Tailor Archive
Thread: A proposal for use-based decay that makes sense.
First, clothing decays at a number of rates when worn.
- The slowest rate is indoors. If saved for only indoor use, an item of clothing should last for several months before needing major repairs.
- The next decay rate occurs within the boundaries of cities and camps. It is slightly greater.
- The third decay rate occurs in the wilderness, outside of city or camp boundaries.
- The fourth, most severe rate occurs in storms and combat.
Second, different types of clothing can withstand decay in different ways. Articles of clothing have two variable stats: condition points anda decay ratio. Formalwear would have the least condition points to use, and have no ratio to modify the rate at which they decay. Casualwear would have more condition points, and a slightly more favorable decay ratio, losing points slower than Formalwear.Fieldwear would be the best of the three, having the largest number of condition points, and the most favorable ratio.
Any article of clothing can have these stats improved by experimentation. Beyond this, schematics and slots would be added to allow a tailor to craft in additional protections to shore up these stats. A cold weather jacket might get an additional weatherproofing layer as well as extra insulation crafted in by a tailor, then sold for a higher fee as it's now much more durable. Experimentation and added components could get any item of clothing up towards the durability of the higher tiers. Ergo there might be a market for a tailor that can craft formalwear that has condition points and a decay ratio resembling casualwear or even fieldwear if the tailor is experienced enough.
The upside of this? Big market for tailored goods, and the ability to make even the "I'll go naked" people happy by crafting them something they won't have to replace anytime soon.
What do you think?
If we're going for something that complicated, there should be other modifiers as well.
Entertainers mostly wear their clothes indoors, but you can't try and tell me that working up a sweat in a dirty cantina wouldn't wear out their clothes faster than the person sitting in the cantina watching them. ![]()
Thing is, without at least nixing percentage decay in favor of points-based decay, there is no point to us having an experimentation stat.
Subcriminal wrote:
Tailors asked for useage-based decay before and we never got it. I doubt the devs are going to listen the second time around either.
I really have no idea if the clone decay is something they intend to use temporarily until they get decay and their database problems worked out. They aren't talking.
However, I bump for usage-decay ![]()
Seems it's only now getting attention, months and months later.
Subcriminal wrote:
I really have no idea if the clone decay is something they intend to use temporarily until they get decay and their database problems worked out. They aren't talking.
However, I bump for usage-decay
First, clothing decays at a number of rates when worn.
I would use another system.
- No dcay rate when not equipped.
- Thefirst decay rate occurswearing the item but not doing something special(taking months).
- The second decay rate occursworking (crafting, harvesting, surveying, dancing, playing).
- The 3rd, most severe rate occurs incombat (same decay rate as on armor).
Second, different types of clothing can withstand decay in different ways. Articles of clothing have two variable stats: condition points anda decay ratio. Formalwear would have the least condition points to use, and have no ratio to modify the rate at which they decay. Casualwear would have more condition points, and a slightly more favorable decay ratio, losing points slower than Formalwear.Fieldwear would be the best of the three, having the largest number of condition points, and the most favorable ratio. nice idea..i dont like experementation but i think if you should introduce this ..its saying yes to experementation as well.
Any article of clothing can have these stats improved by experimentation. Beyond this, schematics and slots would be added to allow a tailor to craft in additional protections to shore up these stats. A cold weather jacket might get an additional weatherproofing layer as well as extra insulation crafted in by a tailor, then sold for a higher fee as it's now much more durable. Experimentation and added components could get any item of clothing up towards the durability of the higher tiers. Ergo there might be a market for a tailor that can craft formalwear that has condition points and a decay ratio resembling casualwear or even fieldwear if the tailor is experienced enough. Maybenew-tailor itemslikeweatherproof-layers or leatherprotection or metalpads could add low defense bonues to it.
The upside of this? Big market for tailored goods, and the ability to make even the "I'll go naked" people happy by crafting them something they won't have to replace anytime soon. I am not sure "taking" away something that was in the game for 9 months without any extra effort will give extra market. Addingextra bonuses to it i think will do the trick. Thats the "i get something in return for it so now i dont have to get naked response".![]()
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What do you think? Thx for setting up this idea
I dont think SOE will ever do anything this complicated for us... look at all the easy stuff they cant seem to fix. I think decay should be tied to using specials with possibly a low base rate of decay. Those uber combat attacksandhot dance moves should be hard on your clothing ![]()
Modifiers for the different cloth types would be nice also, but I wont hold my breath.
Sashahh