Tailor Archive
Thread: Our question: answered (sort of) 6/10/04
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NJ62
Thu Jun 10, 2004 5:23 pm
#1
Tailor
Currently master tailors seem to get 4-socketed items about 10% of the time (post the wookiee armor patch). Obviously, they would like to increase this percentage, as they were getting 4 sockets consistently pre-patch.
What factors go into determining the number of sockets an item gets? In particular we would like to know about (1) tailor's clothing experimentation level + mods (2) tailor's clothing customization level + mods (3) tailor's clothing assembly level +mods (4) tailor's clothing repair level + mods (5) clothing & armor crafting tool rating (6) clothing & armor crafting station rating (7) use of a crafting droid (8) stats of the resources used (if so what stats matter) and (9) any foods/drinks/spices.
Which of these factors will increase or decrease the chance to gain sockets? If they do increase or decrease socketing chances, are the increased/decreased chances significant or marginal?
Currently master tailors seem to get 4-socketed items about 10% of the time (post the wookiee armor patch). Obviously, they would like to increase this percentage, as they were getting 4 sockets consistently pre-patch.
What factors go into determining the number of sockets an item gets? In particular we would like to know about (1) tailor's clothing experimentation level + mods (2) tailor's clothing customization level + mods (3) tailor's clothing assembly level +mods (4) tailor's clothing repair level + mods (5) clothing & armor crafting tool rating (6) clothing & armor crafting station rating (7) use of a crafting droid (8) stats of the resources used (if so what stats matter) and (9) any foods/drinks/spices.
Which of these factors will increase or decrease the chance to gain sockets? If they do increase or decrease socketing chances, are the increased/decreased chances significant or marginal?
I will never reveal formulas or report on numbers, but I can tell you that I want to see this item changed in favor of the Tailor community. It is on the Tailor’s top issues report and it is something I would like to see tweaked in the same manner that critical failures were enhanced. As a tailor goes up the tree, their ability to successfully “socket” items would increase, with a Master receiving a significant bonus.
Okay, now when I saw this behind the scenes, a few hours before this was posted, I went a little nutty. Not happy camper. I asked for clarification in a LONG DETAILED post, and was told we could revisit it next week. So then TH asked for a substitute question, I submitted, but apparently it was too late for that.
The good news is that we'll be revisiting this issue next week with more details. The bad news... is that we'll be revisiting this next week with more details. I'm happy about potentiallygetting a real answer on this issue, but bummed about the 2 questions on the same issue.
In the interest of full disclosure, apparently TH had requested (in a thread directed at last group)that our group of questions be handed off before Fanfest, and I did not realize this, along with half of the correspondents (as most of us thought he was out this entire week). So we might have gotten a better answer, had I known (it would have been easy enough to send this off early). Sorry about that guys and gals.
What I wrote behind the scenes in response to the answer (as it is now)
This answer gives the impression that you are trying to accomplish how the system already is, and has been since release. You *do* get a higher chance to socket the closer you get to master. You start seeing sockets (1 or 2) at tailoring 3, more sockets (usually 2) at tailoring 4, and even more at Master (usually 2, sometimes 3). What is problematic is that at Master it remains completely random, just with a greater chance of 4 sockets. You get 4-sockets 10% of the time, and also 0 sockets 10% of the time, with an average of 2 sockets. What tailors want issome way to control how many sockets they get. After all, armorsmiths can control the resists of armor using experimentation, food, etc.
What the question does NOT answer is if it's totally random right now at master, and nothing that you do on an individual combine will have any affect on it. If it's random, then it's random, and it's something we will need to address, since re-doing an item over and over for the 10% chance of 4-sockets is torturous.
Honestly, we're not asking for numbers. We're asking if any of these factors have some bearing on sockets or whether it's completely random. I don't think it's unreasonable to ask whether a certain food/station/etc affects socketing, even if you don't disclose any sort of number or formula. But just treating sockets like gifts from heaven is frustrating to the tailors, and makes them feel like nobody knows (or cares) what the answer is, and that they have a complete lack of control over their own product. With sockets being the "hallmark of excellence" for a tailor, it's exceedingly frustrating to be unable to control them in any way.
Kwee
Thu Jun 10, 2004 7:22 pm
#2
Same thing happened to me
I saw the thread requesting our latest question but didn't dream Thunderheart would answer them while on vacation
We also got a "more details next week when I get back to work" 
Rizzaka
Fri Jun 11, 2004 7:52 am
#3
i would just like to say thank you n'Jessi for being on top of this. As soon as i read the "answer" i just about ripped my hair out as they missed the point of the question by a long shot. Its great to see you acting so fast and cracking that whip on the dev's
=] again thank you for your efforts here and it makes me feel better about getting such an answer.
ZallusNuranxis
Fri Jun 11, 2004 8:40 am
#4
The Artisan "answer" was also very lame and vague. I don't know if this is new QA system is really accomplishing anything but creating more frustration for people trying to make a change and then feel the developers don't care or don't know what they're doing because the answer is vague or far from the intent of the question.
Songe
Fri Jun 11, 2004 9:36 am
#5
Ithink it's a good thing that TH even works when in vacation though. But yes his answer is vague... I'd rather have seen something like 'when closer to master a tailor will have the ability to make more 4 sockets items'. Even if it's 75% of 4 sockets items and not 95% as it used to and we still have no possibility of controlling them, it would still be ok in my book...
NJ62
Fri Jun 11, 2004 2:23 pm
#6
Well I'm not sure "next week" means "you have to waste another question on this same issue" or "the current answer is incomplete, and you'll get more information next week, and you still get a new question in 2 weeks" but we'll know soon enough.
Aradia1
Fri Jun 11, 2004 4:32 pm
#7
Thanks for the quick attempt to rectify the issue with TH...hopefully we'll get an actual answer to our question once he gets back from his vacation...(imagine the nerve of someone to actually take a vacation...LOL)
*crosses fingers and waits*
Dag_Benhameen
Fri Jun 11, 2004 9:14 pm
#8
So here's a post from TH made on 4/6...
"What I have been doing over the last few days is trying to verify the details and also to find out if the ability to get 4 sockets increases as you get closer to being (or are) a master. I want to make sure that since it's changed, that it works similarly to critical fails (except in reverse
). As a tailor climbs up the tree, their chance to get 4 sockets also increases."
So basically 2 month ago he was saying... "this is how I think it should be." Of course, we've all known that's not how it was... being closer to master opens up the option for 4 socket clothes but certainly doesn't guarantee you'll get 4 more often.
Why, oh why does it takes 2 months and the (as I see it) waste of one of our questions to get him to admit that it's not like that and basically say, well I'm working on it but currently I have no information or ETA. I read every dev post and after the initial uproar I've never heard another peep about this. I makes me feel like screaming or something. The fact that it happened isn't my issue (well it IS an issue but I believe that the way it ended up occurring was as they say and unintentional - i.e. it was "broken" to begin with). But they fact they they can't just live up to their errors and be straight with us just infuriates me to no ends.
First they stick the knife in, which hurts enough, but then they refuse to take it out and even seem to twist it now and again. Sorry to be overly dramatic but TH's answer is about 2 months late in coming and doesn't assuage my wounds much now that it's here.
RangerGirl
Sat Jun 12, 2004 7:54 am
#9
Isnt this like Thunderhart's second vacation in the last few months? Maybe if he actually stayed at work, he would be able to answer some questions not just spout off some meanless, vague replies.
(sorry, I seem to always get bitter after their so called answers)
Kwee
Sun Jun 13, 2004 12:03 am
#11
TH doesn't just take vacations he needs vacations. He and many of the devs work insane hours. I often get emails/pm's back from them way late at nightand/or on weekends. It's all good, those of us who were promised more detail next week will drag them out of him
RangerGirl wrote:
Isnt this like Thunderhart's second vacation in the last few months? Maybe if he actually stayed at work, he would be able to answer some questions not just spout off some meanless, vague replies.
(sorry, I seem to always get bitter after their so called answers)
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