Tailor Archive

Thread: Time to make the new top 5!!

NJ62
Wed Mar 31, 2004 5:58 pm
#1


Time to get serious about our top 5!

I'll be submitting our top 5 along with a general list of other requests (not necessarily priorized as time allows). Therefore, here's what I want you to do:

INSTRUCTIONS: PLEASE READ!

List at least your top 5 new issues, along with the rest of your prioritized issues.

Then fill in your OLD issues among the new issues, marked with an asterisk, as you prioritize them.

Example:
1. new schematics
* necklace bug
2. new colors
* items that decay to 0/0 are equippable with bonuses
3. better descriptions
4. more reinforced fiber panels
5. color grid
6. blah blah etc

By doing this, it tells me how you prioritize your issues, and allows me to "move up" new issues, if I learn that there has been progress on one of the last top 5. So if nothing has changed, this list would indicate to me that your top priorities are new schematics, necklace bug, colors, decay & descriptions, and if the "old" issues turn out resolved, your top issues would be 1-5.

After that, please list changes on the list of candidates that you don't like, and explain why.

If there is anything that is not on the list, please explain why you think it's a top issue.


~~~~

Top 5 discussion thread



Sorry, the formatting of the "example list" got all wonked when I added the link. All fixed

Message Edited by NJ62 on 03-31-2004 05:37 PM



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)

NJ62
Wed Mar 31, 2004 6:00 pm
#2

NEW ISSUES


Clothing Color Pallette Displaying White as only option for color 1 or 2 depending


  • Fighter Flight Suit

  • Heavy Flight Suit

  • Trader Flight Suit

  • Transport Flight Suit

  • Luxurious Gown

  • Pleated Dress

  • Light Bustier

  • Ammo Bandolier

  • Mercenary Bandolier

  • Multipocket Bandolier


Certain items, no matter how many times we craft them, do not produce sockets

  • Grand ball Gown

  • Tech Pack


Complete color palette for all items (or if not feasible Correct color misassignment on clothing items)


For a long time, tailors have been hoping to get rid of the secondary palettes and use the primary palette for all items. Expanded colors for the limited palettes was #4 of our last top 5.


Matching is difficult: Many colors do not overlap, and it is particularly difficult to match shoes to the rest of the outfit. For example, there is no Palette D equivalent for the yellow on Palette A (which is the “boot” palette). Even when colors are purportedly the same (i.e. black and black) most tailors find that there are differences between the black on palette D versus the black on Palette A, differences which are unrelated to texture.


Continuity is probably not an issue: I realize that we want to keep continuity, but as a practical matter, boots, gloves, dusters and all other items on the secondary palettes would not ruin the Star Wars feeling if offered in bright colors. After all, padded armor boots and gloves do come in the full palette.


As for wookiees: I realize that wookiees traditionally are not supposed to wear bright colors, but as of now they can wear all the chef garments that are brightly colored, as well as the life day robe. They are also getting armor. Maybe we can "bend" the continuity rules?


Items that color incorrectly:


  • The exotic leotard should come in the full palette

  • Luxurious Dress: The Lace uses the leather pallet, it should use the full palette

  • Sigled Waist Wrap: The Leather flap has the master color range and the skirt exterior does not. These two should swap

  • The Desert Command Jacket should come in the full spectrum and not the leather palette

  • The Smock should come in the full spectrum, and not the leather palette

  • Items that offer a color 3 & 4 choice of pallet work only for master tailors and not all levels.


Expand our "standard" color palette (i.e. the one used for most clothing items)


Yellow: we lack a “primary color” yellow (i.e. HTML color FFFF00) on the main palette (Palette D). The current yellow on the main palette (Palette D) is a mustardy color that fades out into a pale baby yellow, but never achieves the saturation of a primary color yellow. A closer, better-saturated yellow (more of a "golden yellow") is available on the “leather” palette used for boots (Palette A).


This is the current mustardy yellow available for the bulk of the items (Palette D)

We would like to add a primary color yellow (HTML color FFFF00)to the main palette (Palette D). If it's not feasible to provide a true primary yellow, then perhaps it is possible to add the already-existing golden yellow (which is currently in Palette A) to the main palette (Palette D).


Deep Red: the dress robe has a different palette from the other garments (Palette F) and in that palette there is a deep dark red, which the tailors have requested in addition to their “fire engine red.”


This is the current fire engine red

We would like to add this deep red from Palette F to the main Palette D


Aqua: there is an aqua color in the metallic palette (Palette C) which the tailors have requested added to the main palette (Palette D).



Add in a "numbering" system to our color grid to make matching easier


Tailors are interested in a grid so that each color is assigned a number. These numbers would appear in a box in the crafting window when a color was selected. A tailor could choose to then include the color code in the name of the item for matching purposes. It would be even better if the color were "assigned" to the item as a stat, so when you examine the item, you could see the color code (just as when you examine a weapon you can see all its pertinent stats).


Correct outstanding clipping issues not submitted in last top 5


  • Noble's skirt shows thighs and a bit of derriere when running

  • Doctor's dress shows backs of boots when running

  • cloaked dress shows backs of boots when running


Additional options for reinforced panels in clothing


There are few items that require reinforced fiber panels, yet those items hold the most popular (combat-related) tissues. It is very difficult to put together a combat-enhanced outfit, yet those are the most requested.

  • The items that have reinforced fiber panels never require two separate-slot panels. This means that you can only get one combat bonus per garment. In contrast, many items have 2 separate slots for synth panels, making it much easier to stack medical bonuses into items.
  • There are no hats that take reinforced fiber panels (but plenty that take one or more synth cloths).
  • Wookiee gear lacks reinforced fiber panels.

    • only one wookiee garment requires a reinforced fiber panel (Wookiee Shoulder Pad).

    • With the wookiee shoulder pad & a bandolier, wookiees may only have 2 bonuses total (other species can usually have 4: pants, shirt, jacket, bandolier)

    • The Crested Battle Padding and Wookiee Battle Padding are both field gear items and should take one or more reinforced fiber panels.

    • Wookiees need a "skirt" option with a reinforced fiber panel in order to correct this disadvantage, so that a wookiee would be able to gain 3 combat bonuses


Label gender and race restricted clothing in examine window


As it is now, a buyer has no idea whether he or she will be able to equip a particular item. Many times it is counterintuitive, such as with the grand healer robe, where many males wish to wear a hooded garment. Males can wear some skirts, and not others. When an item is examined or when one requests "details" in the vendor window, this information should be displayed.


It would also be helpful if clothing were labeled with what it cannot be worn with (i.e. a bodysuit would worn "cannot be worn with cloaks or jackets")


Reclassify misclassified items


  • The exotic leotard should be classified as a "bodysuit" not a "dress"

  • The Gunman Duster should be classified as a "jacket" not a "robe".

  • The Smock should be classified as a "robe" not a "dress"

  • The Dress Robe should be classified as a "robe" not a "jacket".

  • The Short Skirt should be classified as a "skirt" not "pants"

  • The Short Wrap should be classified as a "skirt" not "pants



Fix vendor categories


  • "Dummy" Categories:

    • Eyewear: currently no eyewear. We would love to have eyewear, but if that is never to be (alas) we would like this category removed to prevent confusion

    • Capes: Again, currently no capes. We wants em.

  • Non-Functional Categories:

    • Skirts: currently all skirts are classified as "misc clothing," and the "skirt" category is empty.

    • Wookiee Wear: Currently wookiee items are classified by whatever parts of the body they cover, rather than as wookiee wear. This category is confusing because customers may assume that there is no wookiee wear on the vendor because this category is empty. In addition, customers may buy items such as the "crested battle padding" which does not have the word "wookiee" in the title, because it is in with the rest of the "shirts".


Additional schematics


Schematics already in the game (Kara's Article on Uncraftable Clothing)

New Schematics that are not in the game.
HATS

· Fedora (like Indiana Jones)

· Queen Amidala headwear

· Pilot helmets from movies

· Veils (for wedding & dancing use)




SHIRT/UPPER BODY

· Tank top – Like Ubese top (Solid & mesh)

· Han Solo’s vest




JACKET/COAT/CLOAK

· Hooded cloak

· Cape

· Formal (open to show off shirt/tie) suit jacket (plus matching slacks or Tux)





BODYSUIT

· Zippered rubber cat suit

· Leather look bodysuit




LEGWEAR

· Tights

· Bellbottoms

· Socks (sports ankle & knee length)

· Loose straight leg pants




WOOKIEE WEAR

· Long skirt/dress for female Wookiees




SKIMPY CLOTHING

· Exotic leotard pants for men

· Sarong




JEWELRY

· Visible rings

· Earrings

· Slave collar

· Choker




SKIRTS

· Miniskirts




GLOVES

· Lace up to elbow

· Fingerless




FOOTWEAR

· High-heeled skin-tight knee-high boots

· Thigh-high boots

· Platform knee-high boots

· Strappy formal sandals (wrap around ankle)




ACCESSORIES

· Glasses/sunglasses

· Holsters

· Arm wraps/bands (lower and upper arm)

· Bow tie (separate item)

· Dyeable feminine satchel




DRESSES

· Slinky, ankle length, spaghetti straps, slits up sides

· Kimono

· Skin-tight, thigh length, halter top, plunging back





An option to change the texture of clothing to a glittery or leathery texture during item creation


  • Would like a glittery texture available (as a toggle at colorization) for bustiers, bikini leggings, hotpants, skirts, dresses, dress slippers, fleshwraps, leotards, tactical skinsuit, twi'lek lekku wrap & grand headpiece, and decorative headdress.

  • Would like a leather texture available (as a toggle at colorization) for pants, jackets and dusters


Retexturize certain items


  • Infiltrator leggings & Infiltration suit: while it is not desirable to have players dye them fleshtoned and look nekked, right now these items look "splashed with mud" and look horrible in light colors

  • The suit jacket has a texture that causes it always to look "too dark" and it's difficult to match. It looks dirty in white. It could be shifted to be more like the patterned slip dress and keep its shiny look while taking color properly

  • The simple vest always looks washed-out in dark colors

  • The noble's skirt is problematic because the peach side-panels interfere with colorization


Add in use-based decay and an ability to experiment on overall durability of an item.

  • Allow experimentation for overall durability of an item

  • Implement use-based decay. Clothing, if worn every day, should decay in one month regardless of quality

  • Allow new experimentation raise an item's durability above the current 1000 figure, with 1000 being a "floor".

  • Allow experimentation on both socket number and overall durability


Allow clothing that "makes sense" to be wearable together


  • Jackets should be wearable over body suits & Dresses

  • Long Gloves should be wearable over Jackets


Make sachels craftable & equippable but not visible when equipped


The fashionable dancer or tailor does not like to wear a backpack, yet these people like to carry around a lot of items (for crafting or just clothing).


Add storage to bandoliers, because they occupy the backpack slot


Fix outstanding publish 6 bugs


Equipping issues:

  • Wookiees cannot wear the crafting aprons. They might rip off my arms.


Uncraftable items:


  • The droidsmith tool kit requires a droid repair tool as an ingredient. Neither of the two new droid repair kits (A or B) introduced in patch 7 works with this schematic. See this thread. However, an "old" droid repair tool (before it was taken out of the game) will work to craft this item


Useless bonuses:


  • The demolitionist belt adds bonuses to Grenade Assembly and Grenade Experimentation, which are useless since Commando crafting was removed from the game



Crafting ingredient problems:


  • Several items require crafting tools as ingredients. However it is impossible to see whether a crafting tool has decayed. Tailors are getting error messages that the tools are too damaged to use in the schematic.


Strange and mysterious bugs:


  • Crit failing on an item causes many tailors to lose a use on the limited-use schematic. The tailors are confused about this issue because the official word was that a use would not be deducted after a critical fail. One tailor reported that she did not have a use deducted after a critical fail, but only because she left the crafting tool open, happened to have an extra component, and proceeded to re-craft the item. Another tailor also reported that he didn't lose a use after crit failing, and I don't know whether he proceeded to craft a second.


  • Accessing the resource input screen for a schematic sometimes causes loss of a use. In particular, this happens to tailors who open the schematic, start loading ingredients, and realize that they left something in another house, close out the crafting station, and lose a use. It doesn't appear to matter whether the tailor uses the "back" button or the "escape" key. It also seems unrelated to whether a tailor has started loading ingredients or not, as it has happened in both scenarios. This happens randomly, as some tailors have had no problem with backing out of the crafting screen.

  • Closing out the crafting session on the input screen has caused loss of ingredients. One tailor reported that she loaded in the looted components, but forgot a resource, clicked "back" and lost the leathers (and a schematic use.)

  • Errors that are not critical fails have ended the session, wasted a "use", and eaten ingredients, after the tailor clicks "create prototype.

    • One tailor reports that he clicked "create prototype" and he received spam that his uses were gone, but the tool failed to produce the item.

    • Another tailor reported that not only did his tool fail to create the item (though he had not critical failed) but two uses were deducted.

    • A third tailor hit "create prototype" and ended up with a "crafting station ended" message which deducted a use and ate all materials.

Message Edited by NJ62 on 03-31-2004 05:05 PM



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)

Akaara
Wed Mar 31, 2004 6:18 pm
#3

That is outstanding work NJ!


One thing you may want to add... I know you've done a ton of work, but maybe we could add the padded segment into the wookiee battle padding or other wookiee items? I don't mean taking the place of armor but maybe adding a little protection or something? And/or adding the segments into some of the field wear items?





_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

RandDarkstar
Wed Mar 31, 2004 6:31 pm
#4

Right now my biggest game-breaking issues are the repair and sockets issues. Repair has dropped in quality considerably, and sockets are hit or miss to see what you get. 1-4 seems equally possible, but 2-3 are more than 50% at the moment. Me no likey Those are my #1 and #2 top issues.



  1. Sockets are no longer as good as they were

  2. Repair skill reduction

  3. Item Decay at 0/0 with bonuses

  4. Necklace Bug (How long has it been?)

  5. New schematics and colours




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

NJ62
Wed Mar 31, 2004 6:34 pm
#5

I purposely didn't add the new socket problem to the "big list" because it may be a bug and may be hotfixed. I just have no idea. If you want, put it in your top 6, and then we can knock it out if it resolves itself.



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)

ZahrIna
Wed Mar 31, 2004 6:52 pm
#6

WOW! Do you ever sleep? (you like worksheets too dont you? Admit it.. you're a closet access or excel junkie.)


Mine: Man I hope I do this right...


1) New Schems for already in game items.


*Necklaces (old but as important or more to me).


2) Clothing needs to become unequippable at 0/0.


*Usage based decay (as originally requested.. not this silly stuff now.)


3) Expanded colors on all of the Leather paletts to match the main pallet at Master Level.


4) Race/Species restrictions listed in item discriptions.


5) A user friendly interface where Client can *preview* item before final assembly.


6) Fix the Bloody Bank Tip Emails!! Put in a serial number generated by the system that can be tracked in the case there is a discrepency. (thought it couldn't hurt).


Ok.. I really hope I did that right.. my brain is sluggish atm but this is very important and you have put in far too much work for any of us to pass on feedback. I put the new ones (what I thinkare new) by the numbers and the old issues that I would have wanted to put in are by the astricks. Heh, I tried.


Thank you for all that you do!! You are quite a gal!!








Zahr'Ina :::: Formerly of Everquest~7th Hammer (4yrs), Everquest II~Steamfont (launch) and Starwars Galaxies~Eclipse (Launch). Choosing to ENJOY my playtime. :::: I wish nothing but happiness to all who remain. Ran out of patience: 6/15/05. Husband and wife team. Four accounts and two station passes, terminated.
constanceblonde
Thu Apr 01, 2004 5:18 am
#7

Of course all of the old bugs still need to be addressed. These should not be included in our top 5, they should already be on the devs agenda.


1) Add in a "numbering" system to our color grid to make matching easier



  • Perhaps a 'view screen' along the same line as when your cursor moves over an item in your inventory, where it shows basic information for that item. We could have it so that when your cursor moves over a color in the palette then a small view screen shows you the hex code for that color.

2) Fix vendor categories (such as skirts & wookiee wear)



  • Big issue. Hopefully this isn't a tough fix. Just rearranging items around the categories.

3) Add in use-based decay and an ability to experiment on overall durability of an item.



  • I know alot of tailors might frown on this, because there'd be experimentation involved, and that means looking for quality resources. I think we need this to seperate one tailor from another. As it stands now, every master tailor can make the exact same thing. When you need master level clothing you need to find any master tailor. The only thing that sets us apart is prices. For the other crafters, ie WS and AS, all masters do not produce the same level of product, and that sets them apart.

4) Make sachels craftable & equippable but not visible when equipped



  • This was my **edit** when I was doing musician. I wanted to carry my items, but not have an ugly backpack on top of a luxuriuos dress. Make sure this would occupy the backpack slot, to keep people from trying to equip both to expand their inventory capability.

5) Add storage for bandoliers because they occupy a backpack slot.


I'd hope that every item that fits in the backpack slot would have a storage rating of some type. Whether it's 5, 10, 15, or 20 slots, something is better than nothing. As it stands now, there's no incentive to wearing a bandolier. The other option I see is to not add storage to bandoliers, but make them equippable at the same time as backpacks.


X) As always, we should see a steady influx of new tailor schematics into the game. I really don't care for looted schematics, or schematics requiring looted components. How tough would it be for the devs to add 5 new items with each publish? Even if it's the clothes that NPCs wear that we cannot create. Keep the style new and fresh. Right now things are a bit bland and stagnant. No real new stuff since launch in June, 10 months.










z-CORA NOVALIS-z
z-Completed Jedi (5/29/05)-z
z-HAKANITE-z
z-Republic of Guilds United-z
"Dark for fear of failure, an inner gloom as wide as an eye, fermenting roiling hate, death grip in my veins, unveiling rancid petals, flowering forth foul nectar, the space between a blink and a tear ...death blooms."
constanceblonde
Thu Apr 01, 2004 5:21 am
#8

6) Fix the bank tip issue. Instead of the "From" being from the player, it should just say Bank... From: Bank








z-CORA NOVALIS-z
z-Completed Jedi (5/29/05)-z
z-HAKANITE-z
z-Republic of Guilds United-z
"Dark for fear of failure, an inner gloom as wide as an eye, fermenting roiling hate, death grip in my veins, unveiling rancid petals, flowering forth foul nectar, the space between a blink and a tear ...death blooms."
DrakeWindwalker
Thu Apr 01, 2004 7:00 am
#9



  1. New Schemtics for already in game items.(someone on my server is selling 8 of those robes with the metalfor like 900k!!!!) Old: Necklace Bug

  2. Fix the leather palette, the white/white palette, and just add more colors Old: Decay

  3. Let us wear jackets and long gloves


  4. Fix vendor categories and reclassify misclassified items such as dusters, smock, etc



  5. Label gender and race restricted clothing in examine window



Message Edited by DrakeWindwalker on 04-01-2004 06:01 AM



Drake/Ivay Windwalker
Happly married to Izabele

Syzygy-Gorath
Thu Apr 01, 2004 8:07 am
#10


  1. Schematics for in-game, but uncraftable items (not to include factional park reward items—B-Wing suit, TIE/AT-AT suit, etc.)

  2. * Necklace bug during crafting—really, it's only annoying…but it's kind of insulting it's been around so long

  3. Various and sundry limited-use schematic bugs

  4. Expanded palette on accessory items (handwear, footwear, jewelry)

  5. * Single-color palettes—white's nice, really…but more options would be nicer

  6. * 1/1 and 0/* condition equippable, mods work—thanks for the decay, now can we have it actually do something?

  7. Descriptions to include gender/species restrictions

  8. Descriptions to incluse "body slot" usage



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

DuelingMaster
Thu Apr 01, 2004 9:14 am
#11




1. Clothing Experimentation


*Decay


2. New Schematics


*current item fitting issues


3. Color Grid


4. New Colors


5. The ability to choose which enhancement of a Skill Tape we can apply.


6. Try On - Option for Customers



Message Edited by DuelingMaster on 04-05-2004 11:34 AM


Message Edited by DuelingMaster on 04-05-2004 11:37 AM

Message Edited by DuelingMaster on 04-05-2004 11:38 AM

Gyopi
Thu Apr 01, 2004 9:37 am
#12


Personally, I would like to see the following: [This is copied from the discussion thread since I didn't know it was unofficial]


*1) Decay needs to work. 0 condition clothes should not be equipable and 1/1 condition clothes should decay. If they would add use based decay to this I would really be happy!


*2) More *clothing* schematics. I know its a lot for the art department, but this is what everyone wants, whether they are a tailor or not! All of the clothing has been around for so long that almost every combination has been tried and it is time for some new and interesting things to play with.


*3) The necklace bug. We kept being told that this is a really difficult bug, but no one will say why its so difficult. It looks to me like the camera is just pointing in the wrong place. This is the kind of lack of attention to detail that just makes the game look bad.


4) Colors! We should have a nice yellow and dark red (not pink) in the full palette. Dusters and boots should have the full palette. So should exquisite leotard and the luxurious gown. These just scream for having the full palette!


5) Purses. This might not belong in the top 5, but please please please give me a purse, or at least an invisible backpack! I love the wear a lot of the gowns and they just look stupid with a backpack.


6) The changes to sockets should either be fixed, or if it is intentional it should be announced in the patch notes that you see when you launch the game (socustomers do not expect 4 sockets every time). Hmm... actually a lot of things should be put into the patch notes when they change, but that is not an issue for the tailor top 5.






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--

Jynn_Seidai
Thu Apr 01, 2004 10:05 am
#13





  1. Schematics for already in-game, but uncraftable items

  2. * Necklace bug during crafting

  3. Expanded color palette on all items

  4. * Single-color palettes

  5. * 1/1 and 0/* clothing equipable and BE Mods and Skill tapes work





Kerry - - Sawyer - A'la - Montego
MD/MCM - Master Tailor - Master Booty Shaker x2
Test Center Roughnecks


Page 1 of 4
Previous Next