Tailor Archive

Thread: Clothes?..is it Gucci or Kmart?

xTriadx
Mon Jun 30, 2003 8:00 pm
#1

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 ;/

donnah42
Mon Jun 30, 2003 8:05 pm
#2

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...




Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
WibbleNZ
Tue Jul 01, 2003 2:15 am
#3

As soon as clothing decay is in, I'll start experimenting - until then its extra effort for no result.




--------------------------------------------------------------------------------
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AyaneKimusume
Tue Jul 01, 2003 4:06 am
#4

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





You cannot tailor make your situation in life,
but you can tailor make your clothes.


- Ayane Kimusume
The Kimusume Dynasty
SueDenim
Tue Jul 01, 2003 7:22 am
#5

What does durability actually mean? Is it just the theoretical rate of decay, if decay existed? Or something more than that?



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
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Kor Vella, Corellia, Lowca
Noryyk
Tue Jul 01, 2003 8:06 am
#6

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.

Cendatinea
Thu Jul 03, 2003 4:52 pm
#7

Thanks! I was wondering why some of my clothes were coming out with white tags and some with yellow!



Lady Derianadai Hirunmil
"If you're happy and you know it, clap your hands."
Passing out tackle hugs to the whole galaxy!


Sinloi
Thu Jul 03, 2003 11:55 pm
#8

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.

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