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Clothing decay
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Holocron
Dev
Posts: 1019
Registered: 06-25-2003


Holocron

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There's some misconceptions floating around.

Clothing decay has not been in since beta.

Repeat, clothing decay has not been in since beta.

This is also why there is no UXP for clothing (UXP is currently granted only for items that decay, such as weapons and armor, or for consumables). We removed time-based decay from all sorts of things in beta because players didn't like the idea of stuff simply decaying away based on time.

Do we agree that clothing could USE decay? Yes, because the market could stand to have ongoing demand, just as you point out.

But all we did in this mni-patch was remove an obsolete field on schematics that was not being used by the game.

Our current thinking for clothing decay is the death idea I floated in a thread yesterday. Basically, all items in inventory or equipped (including clothing) would suffer some damage when you get incapped, unless they were insured.

This would then provide decay to a whole host of things that currently do not have it.

-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG

09-04-2003 12:53 PM  

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Re: Clothing decay
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Vandessa
Blue Glowie
Posts: 4316
Registered: 06-27-2003


Vandessa
PA: Test Center Off-Site Forums
Server: Test Center

Reply 2 of 173

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That Idea could possibly work. so even if you die and are insured the clothing would suffer decay?

Either way, somehow we need to be able to cycle clothing out like other objects or you could have a serious database load on your hands as tons and tons of garments come in but never go out of the game.

* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity
09-04-2003 12:56 PM  

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Re: Clothing decay
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Edric_Bayne
SWG Chief Petty Officer
Posts: 383
Registered: 06-27-2003


Edric_Bayne

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Thanks for the update Holo. 

However, someone (not necessarily you) could have cleared up this misconception caused by the poor wording of the patch notes much sooner.  As it stands the boards have been in an uproar over this for the past 6 hours.  You need to hire that assistant community manager soon.

09-04-2003 12:57 PM  

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Re: Clothing decay
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AnitaSWG
Wing Commander
Posts: 648
Registered: 08-15-2003



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No UXP from clothes? Since when?

"" Ri'a Ocoli
"" Uniform Marshal, Kettemoor
"" Clothes by Ri'a is 1km north of Keren at 1190, 3770
"" .. my door is always open, stop by any time!

:+: In Good Taste ~ Keren/Naboo ~ 1180, 3720 :+:
Ri'a Ocoli ~ *Cancelled*
Saori Eiwaki ~ *Cancelled*
Jaira Zelona ~ *Cancelled*
09-04-2003 01:00 PM  

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Re: Clothing decay
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GaiaMusashi
SWG Chief Petty Officer
Posts: 350
Registered: 07-29-2003


GaiaMusashi

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but as stated in several other threads here, more and more people are leaving their non essential items (read clothing) behind when they go out hunting - so i'm not sure this would affect clothing much if at all. 

there needs to be a reason for people to bother bringing their clothing with them if this is going to be the solution to the removal of the non working decay issue.  as it stands now, you heal just as fast wearing nothing as you do in clothes, so why bother?  give us the ability to build in accelerated healing, or skill mods, or SOMETHING to make clothing more useful than just to look cool.

Esnaix -- Wanderhome
Teras Kasi Master
09-04-2003 01:02 PM  

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Re: Clothing decay
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Raijen_ArDesh
Wing Commander
Posts: 469
Registered: 08-13-2003


Raijen_ArDesh
PA: The Guild formerly known as "BC"
Server: Chilastra

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Thanks for the update.

Out of curiosity how does the recent change relate to Q-3P0's statements on the Designer Responses Thread regarding decay?

-- Raijen Ar'Desh - Master Artisan/Merchant/Tailor, Not Qute Master Yet Architect, Yellow Pen Tolaris Ar'Desh - Master Medic. Doctor and Aspiring Fencer, Purple Pen "Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer." - HalasterTheBlack
09-04-2003 01:03 PM  

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Re: Clothing decay
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Subcriminal
Jedi
Posts: 1716
Registered: 06-30-2003


Subcriminal

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Yes, we know clothing decay had not been in. That's not the point of most the the complaints.

The point is that we feel lied to. We were promised clothing decay only to log in to the following patch note:

"Removed the decayRate attribute from many schematics. Community feedback was overwhelming that we remove decay from clothing." - quote from patch notes.

I think you can see how this appears to contradict EVERYTHING we have been told.


 


Holocron wrote:

But all we did in this mni-patch was remove an obsolete field on schematics that was not being used by the game.



Then why didn't you guys say so with the patch notes in the first place instead of making it look like clothing decay would never be implimented because of "community feedback"???

I can see how you are trying to do a little damage control, but you must admit the way thing were worded are highly misleading.

09-04-2003 01:03 PM  

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Re: Clothing decay
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Olifena
SWG Chief Petty Officer
Posts: 69
Registered: 07-29-2003


Olifena

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I know this probably won't be answered because of time constraints etc. But is it incapped or death? Incapped would be better then death...obviously with a slower decay rate the the death idea. I've been incapped dozens of times but have only been killed twice.
09-04-2003 01:03 PM  

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Re: Clothing decay
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Mikhail24
Jedi
Posts: 2312
Registered: 06-26-2003


Mikhail24
PA: R.I.P. TACT 6/25/04
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Reply 9 of 173

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Agreed.  I bought about 6 complete sets of clothing and haven't purchased a single piece from my tailor in about 6 weeks.  Hooray for Clothing decay. 

Now, with this whole "everything in inventory takes damage unless insured" bit....that's fine, as long as the costs to Insure all my carried items isn't 80,000 credits.  Yes, you read that right, 80,000 credits.  Ridiculous.  Bring those Insurance costs in line with what normal players can afford, bump it up a little bit if needed, and you're golden.

Mikhail - Master Swordsman / Master Doctor
Emeril - Master Mon Calamari Chef
Emeril's Bio Foods - Enhanced Food & Drink
Hyacinth City, Corellia 4620 2120
09-04-2003 01:03 PM  

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Edric_Bayne
SWG Chief Petty Officer
Posts: 383
Registered: 06-27-2003


Edric_Bayne

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And in case you've missed it, here's the source of the confusion.  The designer response:

"We completely agree and are working to implement [decay] now.  This should be in very soon, much to the chagrin of players who aren't tailors"

 

Today's update notes:

"Removed the decayRate attribute from many schematics.  Community feedback was overwhelming that we remove decay from clothing"

09-04-2003 01:04 PM  

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starwarsaccount
SWG Chief Petty Officer
Posts: 100
Registered: 06-27-2003



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While I agree on the general idea of USE decay, I do not like the fact that clothes only decay from getting incapped or died. Most of our buyers are dancers and musicians whom very rarely die.

Elune Master Weaponsmith - Master Tailor
Main Branch: Coronet, Corellia WP: -133 -5555
Satellite Branch: Theed, Naboo WP: -5300 -5890
Bloodfin
09-04-2003 01:04 PM  

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Re: Clothing decay
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MoeTheBartender
SWG Ensign
Posts: 45
Registered: 06-26-2003


MoeTheBartender

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Unless you make it so entertainers and such get randomly incapped while performing, this whole incapacitation based decay system is worthless.  How many people wear fleshwraps and other master tailor items while hunting?  I doubt there's many.  And since most noncombatants generally don't put themselves in situations where they'll be attacked, these people(read: a very high percentage of our customers) won't ever need to buy new clothes.
09-04-2003 01:04 PM  

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Sketh
Jedi
Posts: 2143
Registered: 07-04-2003


Sketh
PA: Crash Ground Zero
Server: Chilastra

Reply 13 of 173

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Well, I made the following post:

http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=474654

on the main boards.  Unfortunately, I named it, "Item Decay - A Constructive solution for DE's, Tailors and Architects" and not something like "NERF X - H3 I5 2 l337" or something, so it fell right off the main page.

I am going to repost it here, as the decay issue applies not only to tailors, but to architects and DE's as well.


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. 

______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
09-04-2003 01:06 PM  

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Dreamchant
Jedi
Posts: 3355
Registered: 06-26-2003


Dreamchant
PA: CFA
Server: Kettemoor

Reply 14 of 173

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Holo.. thats great .. and fine.. but thats not the big issue.. here... we all feel we were lied to.. Just a couple weeks ago.. we all read that decay was in.. and in a big way.... now its completly gone... great thanks.. so much for individual tailor standing out in the pack.... with out decay.. what makes one master tailor .. different than another.... all other master craftsman can experiment.... and no two master weaponsmiths can make the exact gun.. not so with tailors now... so why do it... we cant use BE items (correctly anyway)... we cant experiment... we can make socketed clothing .. but the skill powerups dont work.... so in other words.. what makes one tailor different than another???? this is just crazy broken.... and the main reason i'm going to do something else.. no point really.. after everyone gets a couple sets of clothes... we will never see em again...

 

Dreamscape ..Ex Master Tailor

Dreamchant.....

Official Kettemoor Jedi Mistress
Champion of the N00b's
Unfortunate Wife of Jey
09-04-2003 01:06 PM  

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wicked9690
SWG Chief Petty Officer
Posts: 890
Registered: 07-08-2003


wicked9690

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Yes, I don't see how that idea will work at all for non-combat classes.
09-04-2003 01:06 PM  

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