http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=474654
First of all, let me state that I am in favor of item decay. Not so rapid as to be hurtful to the people using the various products, but enough to keep the markets flowing. As things currently stand, with the removal of perma-death from droids, DE's, Architects, and Tailors are now all heading to a state where no one will be buying anything because they all will already have everything that they need, and it will never wear out. This is not a healthy state for the player based economy.
Currently, the devs are looking at a decay method for items on your person whereby you get item decay when you are incapped / deathblown.
There are a number of problems with this.
The first one is resources. Do they deteriorate when you get incapped? If so, how? Does OQ go down? The number of items in a stack? Many artisans have to make their own hopper runs. I have no problem with my armor / weapons / clothing being damaged, and needing replacement. However, given the number of different resources required to make many things, there isn't enough house space to store them.
The second problem is a tailor / roaming merchant related one. I will use the example of the tailor. The tailors that I know generally like to keep a good stock on them at any given time, so that if someone asks for a particular item / outfit, they can provide it. Problem with the incap rule for tailors would be that their general stock of merchandice would all be damaged every time they were incapped. Would make any hopper runs / runs to their house / problems with red spawns in their neighborhood a lot worse. This applies to some WS and AS as well - I don't think that they can make a deed deteriorate (at least, I hope they can't).
The incap / deathblow approach is probably a lot easier to code, but will not evenly distribute the penalties for items to all classes.
A good solution, I beleive, is to to add usage timers to clothing, droids, architect built items. At the same time, they need to give the ability to repair these items to the classes that made them. Someone has a really nice vest that got a rip in it? Take it back to the tailor, and let him/her sew it back up. Been using that surgical droid constantly in the med center? Take it to a DE for a tuneup. Foundation starting to sag on your house? Get the architect to shore it up.
I think that the timers for each of these types of items should be usage based, not just time based. Perhaps have a slower item decay on stored items - your clothes wear out faster if you use them all the time, but eventually, mothes will eat the stuff at the back of your wardrobe. Droids will wear out faster when used, but will rust eventually if you just leave them parked in the store-room.