(This is a copy of the list I just posted on the private correspondent forums, I'm very happy with what is going on in there!)
This thread is to report and catalog any TECHNICAL bugs that have arisen regarding tailoring. This should not include such things that effect game balance or are hopes for added features (like the removal of durability or the want of more schematics). There will be a different thread for those.
Here is a current list of Major Technical Issues that still need to be addressed (#1 being highest priority):
Necklaces only are visible while either dropped on the ground or worn. This makes it impossible to craft or choose a style while within the inventory or crafting displays.
Color Choice 3 & 4 only working for Master Tailors. Seems that the items that offer a color 3 & 4 choice of pallet work only for master tailors and not all levels.
Bandoliers do not equip with Backpacks. Since the only bonus these items give is an extra RFP slot and not storage, they should be allowed to be equipped with backpacks on.
Bio Engineered Component Crates not Applying Stats to finished item on double-click load. This has been confirmed with Reinforced Pants and Paramilitary Camos. Workaround is to remove cloth from crate first then add to item. Stats are then preserved. This seems to be only affecting pre-patch bio-cloth component crates.
Clothing Color Pallet Displaying White as only option for color 1 or 2 depending. This Includes: • Fighter Flight Suit • Heavy Flight Suit • Trader Flight Suit • Transport Flight Suit • Luxurious Gown • Pleated Dress • Light Bustier • Ammo Bandolier • Mercenary Bandolier • Multipocket Bandolier
Certain Items are erroneously categorized. This includes: Skirts of all Types should have a 'skirt' category • Smocks are Not a Dress • Exotic Leotard is Not a Dress
Graphical Glitches. These items are glitches visual appearance in some way. • Immense Gemstone Necklace + Exotic Leotard / Flesh Wrap = Missing Chest area. • Low Cut Top has a dent in left side of exposed torso area. • Lekku Ys'rak and Twi'lek Noble's Crest display a white scalp patch on Males. • The derriere Shows through when wearing pullovers and very apparent and embarrassing when bending over in a grand healers robe! • Back of Decorative Dress shows legs when running around. • Legs poke through the Two-Tone Formal Skirt, both when running and when sitting (with legs crossed). • Silver Pendant does not layer correctly with luxurious gown, neck scarf hides it. • Backpacks to not layer correctly with cloaks, causing clipping to occur. • Bikinis leggings worn by men let the skin appear on the thigh and legs when they move. • Rebel Marine Backpack does not show up when wearing with Gunman's Duster. • Necklaces for the most part do not fit well around the neck and often float. • Jackets on Females do not seem to scale properly, making waist line unnaturally small, shoulders over-padded. • Luxurious Dress and Decorative Belt do not display colors correctly from a distance where the quality shifts to low-grade mode. Turning the item either white or color 1 when worn. • Belts and Bandoliers in general do not fit correctly around the waist, usually looking very bulky or floating inches away from the waist. They also expand to wear over the jacket where they should wear under the jacket or robe or fit snug instead of bulky. • Metal Color Bleed on Councilman’s Robe: seems that the underside of the belt of this robe bleeds out onto the gown itself. Also bleeds around the cuffs. • A whole slew of Wookie issues here: http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=13898
Cargo Pockets and Storage. Ones that are crafted do not have any storage ability. Dropped Cargo Pockets can not be crafted with. Bandoliers crafted with cargo pockets do not have any storage.
No Sockets. Certain items, no matter how many times we craft them, do not produce sockets. • Tech Pack • Grand Ball Gown
Typos: • "Patterened" should be "Patterned" in the Patterened Slip Dress and Patterened Wookiee Gloves.
Bodysuits, Dresses Jackets, and Long gloves. • Body suits currently can only be coupled with vests. • Jackets should be wearable over body suits. • Long gloves should be wearable over jackets. (with the exception of uniform gloves which should wear under jackets and shirts) • Jackets should be wearable over Dresses.
Color Palette Misappropriation. Certain items seem to have the wrong color pallet assigned to them. • Luxurious Dress: The Lace uses the leather pallet, it should use the full spectrum • Exotic Leotard: Requires no hide yet uses the hide color-range. Should be full spectrum. • Sigled Waist Wrap: The Leather flap has the master color range and the skirt exterior does not. These two should swap • Rank Sash: While this item does use hide, it would be more appropriate to allow the general color pallet for this one- roleplayers alone would rejoice not to mention others.
Erroneous Component Usage. Certain items do not follow the same pattern as other schematics in their tree, this pertains to wookiees: • Crested Battle Padding : This is a Field wear item yet it uses Synthetic Panels instead of Reinforced Fiberplast Panels • Wookiee Battle Padding: This is a Field wear item yet it uses Synthetic Panels instead of Reinforced Fiberplast Panels
Skill tapes cannot be added to backpacks: Either remove the sockets from container items in general or get this to work, please.
Please add to this if you come across more! And do note that this list reflects live server issues not test center updates. Let me also know if you think a bug listed here needs more priority!
#4 is now reversed. Bioengineered Component Crates do not keep their stats when removed manually from the crate. Workaround is to double click and load it there.
Related issue -- Bioengineered Clothing Crates lose their skill mods when removed from the crate. Can't workaround this one, unless there's a way to load a single item from a crate into a vendor without manually removing it?
example: a crate of myoflex shirts. shows proper skill mods when the crate is examined. remove a shirt from the crate -- NO skill mods listed at all.
Aicyr First Master Tailor of Flurry (-355, -5652) and (-411, -5652) just south of Coronet, Corellia
I was aware of the Golden Bracelets/Symbols not being colourable, which leads to the argument that those two items are stupid as hell anyhow: they can only be coloured one thing, and it'd be a better used item if it was just renamed to "Bracelet" and "Symbol" that we could colour, instead of being stuck with the whole golden thing going on.
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Dakkide Walker
Master Defender - Jedi Knight
____________________________________________________ I Miss Camping! SIGN OF ONE
I can sure appreciate this list of problems being organized so that they can be addressed. I have an additional thought, and please forgive me if I am a minute late and a dollar short. Pack storage capacity... With respect to bandoleers and the various packs a tailor can make, shouldn't the better or more complex pack have an added benefit? As in, shouldn't the number of cargo pockets going into an item correspond to the storage capacity of the item. Perhaps a thought that the special ops pack be increased from three cargo pockets to four and the storage capcity increased by 25%? Actually, I was thinking that the entire line of storage devices could be scaled; inclusive of bandoleers. I think I am right, that it doesn't matter what kind of pack you are wearing, you have the same amount of inventory offset. Am I wrong?
Deserah
Master Tailor, Lowca
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It was civilization, the last oasis, a memory forgotten upon a dry killing wind.
Hey all, first time on Tailor boards, Master Tailor on Sunrunner by the same name.
MY BIGGEST Problem is #1-The necklaces not showing up in when tring to craft them, I have taken to memerizing/writing down which color effects which part on necklaces so that I can do orders for people!
-To the Devs- I think the reason it dosn't show up in the crafting tools or invintory, but does when droped (and EXAMINED while droped) is because of a simple, simple, SIMPLE problem = A TYPO. It is prob pulling the RIGHT image when worn, or when examining it as an object when "droped", and the WRONG image when working in the crafting tool/invintory. I know compared to lag and the many,many,many,many,many,many,many,many,many.....well, many other issues with the game it is a small thing, but shouldn't that mean it would be eaiser to fix/get to?
Hey all, this is my first time on the tailor boards too. I'm still working on Master Tailor, I currently have 1-4-0-1 and one of the biggest annoyances I have right now is the inability to craft anything with materials from a backpack. I know one of the patch notes said they fixed it but it seems it was broken again two days later. I know this is not a Tailor specific complaint but it definately is a complaint.
Then, most definately, the problem with not being able to see necklaces before they are dropped makes it very difficult to craft one with just the right colors the first time. I usually make a few and put them on before I see what the result of that color combo was.
Also, with BE enhanced components, I think it's rather silly to have to use 6 identical reinforced fiber panels to make one of the body suits and still only come out with the skill modifier as if it were only one reinforced fiber panel. It is a real waste of tissues if you ask me. I don't necessarily think that because I used 6 components that the modifier should be multiplied by 6, but I think there should be some way to get more of a bonus out of it for having to use more tissues to make it.
Add to graphical glitches: granted, maybe men shouldn't wear hot pants, but on males (human ones anyway) the hip bones poke through when wearing hot pants. Makes it even scarier than it already is...
Agares: I don't think that's the issue, because if you drop a necklace and then pick it up again, it generates the thumbnail in the inventory and in the examine window properly for a while. It may still be a typo, but it's a typo in how preview images are generated. I'm guessing that it's translating a three-dimensional model to a fixed-perspective image (even though it turns around and stuff) and somewhere in that process it's failing to pick up the original data, until it's viewed on its own.
Naomie: that's a perfect example of something that needs to go in the other feedback thread, as described at the top of Vandessa's post. Keeping these ideas organized into the correct categories is really essential to communication.
Xelene wrote: I don't think that's the issue, because if you drop a necklace and then pick it up again, it generates the thumbnail in the inventory and in the examine window properly for a while. It may still be a typo, but it's a typo in how preview images are generated. I'm guessing that it's translating a three-dimensional model to a fixed-perspective image (even though it turns around and stuff) and somewhere in that process it's failing to pick up the original data, until it's viewed on its own.
Xelene thank you! Any idea when the moment the data is lost again? I just confirmed that on my side but I have had time to do shuttles or cross zones yet.
I was experimenting with dropping and viewing necklaces today. When I dropped an emerald pendant and picked it up again, it generated the thumbnail correctly, as expected. As I toyed with the model (rotating it up and down, spinning it fast and stopping, etc.) it suddenly shot off into the distance until it got very very small. I could still see it, but it looked to be very far away. When I closed the examine window and then examined the object again, it was no longer visible. Thumbnail disappeared from the inventory screen too. Perhaps the necklaces have a problem with z-axis location?