Tailor Archive
Thread: Clothes?..is it Gucci or Kmart?
I'm not at Tailor yet still plugging away at Domestic Arts III..but this is bugging me.
Example-
I've made two short robes..one is made with better then average metal clamps and is further experimented on..going from 15% to 55% durability.
The other made with the standard crap no experimentation. Stays at 15%.
Examine them both...other then color they are the same......
How is someone supposed to know they are buying quality vs crap?
Is there no point ot experimenting with clothing?
I would assume a shirt say of durability 55% compared to the same shirt with a durability of 5% would sell for more on the bazaar..but nobody can tell the difference and while you can describethe item theres nothing to verify you are stating facts or BS.
I understand at some point in the tailor profession you can make items with slots and drop powerups into them...I assume these powerups show up when the item is examined?..or at least the # of slots the item has?
I;m really stuck on this durability thing because it just seems like its pointless to make clothes of quality since nobody can tell the difference anyway...also cuts into my high fashion profits ;/
Slots do show up, and items with slots will have yellow names in your inventory.
I'm really disappointed as well by the fact that you can't see durability when you examine an item. Of course right now, clothing isn't decaying at all, so durability is kind of a worthless stat anyway...
As soon as clothing decay is in, I'll start experimenting - until then its extra effort for no result.
Agreed. At the moment experimentation on clothes really is worthless as are clothing repair kits. Clothes really need to start degrading so that quality of resources, experimentation, crafted vs looted and repairing start to make sense for us tailors as well.
I also agree that durability should show up when examining.
And increasing the color choice with experimentation would be very nice as well (to the point that when you have tailoring 4 and you have a high success with experimenting you get the 55 missing colors.
)
Until then I'll be happy just making clothes. ![]()
- A. Kimusume
Yeah, I think durability was supposed to be tied into decay. Otherwise what would be the point of having a clothing repair kit? I'm hoping its something they'll add in sooner or later at least. If clothes wear out that makes a tailor all the more worthwhile. Peoplecontinually replacing their itemsequalsgood business for tailors.
Norryk Tayllin. Naritus server.
experementation has a purpose
if you do it 1 point at a time you cna raise the complexity of the item and teh higher the complexity the more XP you get when you make and when you get UXP
it's not an extremly noticable amount unless it's on like a travel pack a fully experemented travel pack yields 120 gen xp when created whereas a non experementid one only yields 100.