Tailor Archive
Thread: Backpacked Items Are Going To Count!
Nooooooo! You are not allowed to quit SWG until after I do—SWGBio is my fave tailor site to refer people to and I don't think I could live without it!
Wire3k wrote:
Well, maybe I'm the only tailor that not only sells clothing - but full runs of cloth - in bags, among other things.
Just another nail in the coffin - those that aren't being invited to leave due to chronic pushing back of 'fixes' and neglect to half finished systems, are being disenfranchised and pushed out by a poorly designed database that wasn't built to service an entire system built around massive resource requirements and mass manufacturing.
If that doesn't tick you off enough to leave, they'll just ban you if someone decides to spend illgotten gains in your shop.
I missed SWG over the summer when I took time off for RL and a long overdue visit from my son, but at the moment I'm REAL glad I had that time to break my normal routine - hopefully it won't hurt as much as it would have, when I have to turn the lights out and walk away.
Wire3k wrote:
Well, maybe I'm the only tailor that not only sells clothing - but full runs of cloth - in bags, among other things.
Doesn't this just mean that you will have one extra item on your vendor (a pack)? It would be nice if a backpack was just a way of effectively making factory crates of 1000, but we all know that the devs (at least so far) are against this idea. It wouldn't suprise me if that changed just like starport waits did, though. Right now the only really valid storage problem that I can think of is that DNA takes up a huge amount of space. They really need a solution for that.
Anyway, even though it is going to cause me some difficulty, I am *so* glad that they are changing vendors. I am getting really tired of the "loot culture" in this game. For a game that is supposed to have a player economy based around crafting, it is not good at all that so much of the economy revolved around loot and completely bypasses most of the crafters in the game.
Gyopi wrote:
Doesn't this just mean that you will have one extra item on your vendor (a pack)? It would be nice if a backpack was just a way of effectively making factory crates of 1000, but we all know that the devs (at least so far) are against this idea.
Up to now - 40 crates in a bag counted as - 1. The newest item limits were accepted based on that still working.
Was it still a workaround for storage - ayup, but also had many many legitimate benefits for sales.
Again, they are stripping functionality without replacing it with alternative game mechanics - like larger crate sizes ESPECIALLY for components.
I make cloth runs to sell as ONE ITEM, I sell them as ONE ITEM - they should sell and store as ONE ITEM.
Tailors aren't the hardest hit with actual storage or resources - but that in itself is a huge problem, the entire game is prefaced on huge resource supplies and mass production. In my opinion - OUR biggest problem in economic flow has been the lack of decay for product for repeat business. Whole huge hunks of things in the economic model are not working and they are only looking to slash and burn as much as possible to avoid addressing their own shortcomings in not designing a DB that can handle the system they designed and implemented.
If you want or need to convert from a mass production model to a smaller handcrafted model - you have to start at the BOTTOM of the production chain - not the final endstage of distribution. Identical requirements on schematics needs to go. Any subcomponent should stack to substantially larger sizes - or even full runs, since they can always be split. Many items should be looked at in the sheer amount and number of resources required for their construction. IMHO - the entire and complete resource spawning system needs considerable examination and probably an entire revamp.
You don't do these things LATER - you do them NOW, to remove the need, before you remove the tools the players have used to compensate for the lack of them.
Wire3k wrote:
Any subcomponent should stack to substantially larger sizes - or even full runs, since they can always be split. Many items should be looked at in the sheer amount and number of resources required for their construction. IMHO - the entire and complete resource spawning system needs considerable examination and probably an entire revamp.
/shrug
Sorry but the whole point of hte vendor limits was to make sure that people didn't use the vendors as storage.
I realize this backpack counting may put a damper on selling things in "sets" or as custom orders, but it shouldn't really be too bad considering the limits are much more reasonable now.
Syzygy-Gorath wrote:
Nooooooo! You are not allowed to quit SWG until after I do—SWGBio is my fave tailor site to refer people to and I don't think I could live without it!
Well, I appreciate your kind words, and am glad folks found it useful.
Not sure what I'd do with the site - yet, it doesn't cost all that much a month to host, but if I don't play anymore I wouldn't be able to keep it updated, it's already slightly out of date on bandoliers - but I wouldn't kill it without some warning.
Message Edited by Mystyrys on 08-23-2004 03:25 PM