Tailor Archive

Thread: Your feedback for the Correspondent Summit: Tailoring, combat balance, and random stuff that we

Agent44
Fri Jul 30, 2004 1:56 pm
#1

Consider making belts actually look like belts! Hehe I love belts but they look utterly ridiculous with jackets on



- Eldrin
-Arden
NeoLocust
Sat Jul 31, 2004 12:53 am
#2

I have a question. Please view this image from swg screenshots section


http://starwarsgalaxies.station.sony.com/common/images/img_view.jsp?collection=SWG_screenshots&name=20011101002.jpg


why wasnt this dress added in the game?


Dezle Lanoria

Wanderhome
Khristen
Fri Aug 06, 2004 12:42 am
#3


I'll TRY to keep from getting too long-winded.


A tailor's role in combat should be limited. The clothes the combatant wears is about the only thing they add to it, and that's just fine from where I see it. The socketing system is a decent one; with a bit of tweaking it would be good. BE clothing is nice, but it's limited. In an ideal world, clothing could give bonuses on par with armor (but not the same kind so as not to take away from their business). Looted attatchments are nice, but there are way too many that have little to no effect. I'd rather see the lower level ones that we have now be craftable (by either tailors or BEs) and have some special ones that could be looted. There needs to be a balance between the two. So perhaps there could be an expansion of BE items, some available to the general public that they can add into socketed clothing and the more potent ones available to tailors to craft into the clothing.


I would definitely like to see ALL the crafting classes brought into the GCW. The suggestion of a one-use schematic bought by a factioned player that is then brought to a tailor to craft a uniform is an appealing one. Another possiblity could be that in order for a player to be overt they have to be in-uniform. Those uniforms would have to have the same options as current clothing, though, or there will be a repeat of how faction armor competes with Armorsmith armor (i.e. it doesn't). Or an adaption of the loot kit system for factional rewards. A player buys a kit with faction points--let's use a banner for an example--that would require a cloth panel made by a tailor, a stand made by an architect, and then those items get put into the kit and viola there's your faction item. As long as it doesn't become something where you need uber-rare items like gorax droppings or something to make it.


As far as fixes to revitalize the profession, I think Tailors are lucky in that it wouldn't take much to do it. More colors (especially ones that could match the ID colors) and expanded color pallettes would help immensely. And then there's those handful of schematics that still have the two (or three) color box options, but no choice in one of them. I don't see them as game-breaking or profession-breaking by any means, but they're little things that would be nice. Honestly, I'd love to see a Master Tailor have one pallette for all items rather than a full-pallette, a leather pallette, an expanded leather-like pallette, and so on. It would make matching colors oh so very much easier. I've seen NPCs wearing things in colors that tailors can't craft, so obviously the option is there somewhere. It seems like it would be a good short-term "fix" that would go a long way for tailors. Long-term would be more schmatics. The bikini-skirt, the robe you see on nobles a lot....there's several out there that we just can't make. The thing we need, though, is more clothes for men in the formal wear and dancer wear department. Hawtpants are great, but not all the male dancers want to be strippers. Race-specific clothing would be another great area for expansion.


As far as the DWB goes, I have absolutely no interest in going there. I have some combat abilities, but I'm not about to go somewhere that's just as impossible as the Corvette just so someone else can have a piece of armor that they can't guarantee a color match to any other armor pieces they might already have. I recognize it as an effort to incorporate the crafting classes into a feature dungeon, but it was poorly executed. You need a strong group of fighters to get through those things, and having a handful of crafters trailing along is no fun for the crafters who can't help fight in any significant way and no fun for those who have to concentrate their efforts to keep said crafters from getting killed. It would have been better to go the route of the AV-21 schematic rather than require the crafters to come along. It may keep the Mandalorian armor rare--as it shoud be--by making the crafters come-with, but I for one wouldn't run the risk of serious wounds and decay to help make some rare armor for someone else.


I love the interdependency that is in the game for crafters for the most part. The only real issue I have is that you get a lot of dabblers in tailor just to get the synthetic cloth and reinforced panels.


As far as experimentation goes, I'm quite happy without it. As was said before, I like not having to worry about the stats of the resource in order to make something. We use quitea bit of hide, and I wouldn't want to see how high the cpu for hide would go if tailors had to compete for the good stuff, too. The armor padding is a good example of how that need for high-quality resources can push the price up too high. If a tailor has to buy the hide they have to raise the price a little in order to still make a profit, then the armorsmith has to raise his price a little in order to make a profit from what they have to pay the tailor to get it. In relation to socketing, though, I'd rather see that just dependant on level rather than experimentation. A good tailor can make quality finished-product with any kind of material, and I like that it is reflected in-game as well with the current lack of experimentation. The color pallette is dependant upon the tailor level, so socketing should as well. Perhaps not a guarantee of 4 sockets every time at master, but at least 90% of the time. Tailor is a casual-gamer-friendly crafting class. Weaponsmith is atrocious in the number of resources it needs, the variety in required stats and so on that it is limited to the hardcore players to be the "good" weaponsmiths. Given expanded color options, a master tailor could still produce very unique items that would differentiate them from lower level tailors.


I don't think force-sensitivity should really have any kind of effect for tailors. A tailor shouldn't be able to stitch with an edge just because they're force-sensitive. Just seems kind of silly to me. Now that changes if they add in a dependency on experimentation, but I still think we're better off as is in that department.


So much for not being long-winded!!

Message Edited by Khristen on 08-05-2004 12:43 PM



| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
DarkLordFett
Fri Aug 06, 2004 10:25 pm
#4

I'll put this under "Anything else you can think of": Wookiee's and Crafting Aprons. This has been simply been alluded to being in the works by TH on a couple of occasions, essentially ignoring the Wookiee segment of the Crafting professions and again telling us that it's because of the difference in the Wookiee skeleton. I find it rather dubious as several people have said that they can equip the Chef's Apron which(I believe, but could be wrong) very similar, if not identical. As usual, he's said all they need is the art assets for this and it's been around four months at least.

I'm a little surprised nobody's posted on this here. It's part of the Chef's Top Issues list, but it really affects all crafting professions.

/peaceout



Raiso Daketh - Master Bounty Hunter & Pistoleer
Tisal Daketh - Master Creature Handler/Smuggler
??????? - Jedi
Ayu'HA Tahu - Master Armorsmith & Tailor(No shop as yet)

Dustwel
Sat Aug 07, 2004 2:17 am
#5

I want to see tailors running around stabbing people with sewing needles or throwing shirt buttons and people. Maybe it could cause stun. I would be quite stunned if a tailor threw a shirt button at me.



---Dustwel
---Bria
---MBH/Master Combat Medic
>---Jedi Padawan
Morwen
Sat Aug 07, 2004 7:15 pm
#6

This may not directly relate to our profession or our place in the game, but *someone* needs to ask why just about every change lately either curtails or removes player abilities or adds inconvenience.
Niamb
Sat Aug 07, 2004 7:46 pm
#7

Well my number one concern right now is getting rid of the proposed 110 item limit per vendor, with a maximum of 6 vendors. This will sound the death knell for tailor shops. You can't carry a wide selection of items and colors for customers to choose from when the item limit on a vendor is 110.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Niamb: Master Doctor and Combat Medic on Radiant
Ariex: Resource Gatherer Extraordinaire on Radiant
Gealache
Tue Aug 10, 2004 5:57 pm
#8

I hate having to tell Wookiees, "Sorry, you only get muddy, washed out colors. Except on this tiny emblem on this one waistwrap here."



_____________________________________________________________
Mie'la Wryshe (Naritus) - Jedi
_____________________________________________________________
Kaola Bakado (Naritus) - Master Musician/Dancer/Image Designer/Entertainer
ACCOUNT CLOSES 12/14/2005 (Renewed day before NGE, I gave it a try)
Secondary Acct closed 11/21/2005
Zertz
Tue Aug 10, 2004 8:33 pm
#9


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, 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?


Simply as tailors? Simply providing clothing of enhanced and standard variaties. What are we going to do, craft some metal fasteners and stone our enemies to death?


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?



Action (Not the stat) encumberance, slower attack especially for brawler proffessions, as a TKM I despise wearing composite armour in the high level dungeons, does not seem logical to pull off those moves in that heavy armour. If IRL I'm starting to feel strain pulling karate moves with a full backpack of books, imagine with full composite armour! Clothing would be the other option.

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)?



FP purchased unlimited use schematics for uniforms, this should be TIE/d (hehe) in with considering allowing armoursmith's similar schematics to purchase factional armor. While we are at it, give the Imperials scout and commando trooper armours and Rebels similar yet less protection more skill modded uniforms. These items from the schematics should include flight suits for JTL and should require the user to be a declared member of their faction

Stagnating profession. What can be done to revitalize it? Is this short-term or long term?



Addition of NPC clothings, reorganization of the poorly classified clothing system.

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)

White colour second option.

Fixes: long term. What are our biggest long-term issues?



Addition of NPC clothings, factional clothings, pre-view for custom colour orders, use of additional jabba du wanga kohmuuli-raHj.

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?


Combination Tailor, Teras Kasi Master, dabbler in Merchant, Roleplayer. Encourage Roleplaying, which would assist Tailors in the clothing market bringing down the mass numbers of militant composite clad weapons at the ready citizens rushing about.


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?


No Comment.


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 like them, consider decay though.


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?


Necessary evil, but not everything needs to come from killing things and looting them, or going on kill things quests, or even crafting quests, how about some conversation/lore knowledge(standard Galactic citizen stuff) quests?


11) DWB: does this adventure appeal to you? Why or why not? What could be done to improve future quest-related crafting?


I'd love to go on it, alas our BH in the guild hasn't even gotten the armour together, its insanely difficult to even get started, then the insanely suicidal bunker itself follows, Over kill! Less killing, more mazelike switch flipping with moderate monsters like a slightly tougher Warren, with the DWB type premise. Also don't make the preperations (getting BH armour in this case) so difficult, it should be brought down a notch.


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?


Barely contacted for components, once for Wookiee stuff, didn't have any on hand because of the rarity of requests. Why bother ordering from a tailor when they can just get novice tailor?


13) Experimentation. Do we want it? What would it affect? How would that affect our playstyle, income and fun level?


I was thinking about taking up another proffesion that has experimentation in it, provides a twisting challenge. Alas with merchant changes I can't do that, but looking at tailor currently what is their to experiment on?


14) Socketing. Would you want to be able to control it, or just have it based on level?


Control exertion.


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)?


Not in the current tailor system does FS seem requisite to success.

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


GonkSevenT3
Wed Aug 11, 2004 8:06 am
#10




1) Our Combat role. I don't really have an interest in a combat role as a tailor to be honest.
2) Clothing's role in combat. There should be some kind of bonus for TKA who do not wear armor. I don't think medieval knights could have done a flying spin kick in a full set of armor.

3) The GCW. Here's my brilliant idea!!! Faction based clothing schematics for a shirt (or wook gloves) that are based on your rank. Each rank has a different shirt design and provides a bonus to your faction points. It would have to be a shirt so you could wear it under armor. I think getting a faction point bonus would actually encourage people to wear the shirt, or wook gloves, in GCW combat. You would also only be able to wear the shirt for which you have the appropriate rank. The schematic would be limited use, maybe 3 to alllow for crit fails, and not require anything tailors don't already use.

4) Stagnating profession. A constant flow of new schematics. And not the limited kind that only uber gun bunnies can get their hands on.

5) Fixes: short term. Just the bugs we've been complaining about for a while now.

6) Fixes: long term. I don't really have any big ideas here.

7) Playstyle(s). I'm the casual crafter. I don't maintain a vendor and just do custom orders. Though I'm thinking about getting into the component business.

8) BE clothing: new stats. I don't really know much about BE clothing as I've never used them. But what about some crafting oriented BE tissues?

9) Skill tapes. I don't really feel one way or another about skill tapes.

10) Loot. I am bothered that the most expensive things out there are things the uber gun bunnies pick up. It's tough to balance this though, because people want cool loot drops. I don't think there's much we can do about it.

11) DWB: Absolutely no appeal.



12) Interdependency: components. Components would work much better if the same factories weren't used by multiple professions. I think we would get more orders for components from armorsmiths if they weren't able to use tailor schematics in their factories. Maybe put in a requirement that you can't make a factory run of a certain item unless you actually have the ability to make that schematic.

13) Experimentation. Nope. Very happy without it.

14) Socketing. It should be based on level. I should have a 1 in 3 chance to get 4 sockets at master tailor..

15) Force sensitivity. I shouldn't have to become FS just to remain competative.

16) Anything else you can think of! I have nothing.

17) BE combat clothing: No ideas.?





"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
Nizaria
Wed Aug 11, 2004 10:05 am
#11

How about a booth - similar to the Image Designer booths - that's architect craftable and placeable in a house/tent/shop that we own.


When both the Tailor and her/his customer are in the house, in the vicinity of the booth, the Tailor can color/re-color any item the customer is wearing, as long as that item was originallycrafted by that Tailor (or maybe any tailor can re-color anyone's clothing. perhaps armor as well?). Make it take 5 minutes for a Master (just like ID) and we can charge for this service if we so choose.


Would potentially allow us to stock fewer items (lower DB item count) - wouldn't need to run the whole color gamut constantly. We could run factory crates of the more common items (lower DB item count) and still be able to do customized colors after-the-fact. We wouldn't have to crank out a half-dozen of one item, trying in vain to match or contrast some other color, only to destroy the extras- we could do the color experimentation in real-time.


Coloring items can be done after crafting - look at Composite armor - the game supports this already.



Just a thought.



§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
Obsidian Dagger Squadron
XNinyania al'CladdythX
"I blow stuff up - mainly my own stuff - but itsstuff nonetheless."
Loving Owner of the Majestic Venia LaTore


Nizaria
Wed Aug 11, 2004 10:09 am
#12

To my above suggestion:


Con: People would only need to buy 1 of each item, and just get it re-colored constantly. Nobody would ever buy clothing again!


Solution #1: Clothing items can only be colored ONCE - put a flag on the item, "tailorColorized", set it to FALSE when the item is initially created, set it to TRUE when its colored by this process, then code the process to refuse to change the color if tailorColorized=TRUE


Solution #2: Clothing decay - every time an item is re-colored, take a bit of decay off of it - maybe 5-10 points, not much, just a little, but enough that it would add up with any other clothing decay options implemented and hasten the replacement of said item over time.


Solution #3: We charge for the custom colorizing process to make up for the loss in clothing sales.



§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
Obsidian Dagger Squadron
XNinyania al'CladdythX
"I blow stuff up - mainly my own stuff - but itsstuff nonetheless."
Loving Owner of the Majestic Venia LaTore


Akaara
Wed Aug 11, 2004 11:25 am
#13

I think we just need to be able to sell clothes in sets! Make an entire outfit and sell it bundled together somehow on our vendors.



_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

Page 1 of 1
Previous Next