a bit at a time over the next few days.
Wearables:
You can now wear a backpack with Grand Healers Robe, Grand Ball Gown, and the Luxurious Gown. Why you would want to desecrate such fine dresswear with a backpack is beyond us, but you can if you feel like it.
Long gloves are now correctly categorized as handwear.
Srednii wrote:
BioEngineer:
Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32462#M32462
What I read from this is that we can put up to 6 effects on one piece of clothing. Like +4 melee defense, +15 stun defense, +13 wound healing, +13 healing, +14 dancer healing, +14 musician healing. All on one clothing item.
However I wonder if you can stack the same mod if you put it in more then one slot. like those clothes that require 2 identical synth cloth + 2 identical synth cloth. Maby you can add 4 +13 medic enhancements and get +26 bonus total. I do dearly wish I had some low end tissues to test this, but alas the few medic/entertainer tissues I have are much to dear to waste
any updates on this from a tailor on test center?
am curious if this means that +25 medical clothing will again be possible... =)
but...
if this means that you can have different tissues in same-component SEPARATE slots, well...that means we are still limited to multiples of only medical and entertainer, since everything else goes into RFP and there's a max of one RFP slot in any tailor schematic.
(btw, does the creature taming tissue go into RFP or synth?)
ah, just found this in another thread:
A small clarification - 4 identical panels going into one slot does not stack on Test Center. From what I've read here, that's intentional. If you put 2 panels into 2 separate slots, you would get twice the bonus, not four times.
good to know.