Tailor Archive
Thread: Setting Priorities Week 2
Okay, last week we knocked out 5 issues:
*High end loot drops
*Missing 55 Colors
*Lack of Clothing Decay
*Armorsmith + Master Tailor bug
*No categories in bazaar and crafting tools
Not that I have received any info back on these things yet, but I would like to start hashing out the top 5 issues for this week =D
So far I'm thinking this:
1) BE components- Skill mods dont actually do anything (tested with medics), skill mods subtracting from skill point totals after relogging, and no factory BE components.
2) 10% Factories + High Level Schems = No xp..... - Combine the fact that high level tailored items use mostly factory components for which you can only get 10% xp, with no self-use xp for those componetnts, and it becomes exponentially more efficient to grind low-level items to advance.
3) Experimenting useless - How much fun is it to experiment on only durability? Even if decay is working.. that still stinks imho. At least put socketing on its own experiment bar, then once decay is working, we can at least play the trade-off game.. long lasting clothes, or more sockets? I know they can do this, because they added the chef bar for "number of items in stack" very late in the game.
4) Buggy Schematics - Very long but very precise list to follow here. Level 1 Bugs only - no wishlist items. Color bugs, Reversals, invisibility. Gonna be a judgement call but heh what can ya do?
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So what does everyone think of those choices, and what should #5 be? Totally open to revisions and suggestions ^_^ Remember though, one of my goals is to give them some "easy" and some longer term bigger issues to fix each week..
Thanks!
__Alichai__
maybe you could slip this one in with the BE skill mod issue
OneOfDaZZZ wrote:
It would be nice to get an "offical" answer on the skill enhancers. IE the armor segment ones... or why do the tape ones seem to reduce your stats if you log off wearing said item.
Hmm... #4, that's going to include the items with backwards XP - GXP instead of TXP? I know of at least one - Wookie Battle Padding, but there'sa few morein the Casual/Formallines higher up, I remember.
Also, for number 5, how about displaying the durability % for synthetic cloth / RFP? I believe armorsmiths have established that the higher durability on the tailoring pieces, the better their finished product is. But we have no way of displaying that number to show our item is high-quality. So thatshouldbe displayed on crates and on the schematic, ideally.
I already put the bazaar sorting issuein last weeks email (as stated at the beginning of the post I just made)
I also listed the exact BE problem you are asking about in #1 above. "skill mods subtracting from real totals after logging)
Krenn yeah I think that shoudl qualify as a type A bad schematic bug. So bugs worthy of week #2 mention would be:
1) Gcxp instead of Tailoring
2) Broken Colors
3) Backwards Colors
4) Invisible items
Anything else you would put in this category?
I would save these for later:
1) wrong palettes
2) Unlabeled race/sex restrictions
3) Can't equip with other items (ie certain gloves)
Or should we jsut do one giant honkin master list with every problem, big and small?? =D
Not Enough Feedback
Generally speaking, a lot of stuff in tailoring is far more opaque than it really needs to be. For example, why don't we *know* exactly how much XP we get from each item? Or how many UXP we're receiving, and from what sources? The no-information method they're using now could potentially mask a host of problems, like the 100% Factory XP that the devs never noticed being in place. And for UXP in particular, I've often said that we have no way of knowing whether we're getting the right amount. For all we know, we might be getting 10% of what we're supposed to get, or 200%.
I would like to see fixing wookiee colors added to the list. It is very annoying. Also, the BE items are a good priority.
Take care,
Kyllara
Well, I don't know. Maybe we should just repeat the same 5 until we get them.
For me though, since I don't grind, with the factory changse, XPhas become a big issue.
In addition to thehigh level items giving de facto lower xp because of factory components,there's also several items that apparently don't give Tailor XP. I noticed the Twilek leku wraps don't (I confirmed and /bugged that) and someone else mentioned the sun hat. I sell a lot of both and can't imagine how much I've missed out on.
Hmm... I agree with the 'information about xp'. But that's really a general crafting thing. I mean, don't you think that armorsmiths feel the same way? And you're right, it would make debugging XP much easier. But the question is: what about the 'big movers'? People who sell hundreds of items a day. Their screen might be filled with dozens of 'You've earned 10 UXP' messages at all times. Not that I ever expect that kind of success myself... ![]()
In any case, there are a large number of logistical issues that need to be addressed before a system like that is completely put into effect. However, for TXP (and ASXP, DEXP, AXP, CXP, etc...) I see no reason not to at least tell us how much we're getting. When was the last time that a combatant had to use a pencil to figure out how much a kryat dragon was worth? ![]()
Unfortunately, however, this matter is too trivial to address at this point. Our corrispondant's suggestions(great job BTW...
)plus the palette repairs (including wookie clothes and the two identical types of white) really need to be fixed.