Tailor Archive
Thread: Looky Looky! Its Karma the repair tailor!
Yep, this ever-so-precious decay BS has given me a new job! The REPAIR TAILOR. I am now expected to repair clothes... For free! Isn't that spectacular?
Even other peoples clothes "I fergot 2 insure and its at 100 durability u fix it!" yeah.. thats really helping my economy.
To top that off I've had the worst sales over the weekend than i have since I was at novice tailor. Oh yeah this is needed in game so people will hound me to repair their damned BE clothes!
I want decay OUT.
Karmalina wrote:
Yep, this ever-so-precious decay BS has given me a new job! The REPAIR TAILOR. I am now expected to repair clothes... For free! Isn't that spectacular?
Even other peoples clothes "I fergot 2 insure and its at 100 durability u fix it!" yeah.. thats really helping my economy.
To top that off I've had the worst sales over the weekend than i have since I was at novice tailor. Oh yeah this is needed in game so people will hound me to repair their damned BE clothes!
I want decay OUT.
I walk into town and Im besieged by... CAN U FIX MY CLOTH!! hehe
I just sell them the repair kits at 100cr per (50% mark up for being annoying), or 500cr per on my vendor ![]()
Is that a fair price btw? Im so out of the pricing loop!
Aahh, I read somewhere that there's a bonus or better chance of a good repair if you get it repaired by a master of that craft. Dev said it. Umm, I'll try and find it.
But I have a question. People have been buying and wearing looted clothing since day one. Condition didn't matter. 356/100, 900/100, whatever/100. Didn't matter. Now I am sitting here wondering, why does it matter now? What about clothing alters with decay other than the stats listed in the description? Is there any visual or functional difference from perfect to a bit or a lot damaged? Are the bonuses lowered on damaged BE clothes? Seriously. I'd like to know? Does it matter and if so why?
Karma:
Charge for your repair services and sell clothing repair tools of your vendorfor 1k a pop. Don't repair for free, that's shooting yourself in the foot!
Mystyrys wrote:
But I have a question. People have been buying and wearing looted clothing since day one. Condition didn't matter. 356/100, 900/100, whatever/100. Didn't matter. Now I am sitting here wondering, why does it matter now? What about clothing alters with decay other than the stats listed in the description? Is there any visual or functional difference from perfect to a bit or a lot damaged? Are the bonuses lowered on damaged BE clothes? Seriously. I'd like to know? Does it matter and if so why?
Im petrified to fix my nightsister bracers since they came at 567/1000 and they will poof on me :/ I have repaired clothes at 9/1000 and they looked the same as before, I dont notice any difference other then the stat and they will soon go poof.
Mystyrys wrote:
Aahh, I read somewhere that there's a bonus or better chance of a good repair if you get it repaired by a master of that craft. Dev said it. Umm, I'll try and find it.
Cut from : http://starwarsgalaxies.station.sony.com/recent_updates.jsp?o=58777
Quote>
# Items with low hitpoints are now unrepairable.
# The difficulty to repair an item now increases as the item becomes more damaged.
# Skilled crafters gain bonuses for the repair of items within their field.
End Quote>
Ah, thank you Orchid. Yes, that's the quote exactly.
So, anyone can repair an item if they have the correct repair tool but a Master in the craft of the item's type hasthe bestchance to repair it better or without failure. Yes? Does the quality of the repair tool really make a difference? Or is that a myth?
As for fearing to repair something as unique as a Night Sister Bracer, I agree, I wouldn't risk it going poof. But what about your every day cookie cutter clothes? Do clothes vanish when they get down to 0/1000? Is a failed repair the only risk of loss, resulting in a need to replace the item? If the clothes do not poof when they reach zero... then why do the stats matter on clothing? Especially clothing that has no other attributes or mods of any kind? Do lowered stats alter the effectiveness or function of modded clothing?
If clothes do not disappear when they reach 0/1000 and their condition has no effect on appearance or mods, then why is everyone so upset if they decay below 1000/1000? Person A is wearing a looted vest with stats of 236/1000 and person B is wearing the same vest, but a Tailor crafted one with stats of 1000/1000 -- yet their is no discernable difference of any kind in either vest. Hmmm?
*gets a suspicious tingly feeling* It makes one wonder if durablity or some other version of resource attributes and clothing quality will matter at some point in the future.
I'd love to hear from someone who actually lets something get down to zero, though, to test and see if they really do disappear. It'd be a pretty funny joke on all of us if nothing happened when clothes decayed.
Ha. Well, most of my questions were answered in the clothing effectiveness test thread. Damage to clothes, with or without mods, appears to do nothing other than alter the numbers 1000/1000 to something lower. Apparently the only risk to actually losing the clothing is if a repair fails.
So that leaves only my question about the clothing repair tools unanswered. Does the quality of the tool make a difference to success/fail rates?