Tailor Archive
Thread: Armorsmith Hue'able Armor Concerns...
I'm an Armorsmith on the Flurry server and up to recently, have been establishing some nice relationships with tailors across my server. One, in particular, has provided me with pretty much all my RFP's and Synth Cloth. I'm indebted to you all.
I wanted to discuss some things recently popping up on the armorsmithing side of this big patch that recently hit the servers. Hue'able Armor, as some of you may know, takes the tailoring tech tree to increase the number of colors allowable for armor. What this means is that an armorsmith that wants the maximum number of colors available for the armor they craft will need to attain Tailor Tech IV. Now, I'm comfortable with the dependence armorsmiths have on tailors. I have quite a few tailor friends. I wanted to get all of your views on the developments that pretty much force armorsmiths to become tailors. In my view, this will kill, or at the very least hamper, the relationship that we already have with tailors across the galaxy.
If you create a need for armorsmiths to attain tailor skills, they may as well just put some points into Field Wear and make thier own RFP's, right? Does anyone else get the impression that SOE is intending the tailor profession as an almost secondary profession? It seems that the devs are saying (at least with this patch) "oh, if you want to be this class, you'll need some tailor skills too". Doesn't this hurt the tailor economy?
Your Thoughts?
Hmm. Interesting dilemna. On the other hand, I've never met a master crafter who really had time to be a threat in a secondary crafting profession. Yes, some armorsmiths may go ahead and get field two, but they're already doing that, and personally I've never met a tailor who depended on selling panels in the first place.
My concern with hue-able armor (which I think is really needed in the game just for visual appeal, so don't get me wrong) has more to do with the fact that colored armor itself might cut into demand for clothing. Now, instead of buying a set of colorful (or even black) clothes to wear when you're not wearing your armor is even less of a necessity than it once was. I'm not feeling threatened yet, but I don't think the dyed armor market has hit it's stride yet, and I wonder how powerful an influence it will be.
I mentioned this in another thread, but it seems more applicable here. I wonder how armorsmiths would feel if tailors could work in the opposite direction...buying armor panels from armorsmiths and being able to put minor deflects on their clothes? This is not a rhetorical question, I am dead serious. If it were balanced properly, I think it would benefit us all.
Yes, I doubt Armorsmiths would be a threat to us tailors' MAIN product line, but he's right about armorsmiths, once in the tailor tree, being able to make Reinforced Fiber Panels (or synth cloth, or whatever). Selling those is a MAJOR moneymaker for me. It's not going to kill me, but i DO make a good profit off of it. And armorers having points in the tailor tree would almost DEFINITELY kill that business for us. If they didn't make the RFPs or cloth themselves, I'd say there is a good chance they'd go to another armorsmith who COULD do it for a number of reasons. One, they'd probably know more ppl in their field. Two, the smiths would get the right reosurces for quality panels, where as quality doesn't matter to tailors for the moment.
anyway. It's bad for those reasons, but mostly i think it's just a stupid game design idea in the first place. It places an unneccessary hurdle in the way for armorsmiths and color armor, for no game-balancing issue i can discern
-ave on naritus
In my ribbed shirt grinding, i've actually started to mull over switching from the pre-fabricated Armorsmith/Weaponsmith combo and go with an Armorsmith/Tailor combo.
It seems that the two complement each other well and require a lot of the same resources. Plus, I have this thing for in-game fashion!
I think that the Dye'able idea has a lot of merit. It allows for armor to be purchased from an armorsmith, dyed, and then sold from a tailor, thus giving the tailor more range in the products he/she can produce, and providing some more funds to the armorsmith.
A twist on that would be that the tailors would sell dye kits (with a certain number of charges) to allow for the full range of tailor hue'able colors. Another interesting ideas.
I'm all for the interdependence of professions. I think it's something that makes the game a lot more fun and worth playing. What would be the point if we all just got our perspective master professions and went our separate ways? However, I don't know if i like a dependence to the point of forcing another profession to take up skills in another. It just means that it takes more skill points to TRUELY master a profession and cuts in on that other profession.