Tailor Archive
Thread: Your feedback for the Correspondent Summit: Tailoring, combat balance, and random stuff that we want
SOE is holding a correspondent summit in Austin, to discuss the combat balance. Quite to my surprise, all correspondents have been invited, not just the combat ones, which means that they're taking an "everything is related" approach to the CB AND that they might be willing to talk about "other stuff". RL permitting, I'm totally there.
I'm not there to push my personal agenda. I'm there to push yours. So even though we've been polling and polling and listing and polling for months, I want to make sure I have a good, solid, up-to-date list of what the community wants when I hit Austin.
I'll be collecting information from old threads (ooo the link directory is my frieeend) but feel free to post your most pressing issues here. Although our issues may not have changed much since I submitted the top 5, or since I submitted the "vision doc", our priorities may have.
Here are some categories you might want to consider. However feel free to include ANY and all ideas that you want brought to the devs' attention. These questions are just suggestions from discussions that have come up lately.
1) Our Combat role. What is our role in combat? What would you like to see our role be? What would you like to avoid?
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
3) The GCW. What do you want our role to be in the GCW (I know we've discussed this a few times)? How can we implement a tailoring role that meshes with our playstyle (i.e. not crafting slave)?
4) Stagnating profession. What can be done to revitalize it? Is this short-term or long term?
5) Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
6) Fixes: long term. What are our biggest long-term issues?
7) Playstyle(s). What is your playstyle? What sort of playstyles do other tailors have? Does the game support these styles? What can the game do to facilitate your style of playing?
8) BE clothing: new stats. We've mentioned bioengineered clothing - that we'd like to have more stats. Which stats specifically? What would be the caps on them? How would that affect game balance?
9) Skill tapes. Love em? Hate em? Would you like to be able to craft something similar, rather than have them looted? Again, how do these affect game balance? How do skill tapes affect our income?
10) Loot. Are you concerned about the increasing prevalence of loot, or loot-assisted crafting? What do you think of limited use-schematics? Those rug things? Looted items we can't make?
11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?
12) Interdependency: components. How is that working? What effect does the component market have on your business and playstyle? How does the component business affect the economy? How does it affect the up-and-coming tailor? Months later, what is your opinion on wookiee armor segments? Would you like to be reliant on another class for certain components?
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
14) Socketing. Would you want to be able to control it, or just have it based on level?
15) Force sensitivity. What skills would you like to see that tailors would find useful? Are you concerned that too-useful FS skills will make force sensitivity "mandatory" for tailors (as to a certain extent experimentation skill tapes have become for other profs)?
16) Anything else you can think of!
EDIT: another question:
17) BE combat clothing: Do you think the current ability to put combat tissues into clothing is adequate? How would it affect balance if we could put more combat tissues into outfits? Do you feel that aesthetically the limited choices for BE combat gear is problematic? How do you feel about stacked tissues? How would you improve the current options?
Message Edited by NJ62 on 07-17-2004 10:07 AM
Message Edited by NJ62 on 07-17-2004 11:00 AM
Message Edited by NJ62 on 07-17-2004 01:08 PM
Message Edited by NJ62 on 07-21-2004 05:07 PM
2) Clothing's role in combat. BE enhanced clothing, partly a BE issue but the way to improve Tailor for combat balance is to add a lot more choice to BE tissues therefore increasing the value of BE clothing, also giving penalties to armour, reduced resistances, movement penalties, maybe even skill requirements.
3) The GCW. Not sure what we can do for CGW tailoring, other than a few schematics for rebel/imperial uniforms which give their own specific enhancements
4) Stagnating profession. To revitalise, the clothing decay would need to be implimented for a start, and also penalties induced for wearing NO clothing, such as npc's refusing to talk to you. Also new schematics for regular clothing, such as many of the requested schematics already mentioned by the community
5) Fixes: short term. Bug fixes, The 'second' colour which is displayed as 'white' on many items during construction, and/or the fix to necklaces, perhaps putting clothing into correct catagories in the tool, and on vendors/bazaar (plus anything mentioned above) Also improving the colour palette in general for all items to share one palette
6) Fixes: long term. New Schematics, and anything from the short termlist that isnt already fixed/granted.
7) Playstyle(s). My playstyle is working by vendors, 5 vendors, 5000 items of clothing between them, and rarely leave my shop, as i dont have a lot of play time to do custom orders except on weekends.
8) BE clothing: new stats. a lot more combat stats specific to some proffessions, eg. music/mind enhancement, carbine accuracy, DNA sampling bonus, assembly bonus, maybe even experimentation, etc, something for all proffessions to be able to gain from,
9) Skill tapes. Fix them so all skills on a tape function when added,
10) Loot. Beleive this is the wrong approach to limited use schematics, if we get limited use schematics, and components that are not harvestable, they should be non-combat related quests to achieve them rather than loot drops.
11) DWB: Never been, never intend to, ive no interest in combat and unless a friend or such desperatly needed me for helping with mandalorian armour, ive no interest in the stuff for myself.
12) Interdependency: components.Ive never made wookie armour components except as a test, i dont stock them. Nor would i stock any other sub components that involved experimentation, i would only make them if i needed them myself, or for a friend.
13) Experimentation. Dont want experimentation, restocking 100 ish items per day with an extra crafting stage would not go down well with me
14) Socketing. Based on level, and better than it is now.
15) Force sensitivity. Why does force sensitivity need to be common? If it really has to be implemented then give abilities that would reduce the chance of critical fails, or other bonuses that would mean tailors dont 'require' to be force sensitive, but add a little extra bonus for those willing to walk that bit extra. And make it VERY hard to aquire
16) Anything else you can think of! Replace jump to lightspeed with an expansion that expands the game in the same direction, rather than giving it another direction completely and making 2 games that dont seem to be very inter-dependant.
Message Edited by Aynianu on 07-17-2004 12:41 PM
NJ62 wrote:
Okay, the GCW forum burst into flames over this, but I'm trusting you guys to be more *ahem* civilized....
SOE is holding a correspondent summit in Austin at the end of August, to discuss the combat balance. Quite to my surprise, all correspondents have been invited, not just the combat ones, which means that they're taking an "everything is related" approach to the CB AND that they might be willing to talk about "other stuff". RL permitting, I'm totally there.
I'm not there to push my personal agenda. I'm there to push yours. So even though we've been polling and polling and listing and polling for months, I want to make sure I have a good, solid, up-to-date list of what the community wants when I hit Austin.
I'll be collecting information from old threads (ooo the link directory is my frieeend) but feel free to post your most pressing issues here. Although our issues may not have changed much since I submitted the top 5, or since I submitted the "vision doc", our priorities may have.
Here are some categories you might want to consider. However feel free to include ANY and all ideas that you want brought to the devs' attention. These questions are just suggestions from discussions that have come up lately.
1) Our Combat role. What is our role in combat? What would you like to see our role be? What would you like to avoid?
Personally, I don't see us having an active role in combat. I would like to avoid anymore of the drag your local tailor through the dungeon so that I can get uber l33t stuff made.
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
Clothing should offer more viable options that can't be given with armor, ie.better BE tissues available in more items.
3) The GCW. What do you want our role to be in the GCW (I know we've discussed this a few times)? How can we implement a tailoring role that meshes with our playstyle (i.e. not crafting slave)?
I know a big request for tailors has always been to make factional clothing. Myself being a neutral tailor, this would be a non-issue, but might entice me to choose a side. I think it would also add a lot to the GCW if it was possible to deny service on vendors to opposing factions. It would add alot to the RP value (but this is more of a Merchant issue than Tailor).
4) Stagnating profession. What can be done to revitalize it? Is this short-term or long term?
Adding more clothes would help us in the short run, but we would be right back to where we are today. Either adding a couple items at a time every couple months, or making new schematics available through quest based non-combat system would IMHO really help us out over the long term.
5) Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
Necklace bug, universal color pallets for all our items, wearablity of certain items with others (backpacks/bandoliers, long gloves/long jackets, etc.) These should be able to be squeezed in easily before JTL.
6) Fixes: long term. What are our biggest long-term issues?
I think our biggest issue is stagnation. Giving us more things to do besides stocking vendors and filling custom orders would go very far. But new content should not be combat based. As I suggested under #4, I would really like to see more quest content. I love long involved quests with a really intriguing story lines. And the reward for completing such quests would be new items to craft that are permanent (I could even stand it if they where a limited use schematics, but give us more uses than 3 and without rare random drop components).
7) Playstyle(s). What is your playstyle? What sort of playstyles do other tailors have? Does the game support these styles? What can the game do to facilitate your style of playing?
This is kinda tough to answer, since my playstyle varies from day to day. Some days I just enjoy sitting back in my shop, stocking my vendors, thinking up new fashion ideas. Other days, I enjoy doing custom orders. Overall, I just like Tailoring, it gives me a creative outlet to try new things and see if others enjoy what I have made. I use tailoring for relaxation. I have other alts for combat when I want to vent my frustrations on some poor, happless Rancor.
8) BE clothing: new stats. We've mentioned bioengineered clothing - that we'd like to have more stats. Which stats specifically? What would be the caps on them? How would that affect game balance?
I think the current cap limits on items is a good thing and doesn't need any tweaks. I think our biggest problems with BE items is that alot of the good combat tissues only work in so few items. I would like to see all tissues use the same component (ie synth cloth). I would like to see stats that cover more proffessions (stats that could help crafters, more resistance stats).
9) Skill tapes. Love em? Hate em? Would you like to be able to craft something similar, rather than have them looted? Again, how do these affect game balance? How do skill tapes affect our income?
I would rather see this stay the same. I don't have any real interest in making these. The only thing I think we should be able to do is to remove SEA's from clothing before it reaches 0 cond. The SEA should have some loss of value during the removal and the loss being based on skill level of the tailor.
10) Loot. Are you concerned about the increasing prevalence of loot, or loot-assisted crafting? What do you think of limited use-schematics? Those rug things? Looted items we can't make?
Loot drops I believe are a necessary evil in any MMORPG. You need to have that reward incentive out there to keep PvE alive and not viewed as a grinding mechanism to reach the "end game" (never understood that one completely since these type of games never really end). But I do not like these items replace player crafted items. The limited use schematics, the new junk dealer loot kits, and the DWB I think are an insult to all crafting professions, especially tailors. The rugs have been requested by tailors and architechs as being player craftable since launch, but SOE turns around once again and gives the items out as a loot reward to the combat types. I fear that if the Devs decide to finally "give us" some of the clothing items we have been requesting, ie. the Leia slave skirt, it will come as another loot drop.If that happens, I think SOE is going to really find out about The Rebellion!
11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?
I can see that SOE was trying to give us something to do, but it was just a bad idea. Since I believe most tailors are not combat types, dragging us through dungeons, especially ones as hard and dangerous as DWB is, is ludicrous. But I do think the general idea of itthis issound. I would like to see some more quest based systems as I have already said above. Just remove some of the danger from the quests so that it is doable by non-combat types.
12) Interdependency: components. How is that working? What effect does the component market have on your business and playstyle? How does the component business affect the economy? How does it affect the up-and-coming tailor? Months later, what is your opinion on wookiee armor segments? Would you like to be reliant on another class for certain components?
Personally, components are a nice supplemental income to my business. I haven't made wookie pillows yet, but if an armorsmith is willing to offer the resources, I wouldn't mind making those either. Interdendence is a good thing. As an up and coming tailor, it help fund my harverstor and housing maintenance. As a master, its a nice income to have, but not neccessary. Like the Blue Bell Ice Cream commercials says "I use all I can and I sell the rest".
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
Don't want it, don't need it. Once reason I initially choose tailoring was I didn't need to spend hours, or weeks searching for that high quality resource then spending several tries to get items to come out with max stats.
14) Socketing. Would you want to be able to control it, or just have it based on level?
Base it off level. Gives Masters a further distinction other than colors (which 99.99% of the player base has no knowledge of anyway).
15) Force sensitivity. What skills would you like to see that tailors would find useful? Are you concerned that too-useful FS skills will make force sensitivity "mandatory" for tailors (as to a certain extent experimentation skill tapes have become for other profs)?
I guess it would all depend on other factors. Would FS give us a better chance at 4 sockets? Then I would see it becoming mandatory. If experimenting on all our clotheswas reimplemented, the FS would be mandatory. But as everything stands right now, I think it will be more of a status thing for Tailors than a necessity.
16) Anything else you can think of!
YEEHAW!
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=40052
NJ62 wrote:
2) Clothing's role in combat.
There does need to be a major difference between armour and clothing. Right now the only downside of armour is ham cost and buffs more than counter the problems with that. Armour ought to reduce speed in general, agility, dodging say. It's more a thing of clothing not having disadvantages rather than specifc advantages applied to them, though that might work too.
3) The GCW.
The only real idea is give us the job of crafting uniforms, rank insignia, something that factioned players will want to wear to denote their status and ability amoungst their faction.
4) Stagnating profession.
More schematics. It doesn't have to be a huge burst of them, just a slow gradual release of a small number each publish would provide great incentive to stay a tailor and show off the latest items each time.
5) Fixes: short term.
Hmm short term I think it would have to be our colour palettes. More choice and better matching across items.
6) Fixes: long term.
The slow and constant addition of new schematis, prefrably for items on the wishlist that would flesh out our range over some of the not so well covered areas. (Headwear for one)
7) Playstyle(s).
I like to be reasonably independant not needing to rely on others most of the time but interdependence I feel would benefit tailoring (Us relying on other crafters for components/items rather than us being the component makers for once).
8) BE clothing: new stats.
New BE stat tissues would be welcome but I feel they shouldn't be too specialised. They should appear not to a single profession but to several or all, this would require more fieldwear to use the tissues however as the current RFP using range is somewhat limited.
9) Skill tapes.
Skill tapes don't really effect our income much, the main effect, currently, is the expense of proving 4 socket outfits. I feel that Tailors ought to be able to better manipulate skill tapes using an artisan/tailor made tool (to give it a phyisical cost than just a time and effort issue). Splitting, merging, removing. Currently tapes are highly priced items, with many items becoming unusable with the to be added decay fix, these sorts of abilitys would reduce the general price of tapes allowing people an easier route to get upto the maximum abilities.
10) Loot.
I understand there needs to be loot items that highly prized and worked towards but there needs to be similar items for crafters to make and work towards. RIS armour is a good example, though not a perfect one. If there were quest items, which required the tailor/crafter to spend time and effort (the recent ranger special clothing item proposition comes to mind) either by themselves or with other professions in order to craft special items it would counter the "dislike" of looted items.
11) DWB:
The DWB did appeal to me in that it was a quest where my abilities would be useful. However as a non-combat player quests based on lots of killing anditem collection don't appeal to me. More variety, puzzles and not always combat related challenges would make me more interested in participating in quests.
12) Interdependency: components.
Our reliance on another crafting profession would, I feel, benefit us. The component market seems fairly healthy though wookie pillows are much more a schematic seller than us selling the actual components due to the difference in resources required to make them.
13) Experimentation.
Overall I think we want experimentation but not directly on the clothes themselves. Componets and added items to enhance our clothes maybe. Experimentation directly on the clothes would mean we have to compete with the HQ resource requiring crafters for materials and thats something I wouldn't like to see. There's already enough demand for those resources with little for the lesser quality ones that we currently use, a variety of quality requirements across the crafting professions is a good thing.
14) Socketing.
Maybe the answer is to add a socket component(s) to all items as optional. They would use only a small amount of resources but require time and effort to produce, maybe even dependence on another profession for ingredients. Overall I feel that some way of controlling sockets would be good.
15) Force sensitivity.
I wouldn't really want to see any FS skills that augment our crafting abilities in order to prevent the situation mentioned happening to us.
16) Anything else you can think of!
Nothing right now.
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
3) The GCW. What do you want our role to be in the GCW (I know we've discussed this a few times)? How can we implement a tailoring role that meshes with our playstyle (i.e. not crafting slave)?
4) Stagnating profession. What can be done to revitalize it? Is this short-term or long term?
5) Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
6) Fixes: long term. What are our biggest long-term issues?
7) Playstyle(s). What is your playstyle? What sort of playstyles do other tailors have? Does the game support these styles? What can the game do to facilitate your style of playing?
8) BE clothing: new stats. We've mentioned bioengineered clothing - that we'd like to have more stats. Which stats specifically? What would be the caps on them? How would that affect game balance?
9) Skill tapes. Love em? Hate em? Would you like to be able to craft something similar, rather than have them looted? Again, how do these affect game balance? How do skill tapes affect our income?
10) Loot. Are you concerned about the increasing prevalence of loot, or loot-assisted crafting? What do you think of limited use-schematics? Those rug things? Looted items we can't make?
11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?
12) Interdependency: components. How is that working? What effect does the component market have on your business and playstyle? How does the component business affect the economy? How does it affect the up-and-coming tailor? Months later, what is your opinion on wookiee armor segments? Would you like to be reliant on another class for certain components?
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
14) Socketing. Would you want to be able to control it, or just have it based on level?
15) Force sensitivity. What skills would you like to see that tailors would find useful? Are you concerned that too-useful FS skills will make force sensitivity "mandatory" for tailors (as to a certain extent experimentation skill tapes have become for other profs)?
16) Anything else you can think of!
17) BE combat clothing: Do you think the current ability to put combat tissues into clothing is adequate? How would it affect balance if we could put more combat tissues into outfits? Do you feel that aesthetically the limited choices for BE combat gear is problematic? How do you feel about stacked tissues? How would you improve the current options?
Preface: These are my ideas and opinions you may or may not agree with me. ![]()
1)Our Combat role While most tailors are not combat oriented , I think our role in combat is to provide clothing that has BE mods in it to better enhance the skills of the combat professions.
2) Clothing's role in combat. The role that clothing should have in combat should be to enhance some skills through the use of BE mods and skill tapes.I think it would be nice to have clothing with certain resists on it, similar to armor but not as great as armor.Armor’s role should be that it is worn out in areas where the players may have a very great chance of running into something that may hurt them badly.Armor should not be worn 24/7 and in areas that does not require the wearing of armor, i.e. cities.
3) The GCW .I think the tailors role in GCW should be to make factional uniforms with factional logos on them.The only tailors that should have this ability should be the ones who are actively participating in GCW.I think that there might be a sort of quest implemented for both sides of GCW for tailors, a non-combat one. A quest that takes you through part of the story that at each mission would grant you the schematic to make part of the factional uniforms.
4) Stagnating profession. To revitalize the profession, more colors and more clothes would be a start.To have the non-craftable clothing that NPC’s wear, to be able to match color palette’s with the ID palettes, to have the full palette be implemented for all clothing and lose the limited palettes.Most of those ideas are short-term as most people would get them and be excited for a month or two and want more. To make it long term, adding one or two new clothing items per month would seem long-term.Another thing to increase the tailor experience would be the addition of tailor only, non-combat story driven quests that would grant us the ability to aquire schematics, rather than having us buy them from other professions.
5) Fixes: short term. See #4
6) Fixes: long term. See #4
7) Playstyle(s). My play style is very casual. I am a tailor and a pistoleer. I do not do tailoring all the time, I like to go out and hunt, go on quests, etc. I don’t know what kind of playstyles other tailors have but from the few that I do know, they are pretty casual as well and they do NOT participate in combat.For the non-combat tailors I don’t think there is much else for them in the game besides, socializing with other players, restocking vendors and maintaining harvesters. I think for these non-combat tailors there definitely needs to be some more substance to the game.
8) BE clothing: new stats.For all stats I think +25, where it currently is, is just fine.I would like to see an increase to +melee def., and +(insert weapon here) speed.Some, if not most of the skill tape mods should be available to us in the form of BE tissues.I don’t think it would affect the game balance that much, other than the fact that we would have items that are comparable to loot drops.
9) Skill tapes. Not a big fan of skill tapes, except experimentation ones. I would like to see tailors make clothing with BE mods that are comparable to SEA’s with the exception of experimentation.See #8.
10) Loot. While most players I know offer their looted schematics to me for free because they can’t use them, I can also say that I am getting sick and tired of receiving tells, “Hey, I got XXX schematic can you make it for me?”While most of the time I strike a deal with these guys I don’t like being a personal crafting station for other players. (if that makes any sense) I also do not like the fact that for non-combat tailor they need to be dragged down to the bottom of a ridiculously hard cave to make an item for someone.As for limited use schematics, why not make them permanent? Why make the crafter’s apron completely random so you have to guess which it is? As for the rugs, I don’ t think its fair to the non-combat players that in order to make them, you need to kill high end mobs, most non-combat will have to purchase these items at a ridiculous cost. See #4 on non-craftable clothing.
11) DWB: Well I can see it won’t appeal to many non combat tailors.I mean who likes going somewhere knowing that they have an excellent chance at dying without being able to protect themselves, only to get to the bottom to make something for someone else. I call that a complete waste of time.See #4 on quest related crafting.
12) Interdependency: components. While I tend to make components in crates for myself, as of late, I’ve been getting MANY requests for different types of components.As for my business I make good money on selling them. As for my playstyle it’s kind of a pain to have to run to the factory to make a run on a component I don’t have enough of that another player wants, with my limited play time.Not sure as to components affect on the economy.As for the up and coming tailor, don’t see to many of those these days, so I don’t really know. For the wookiee armor seg’s I think I would not mind so much as to be reliant on another profession other than the BE’s for components.
13) Experimentation .Eh, in the beginning of the game experimentation wasn’t so bad, now I think I would not want it. The only thing it seemed to effect was the number of sockets.I think adding experimentation back into the game would just reduce the fun in making an item and take up more time for those who only have a few hours to play everyday.
14) Socketing Based on level. Master Tailors have a great chance of getting 4 sockets on tailored items. Novice Tailors without the tailoring tree get no sockets. Each level of the tailoring tree increases the number of sockets on an item.
15) Force sensitivity. Not sure on any of this.
16) Anything else you can think of. Hmm, nope pretty much covered it all...
17) BE combat clothing: I would like for the range of BE clothing styles to open up a bit more other than crafter’s pants, form fitting undershirts, etc. I think the more clothing we are able to get BE mods into, the better our business would be. As for other BE stuff, see #8.
Victoria Marie -- Chilastra
... we don't have a combat role, we're tailors.
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
....I think armor is armor and clothing is clothing the only viable choice is to allow an enhanced shirt/pant be worn UNDER armor for those who want it.
3) The GCW. What do you want our role to be in the GCW (I know we've discussed this a few times)? How can we implement a tailoring role that meshes with our playstyle (i.e. not crafting slave)?
.....We need access or schematics for UNIFORMS!!!
4) Stagnating profession. What can be done to revitalize it? Is this short-term or long term?
.....a)some of our $15/month needs to be directed to new clothing. Phase out some of the old stuff and put in some new. b) Allow us to work with merchants where we can be given permission to list on thier vendor and they get an agreed upon commission. This already happens on the galactic vendors so why can't the merchants charge to list on thier vendors? I would drop my merchant skills THATFAST and the merchants would be getting a steady steam of income.
5) Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
.....I have given up that the devs care at all about the crafting professions. Good luck getting any of our stuff looked at in Austin. How far back does the jewelry bug go?
6) Fixes: long term. What are our biggest long-term issues?
...see above
7) Playstyle(s). What is your playstyle? What sort of playstyles do other tailors have? Does the game support these styles? What can the game do to facilitate your style of playing?
...my play style is a crafter who likes to hunt her own skins and resources. The game answers this pretty well but having schematics and essential components drop only from high level hunter/killer missions robs us of game enhancing moments.
8) BE clothing: new stats. We've mentioned bioengineered clothing - that we'd like to have more stats. Which stats specifically? What would be the caps on them? How would that affect game balance?
....we need to have stats that increase special attacks, maybe a +3 max for a single clothing item.
9) Skill tapes. Love em? Hate em? Would you like to be able to craft something similar, rather than have them looted? Again, how do these affect game balance? How do skill tapes affect our income?
....love 'em. We should be able to make them using rarer resources.
10) Loot. Are you concerned about the increasing prevalence of loot, or loot-assisted crafting? What do you think of limited use-schematics? Those rug things? Looted items we can't make?
....I'm OK with loot and limted-use schematics - as long as teh schematics REQUIRE a master level to produce. The current rug/gong/statue drop thing is bad for archetects. What if they started dropping the parts to build your own slave skirt?????
11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?
.....Ah, my one true irritant with the game. I am very interested in the DWB, Corvette, and hermit quest. I'd love to take a shot at them but that would mean giving up my crafting, which i relly enjoy, to spend a few hours getting the @#$% kicked out of me for a dollars worth of loot. You see I am a crafter but I'd like to take part in the ###-kicking part of the game as well. I had to purchase a second account to do this, kind of handy to have a credit-generating character to support my gunbunny but the fact remains that you are a fighter or you are not. Surly there can be some content developed where you didn't need to be a TKA/Combat medic to get through it. The hermit quest cold have been this mid-level type quest but it too is a tank quest.
12) Interdependency: components. How is that working? What effect does the component market have on your business and playstyle? How does the component business affect the economy? How does it affect the up-and-coming tailor? Months later, what is your opinion on wookiee armor segments? Would you like to be reliant on another class for certain components?
...I enjoy the interdependency and am loking forward to the 0-condition/unusable fix (long overdue). As I ststed earlier more needs to be done for the merchant profession and an increase in teh number of items you can keep in a building would REALLY help.
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
...I'm committing sacrlidge here but we shoul dhave experimentationa nd it should affect duribility. Low durability wears out faster and vice versa, customers could purchase and we could price based on quality.
14) Socketing. Would you want to be able to control it, or just have it based on level?
....There is nothing wrong with socketing as it is EXCEPT that the ratio of getting 4 soclets should grow with your progression through the skill levels. 10% seems very, very low for a Master. 30 - 50% should be the norm for that level.
15) Force sensitivity. What skills would you like to see that tailors would find useful? Are you concerned that too-useful FS skills will make force sensitivity "mandatory" for tailors (as to a certain extent experimentation skill tapes have become for other profs)?
....sorry, no input here.
16) Anything else you can think of!
EDIT: another question:
17) BE combat clothing: Do you think the current ability to put combat tissues into clothing is adequate? How would it affect balance if we could put more combat tissues into outfits? Do you feel that aesthetically the limited choices for BE combat gear is problematic? How do you feel about stacked tissues? How would you improve the current options?
None, except to provide potentially helpful equipment in the way of clothing for combatants.
2) Clothing's role in combat. What role should clothing have in combat? What role should armor have? What can be done to make clothing a viable choice over armor in some (but perhaps not all) situations?
Not a lot. The type of thing we have is fine for me, with the BE tissues and such.
3) The GCW. What do you want our role to be in the GCW (I know we've discussed this a few times)? How can we implement a tailoring role that meshes with our playstyle (i.e. not crafting slave)?
We should be able to make factioned gear rather than allowing people to just buy it from a recruiter. In other words, an Imperial tailor could make Imperial outfits, and a rebel tailor rebel outfits. Neutrals would not gain access to the special schematics.
4) Stagnating profession. What can be done to revitalize it? Is this short-term or long term?
Easy. NEW CLOTHING. Even just a piece or two a month would help prevent us from stagnating. And I'm not talking about schematics that make the same old item but with new stats. New schematics that look different!
5) Fixes: short term. What short-term fixes would be the best use of development resources, if we do get to squeeze in a request before CB/JTL etc?
I want to craft necklaces and SEE THEM. How hard is it to fix this?
6) Fixes: long term. What are our biggest long-term issues?
Quite frankly, the only one I see is the fact that clothing doesn't wear out, and that's being fixed shortly. Beyond that, I think we have a fantastic profession that's in demand nicely and a lot of fun to play. Just give us new things to make every once in a while.
7) Playstyle(s). What is your playstyle? What sort of playstyles do other tailors have? Does the game support these styles? What can the game do to facilitate your style of playing?
I'm a social player. I'm a dancer and tailor. The game does support this style of play, though in general the dev team needs to do a better job of focusing continuing development resources on ALL aspects of the game, not just combat.
8) BE clothing: new stats. We've mentioned bioengineered clothing - that we'd like to have more stats. Which stats specifically? What would be the caps on them? How would that affect game balance?
Since clothing doesn't play a huge role in combat (armor does that), I'd like to see tissues focus on crafters and entertainers, since they're the ones most likely to wear our stuff. Tissues that grants crafting and experimentation bonuses, tissues that affect mind enhancement, etc.
9) Skill tapes. Love em? Hate em? Would you like to be able to craft something similar, rather than have them looted? Again, how do these affect game balance? How do skill tapes affect our income?
Skill tapes jibe nicely with tissues. They can both enhance a piece of clothing. I only wish we had the wide variety of tissues that we see available in skill tapes. I think they should remain looted, but not eclipse the usefulness of tissues.
10) Loot. Are you concerned about the increasing prevalence of loot, or loot-assisted crafting? What do you think of limited use-schematics? Those rug things? Looted items we can't make?
I think the looted schems are fine and interesting. Better than just letting them loot the damn thing wholesale. On the other hand, I don't want ALL our new clothing schems coming from loot.
11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?
Never done it. No one has ever wanted to take me there.
12) Interdependency: components. How is that working? What effect does the component market have on your business and playstyle? How does the component business affect the economy? How does it affect the up-and-coming tailor? Months later, what is your opinion on wookiee armor segments? Would you like to be reliant on another class for certain components?
I don't sell components. In my opinion, those who want them aren't willing to compensate me enough for them, I'd rather just make components into clothing. That's neither here nor there, however. I think the interdependancy between the professions is a good thing and it should continue.
13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?
NO. NEVER. It's clothing, ferchrissake. I don't want people playing the numbers game when choosing clothing, I just want them choosing fashion and color. We've had a taste of this with the socket thing getting nerfed...no thanks.
14) Socketing. Would you want to be able to control it, or just have it based on level?
Base it on skill level of the tailor.
15) Force sensitivity. What skills would you like to see that tailors would find useful? Are you concerned that too-useful FS skills will make force sensitivity "mandatory" for tailors (as to a certain extent experimentation skill tapes have become for other profs)?
None. I don't want to have to use even more skill points in order to become the best tailor I can be.
16) Anything else you can think of!
I'd like an interface like IDs get so that those customers that want custom work can see the clothing I propose to make BEFORE I make it.
17) BE combat clothing: Do you think the current ability to put combat tissues into clothing is adequate? How would it affect balance if we could put more combat tissues into outfits? Do you feel that aesthetically the limited choices for BE combat gear is problematic? How do you feel about stacked tissues? How would you improve the current options?
It seems fine to me. Like I said, clothing should not play a huge role in battle, that's what armor is for. Clothing should help the artisan and entertainer communities more than the combat community and we should aim our efforts there.
6) Fixes: long term.
• Wookiee gear lacks reinforced fiber panels. (Wich means a Wookieecant get the maskscent or camoflauge bonuses!- discrimination!)
o With the wookiee shoulder pad & a bandolier, wookiees may only have 2 bonuses total (other species can usually have 4: pants, shirt, jacket, bandolier) (DOH! - discrimination!)
o The Crested Battle Padding and Wookiee Battle Padding are both field gear items and should take one or more reinforced fiber panels. (At least these!)
o 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 (or make all bonuses use synth clothing!)
Wookiees cannot wear the crafting aprons. (DOH - discrimination!)"