Tailor Archive

Thread: speaking of looted items that SHOULD be craftable...

Drazic
Tue Dec 21, 2004 8:46 am
#1

Now, I am probably wrong about this, as the game is a year old now and many things have changed - but as I recall, I had heard that player crafted items in this game were going to be better than looted items....

Last night, I heard a couple guys in my PA chatting, and they were discussing a shirt that one of them had looted (LOOTED) that had several very nice bonuses on it. I don't remember all of them, as I was busy with a customer and in a semi-spammy starport. I thought to myself; why can't I make stuff like that??
Yeah, I realize I "might" be able to make a shirt with the tissue bonuses in it, but I have never seen any of the +5 skill bonuses they were discussing in tapes (most I have seen is +3).

We tailors have suggested in the past (tho I have never seen it on the top 5) that we be able to make skill tapes, that other bonuses be added to the BE tissues line and that we be able to craft bandoliers that work like packs. And I think this would be a great idea, along with having 0/0 clothes fall off a character in rags (I love the mental pic of that animation... a guy is running thru a starport and suddenly is standing in his BVDs....) to breathe some life back into our profession.

just my 2 credits worth



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BrerLapin
Tue Dec 21, 2004 9:40 am
#2

Definitely the trade implications of a tailor being able to 'reverse engineer' multiple SEA 'patches' into a single better tape has got to be a good thing.


+1 tapes easily looted by any new character become quite valuable.



Star Wars - Published 1977 written by George Lucas (Allegedley) ISBN 0-7221-5669-3
' "Your father's lightsabre," Kenobi told him. "At one time they were widely used. Still are in certain galactic quarters.'

Explanation for only Jedi PCs using them is .....?
JamesBenson
Tue Dec 21, 2004 9:56 am
#3

Before you give the devs any ideas, think about nightsister bicep pieces...bet you would be outright pissed to watch that break apart and fall off your arm. As far as I can tell, the thing *acts* like clothing..so be careful what you wish for. (honestly, looted stuff like that should be indestrictible)



-----------
Captain Ritter (at least until the stupid devs stripped me of my rank)
former NIF Guild Leader
former member of VVV (Veni Vidi Vici)

Executive Officer, Retired
Imperial Task Force Storm

Visit the Vicimus Museum of Rarities and Antiquities at -851 -3988 on Naboo (Wanderhome). Admission is free!
Ani_cul
Tue Dec 21, 2004 10:23 am
#4

No the NS bicep should definatly fall apart.

If folks did not take the time to insure them (yes it does insure)

or repair them (armor rep tool)

then by all means let it degrade to bits and peices.


I myself do not wear my tailoring outfit out past my complex,

yeahI know pointless at the moment and yes it is insured..

BUT

as a tailor I still hope the day comes where condition DOES matter on clothes.

Not just to the watch it poof point, but something along at 100cond it fades to grey.

Sure SEAs prices would sky rocket as people clamor to replace what they can't wear

but really, I want my decay!


I miss crafting and doing experiment to reaise condition

(yup we had it in first months, clothes were 100/100 unless you expeirmented on them and raised the bar)


I am all for REing SEA's..or even giving BE's more tissue.

( I still have chiagra clothes lol)


In all honesty, I wish BE mods were and optional for clothing items.

not an optional slot for componants.

So many folks who are left wearing a formfitting shirt for MD/DvS when they are dieing to wear a small bustier...



stop looking at me
nurTsunami
Tue Dec 21, 2004 4:55 pm
#5

I agree, I'd take the decay leading to unusable clothes any day over the alternative. Rare items like the bicep should be taken care of, not worn into battle with a pile of rancors. Perhaps all the people who loose the ability to equip it can help petition to add the bicep back in as a rare item, but that's an arguement for another thread.


As for reverse engineering SEA's, that's a great idea in my mind. All the +1s out there (if they even apply to a real skill) are mostly worthless and don't amount to a real bonuses, even when stacked to a total of +4 of something (other than crafting something perhaps). I said all along that it doesn't make sense to not be able to make the kind of bonuses that are needed and sought after, while they are available as loot. It perpetrates the system of haves and have-nots, where you have to be a 12 point armorsmith or whatever to make money, or you'll always be a second tier crafter (luckily it doesn't really matter to us, since only wookie pillows req. experimentation). I think there needs to a better system of rewarding the longstanding gamers and crafters, but not through a tiered crafting ability. There are vets that haven't reached 12 point yet either. I think the best system would to either allow both reverse engineering of SEAs and add a bunch of new tissues to BEs, or just add the tissues to the BEs, since it is my belief they need more content as we do.


There's my 5 cents, redemable for a coupon for half off a taco at your local taco hut!



__________________________STARSIDER_____________________________

Richelieu - Master Doctor/Master Medic/Master TKA
Amelia - Tailor/Merchant/Architect
Vacationing in Azeroth
psikobunny
Wed Dec 22, 2004 7:09 am
#6

Recently when Musicians and Dnacers were forced to pay experience for their new content, I began to think of ways that other professions could be given a benefit for doing the same thing. I did it because I feel it's the wave of the future, considering the FS system and the new song/dance. Anyway, I think the idea I had for Tailors was pretty good:


Allow Tailors to craft SEAs but require somone to "pay" experience into the process. Either through going to an NPC and paying their experience points into a holocron or similar device, then giving that to the tailor, or through an interactive joint crafting process. The amount of Base bonus and the type of skill would be dependent on the skill mods found under the type of xp paid (Swordsman pays 900k two handed experience into a holocron., the holocron could then make an SEA for two handed skills and have a base of +9). Then, the Tailor could experiment the bonus higher, but have this be a very difficult and risky proposition (make City bonuses, FS crafting skills, crafting foods, high end tools, etc all important again). The last aspect I propose is that the exact skill enhanced is random or semi random, it would definitely be an active two handed skill, but not necessarily two hand speed, to use the above example.


Just tossing this out for edification, thoughts and flames are welcome, but may well be ignored since I don't visit here too often (just a passing BE).



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



BrerLapin
Thu Dec 23, 2004 5:57 am
#7

Id rather see the paid for Holocron as a FS option,


The RE'ing of SEAs would improve the markets immediately :/



Star Wars - Published 1977 written by George Lucas (Allegedley) ISBN 0-7221-5669-3
' "Your father's lightsabre," Kenobi told him. "At one time they were widely used. Still are in certain galactic quarters.'

Explanation for only Jedi PCs using them is .....?
DaAhn
Fri Dec 24, 2004 1:02 am
#8






psikobunny wrote:

Recently when Musicians and Dnacers were forced to pay experience for their new content, I began to think of ways that other professions could be given a benefit for doing the same thing. I did it because I feel it's the wave of the future, considering the FS system and the new song/dance. Anyway, I think the idea I had for Tailors was pretty good:


Allow Tailors to craft SEAs but require somone to "pay" experience into the process. Either through going to an NPC and paying their experience points into a holocron or similar device, then giving that to the tailor, or through an interactive joint crafting process. The amount of Base bonus and the type of skill would be dependent on the skill mods found under the type of xp paid (Swordsman pays 900k two handed experience into a holocron., the holocron could then make an SEA for two handed skills and have a base of +9). Then, the Tailor could experiment the bonus higher, but have this be a very difficult and risky proposition (make City bonuses, FS crafting skills, crafting foods, high end tools, etc all important again). The last aspect I propose is that the exact skill enhanced is random or semi random, it would definitely be an active two handed skill, but not necessarily two hand speed, to use the above example.


Just tossing this out for edification, thoughts and flames are welcome, but may well be ignored since I don't visit here too often (just a passing BE).





The potential for tailors making alot more credits from other professions would seem to be higher. However, one of the things tailors enjoy, is not having to bother with getting the best polymer, fiberplast and metals out there or even having to bother experimenting. Some might be okay with having to look for high end resources, but many might be opposed to it and feel it doesn't justify themhaving to compete with AS,WS andArtisans for the best resources.That is, if your proposition for tailors experimenting on the SEAs would include needing high end resources along with good crafting tools.


So do you mean that resources quality as well as tool quality would affect experiment outcome? And what tailor level? Would a master tailor get any more experimentation points then one who is still a novice? If that were implimented, these and possibly many other issues wold need to be addressed by the DEVs.







Da'Ahn Ont-Ra-Master Image Designer/Medical Professor-Lowca
Weyune Togurnah-Master Dancer/Master Fencer/Master Brawler-Gorath
Dryas Okapee-Master Tailor-Ahazi
Aviah Flyingmoon-Master Dancer-Starsider
"Calling you stupid would be an insult to stupid people"-Wanda; Fish Called Wanda
themester
Fri Dec 24, 2004 4:40 pm
#9






Drazic wrote:
Now, I am probably wrong about this, as the game is a year old now and many things have changed - but as I recall, I had heard that player crafted items in this game were going to be better than looted items....

Last night, I heard a couple guys in my PA chatting, and they were discussing a shirt that one of them had looted (LOOTED) that had several very nice bonuses on it. I don't remember all of them, as I was busy with a customer and in a semi-spammy starport. I thought to myself; why can't I make stuff like that??
Yeah, I realize I "might" be able to make a shirt with the tissue bonuses in it, but I have never seen any of the +5 skill bonuses they were discussing in tapes (most I have seen is +3).

We tailors have suggested in the past (tho I have never seen it on the top 5) that we be able to make skill tapes, that other bonuses be added to the BE tissues line and that we be able to craft bandoliers that work like packs. And I think this would be a great idea, along with having 0/0 clothes fall off a character in rags (I love the mental pic of that animation... a guy is running thru a starport and suddenly is standing in his BVDs....) to breathe some life back into our profession.

just my 2 credits worth




/agree


IMP HATS sould be craftable too, the rest of the uniform looks retarted without the hat and you can ONLY wear the hat when overt





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