Tailor Archive
Thread: The Clothing Decay Issue From a Non-Tailor
First things first, I know that to be any sort of profitable class tailors must have some sort of decay in their products. However,as someone who's character wears clothes in the game I want to make sure this is done correctly.So here aremy ideas:
1. Clothes should only decay while worn. I would think both tailors and non-tailors alike would be in favor of this. It allows tailors to store their products without decay, and it allows their customers to have some control over what decays. Even a slight bit of control can make the bitterpill easier to swallow.
2. The base rate of clothing decay should be fairly slow. While it would only be a minor annoyance for someone doing combat missions to get new clothes every week, it would be a major blow to entertainers, dancers, and musiciansthat have extensive (and expensive) wardrobes.
3.Clothing with any sort of skill or other enhancements should decay faster, perhaps directly related to the multiplier. The decay rates should accumulate with multiple multipliers.
4. Clothing repair kits should be available and work similar to weapons and armor repair kits. This is a no-brainer, the capacity to repair objects is in the game already apply it to clothes.
5.Make sure the Devs know how important it is to you and many non-players. Like Mark Twain once said, "Clothes do make the man, naked people have little impact on society."![]()
i think it wouldn't be so bad if clothing decayed when not being worn, but it should be rediculously slow. something in the area of around a month of real time, maybe. and if it's in a bank or something, maybe it shouldn't decay at all. and then architects could get an armoire or closet to build that actually stores things, and it could preserve clothing...
just another idle thought:
i think it'd be neat to have clothing decay linked to the amount of that specific item in circulation. so that black dusters recay at about 500x the rate of the less popular clothing. it'd be great for tailors, because they'd get a lot of repeat business from the dusterers, and maybe the dominance of that fashion would get toned down so the rest of us wouldn't get so bored people-watching.
i doubt that'd ever happen, but i can have my hopes and dreams...
Actually the ones that are dropped don't decay, they just have a durabilty listed that isn't 1000/1000. Also the clothing should decay faster if the clothing has been worn in battles. If my clothes are constantly getting singed by blaster fire, then the decay should reflect that.
And for heavens sake, let us make umbrellas. It rains so often and I'm tired of smelling wet wookies ![]()
TripleDES wrote:
The decay rate on unworn items should be something like 1/3 or 1/4 of the active decay rate. People storing a double wardrobe wouldn't need to ever buy clothes again if the stuff would only decay when worn.
In a word TripleDES, "No". Look the only waypeople will not have tobuy clothes eventually, isif theywear only armor or their underware. Those people will not be buying from you reguardless of whetheror notunworn clothes decay! Let's say someone buys two sets of their entire wardrobe; andthe clothes they wear decay and the clothes they don't do not. If they were the clothes as they normally would, they effectively have twice the time before they must buy replacement clothes. To clearify things lets quantify things:
Given thatmy character has two shirts, two vests, two camo pants, two boots.
Let the decay rate of all clothes, with completely successfulrepairs,be 2 months.
Unless I want to my character to be running around in his skivies he will have to buy some more clothes in 4 months.
If your point was people with large wardrobes now will never have to buy from you again, it's not as clear cut as you make it out. If this game lasts more than a year, and that player is still playing, they will have to buy replacements. Most people who have large wardrobes in the game have them for variety and so their characters will look good. Those type of people will not let their clothing options dwindle down to on outfit, even to keep money out of the hands of the hated tailors.
Basically they are clothes-horses and have clothes to wear them, not stockpile them. So you won't loose their business.
Ok you won't loose the high volume customers, you wont loose the "one or two outfit wonders" like me, what is your problem with my first point?
<quote>
just another idle thought:
i think it'd be neat to have clothing decay linked to the amount of that specific item in circulation. so that black dusters recay at about 500x the rate of the less popular clothing.
</quote>
Actually, since dusters get worn in combat, just let worn clothing follow whatever rules armor has in combat. The combat AI looks at location already, so it should be able to tell if a clothing lives at that location. The combat AI already assigns damage to armor, so it should be able to assign damage to clothing. To counter the argument that armor buffers that damage, then clothing could possibly use the armor value of any armor also covering the same location, or simply argue back, "Yes, and this is why if Superman gets in a fight in his civilian clothes, they get shredded all to heck!" ![]()
Tormud on Gorath
If they put in clothing decay, I think that clothes should decay mostly when worn into combat. Clothes are likely to be reduced in quality when hit with blasters and swords and covered in blood.
However, I would not like to see clothing decaying as fast as armor. For one thing, most good armor starts out with about 19k condition, not 1k. Even low quality armor that I've seen has 7k to start. As I understand it, the way armor decay works is that the armor absorbs a certain amount of damage of each hit you take to that area, and the damage that is not absorbed is taken by the condition. So if I get hit for 100 damage, and the armor absorbs 60 damage, the condition will take 40 damage. Since clothing would not absorb damage, it would be taking a lot of damage. Clothing will either need to have an extremely high condition, or another method will need to be decided upon.
Clothing should decay very slowly, if at all, when not worn into combat. If it needs to decay out of combat, I hope they make it so that clothing decays more quickly in the wilderness than in towns. It would make sense for clothing to get messy and stained more quickly when going out camping than staying in a cantina.
Most of all, I don't want to see non-combat classes (entertainers in particular)penalized by clothing decay. Non-combat entertainers have pretty much no way to make decent money, especially now after the patch nerfed low level mission rewards, yet they are the biggest customers of tailors. Having their extensive wardrobes decaying while not being worn would be like trying to squeeze water from a stone.
Most combat characters don't have as many outfits, and never will unless they have a reason to buy. Having clothing decay during battle would make them replace their black dusters and uniform boots.
One thing to keep in mind, though, is that you don't want clothing to decay too quickly. I could actually see this leading to people harassing tailors, as their character's look is very important to them, and if their clothing fell apart they'd want good replacements right away. You want to make money, but you also don't want a chronic clothing shortage on those periods when your fiberplast deposit runs dry.
You're all missing the big picture here. Clothing WILL decay when worn AND not worn for the simple reason that there are too many clothes bloating up the database, and this is the only way to clean them out.