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The Seamstress Blues

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  • The Seamstress Blues

    I would like to talk about the current clothing crafting system. I apologize if this has been done before but I have seen enough of it now that I feel I can competently speak on it. Know that I have nothing but respect for those who put in the monumentous effort to create a varied and complex crafting system for us players to enjoy.

    The system for crafting clothes is entirely too complex. One needs 4 seperate skills in order to properly create clothing. Profession: Woodcutter is required to gather the resource necessary for dummies. Craft: Woodworking is required to make dummies, one for every sex and race. Tailoring for the basic making itself. Then, Craft: Alchemy if one wishes to indulge themsleves with the concept of bright colors.

    Then theres the recipes required for making a dummy for every single race and sex and the recipes for every dye you wish to have. However, the ingredients for the dyes are so bizarrely, unreasonably rare that it makes dye-making totally impractical. Indigo leaves and Fire Beetle Bellies especially. Then of course, theres silk itself, also bizarrely rare for something so mundane. All of these rare ingredients can only be found from mob drops, but most dedicated crafters are not going to have access to these things for quite some time. In fact, the only people who will have them are higher level characters who run and grind the higher level areas. The process of resource collecting is actually encouraging people to grind!

    All of this for something as simple and mundane as clothing. Does clothing really need to be this complicated?

    Please understand that I recognize the logic behind this. The idea, I am sure, was to get everyone involved in the crafting system. To encourage players to come together to share the skills required for making certain objects. But the truth is, the server simply isn't big enough to support such a complicated system. There are simply not enough players involved in the system to support it. Hardly anyone crafts because the system is complicated, and hardly anyone collects because there is so little profit in the simple act of collecting! And a lot of the times some of the items require skills the merchant didn't even stop to consider at creation, and can now no longer properly allocate their skill points to best take advantage of the skills they require.

    I understand that some things should be just plain rare. Rare gems, recipes, materials, ect, to make rare and vaulable high-level gear. Awesome. Make us work for that great gear. High-power magic items should be rare, highly-sought after, and difficult to obtain. But we're talking about clothing. I have personally witnessed three characters, other than myself, who have become frustrated and gave up on the whole crafting system in general, just because they couldn't even make simple clothing. A system of this complexity actually deters the average player from getting involved at all, which you might say "Sucks for them, then" but it isn't. It sucks for everyone because a system designed to have everyone participate isn't being used to it's full potential and it hurts those who do get involved.

    If another potential issue is the idea of players having casual custom clothing, consider that clothing serves no practical mechanical sense and is used purely for RP-purposes. Custom clothing can only enhance the roleplaying experience.

    Below are some of the suggestions that I have put forth that, in my honest opinion, might make the clothing crafting system, and perhaps even the whole crafting system paletable to the average player:

    Let clothing and dye making materials be purchasable at stores. Especially silk. It's clothes after all. I'm not asking for Canary Diamonds here. If we want clothes, make us pay 75 gold per bolt of silk. 100 gold for every fire beetle belly. Yeah its high, but people will pay it for the possiblity of custom clothing. Make sulfur available too, so that a dedicated tailor can purchase his own supplies and make all the dye he requires.

    Free Points. A solid way of getting everyone involved in the crafting system is to hand out freebie points. Give players free skill points in any Craft or Profession and I guarentee you'll see more resource gatherers and crafters. The real problem behind this issue is that the server has added more skills to the game, but failed to reward characters with more skill points to spend on them. Not only do players have to continue to put skill points in their old skills, but have to figure out how to include new skills like Bluff, Sense Motive, and of course, the Crafting and Profession skills.

    The bottom line, I fear, is that clothing-making is so mundane and so unmechanically appeasing, that no one cares that it's this complicated except for those who wish to be Seamstresses/Tailors. Why worry about the 4-step clothing process when people would rather worry about making those awesome weapons and armors? And they have a point! Clothing is mundane. So why is the process so complicated and unattractive? If you are absolutely dead-set on this system as it is, then at least consider letting clothing materials be purchasable. It would go some ways toward making clothing-making more appealing, although the extra effort from woodworking and alchemy still takes away from the fun. Why not use the Tailoring skill to make these items as well, perhaps at a higher DC? That way a character who wishes to make clothing, and nothing but clothing, could still do so.

    I apologize profusely if I seem rude, snarky, or out of line. It can be frustrating to relate some of the woes that a clothing-maker has to go through in order to make something so simple that only serves to enhance roleplay. I also apologize for the length of the post. Please consider my points and know that I am not alone in my frustration. Thank you for your consideration. Please comment in both the positive and the negative. I appreciate it.
    ~Crow.
    "For here, apart, dwells one whose hands have wrought/ Strange eidola that chill the world with fear:
    Whose graven runes in tomes of dread have taught/ What things beyond the star gulfs lurk and leer.
    Dark Lord of Averoigne- whose windows stare/ On pits of dream no other gaze could bare!"

    -H.P. Lovecraft

  • #2
    I don't want to throw darts in your arguments, but I know 4 tailors who work constantly, dyes are used in almost every item creation, weapons, arms clothing, as well as alchemy is used for making essences required for imbuments and enchanting.

    I suggest asking around as many are constant gatherers and I do know of 4 woodsman. Almost any bard can summon enough skill points to make wood dummies. My own PC has crafted 4 sets of armor complete with helmets, boots and shields, mined all the materials and collected and made the dyes for the same, he has also suppied numerous dummies, dyes, essences and plain old crafting materials to other crafters as they've asked.

    Silk while rare is sold, and also can be found occasionaly. Many players have large stocks of it and will offer it for sale. Place an add for some in the role play section.
    /Kim

    Ariel - Cirion: "Glasses, when did you start needing glasses?"
    Sergei - Arawen: "Nice to see you too Blue Eyes"
    Anynduil - Elrylyn: "An ..."

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    • #3
      As Kim says, tailoring actually seems to be one of the most used skills as far as crafting goes. A lot of people walk around in custom clothing, so looking at the availability it seems tailors are not having that much trouble at all.

      I also think it's unfair to say that you need to be a woodcutter and woodworker to be a self-supplying tailor. You only need one dummy and then you're set for life for that race/gender combination. So you can just buy one from somebody else. They are very cheap to produce.

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      • #4
        well one dummy is a bit incorrect as My dwarf cant wear numerous human versions, so i am sure the smaller races have the same issues. but thats besides the point.

        Silk is rare yes, 4 per server reset. but if you look at all th players who have custom clothing its actually quite astonishing. As for colors, you have to remember Certain colors are harder to get and rare, just like old days the rare colors were expensive , why ? for exact same reason some times. The materials used to craft the colors had to be shipped in long distances as thy were not native or easly acessable. Same as indigo leaves and bug butts. They are rare because they materials are hard to get, not because there is a shortage of them.

        You get 10 dyes per crafting, that is damn near enough to do a entire suit of armor or part of armor and a new suit of clothing, or a weapon all together and have lots left over.

        I see why your upset , but it really isnt that bad if you think about it.
        Favorite quote : "Lets see..if they were children, Cirion would be pulling mara's pigtails , Os would be drawling on walls and Grom would be playing with matches."

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        • #5
          my issue with the system is that all the rareties add up. For example, if you want a new tunic and all you have is cash to offer then the tailor is looking at charging a minimum of around 1000gp just in materials (then add in labour).

          Who wants to buy normal clothes that cost as much or more than their magical variants? (then add in another few thousand just to enchant your tailor made outfit).

          Generally local NPC shops are cheaper with a wider variety of magical and nonmagical gear.
          Butch: "You know, when I was a kid, I always thought I was gonna grow up to be a hero."
          Sundance: "Well it's to late now."

          Toons:
          Mittens Whitepaw (Feral Druid),
          Rose Thimblefoot (Simple Seamstress),
          Melody Mourningsoul (Cursed Bard)
          Katalina Zephyr (Guardian of the Grave)
          Gabrielle Dumoine (the Duchess of Waterdeep... 'onestly...)

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          • #6
            I'm in agreeance with prismaticcrow. Juney was originally made to be a tailor/seamstress, and was for a fair while before I'd even heard of the notion of a crafting system being implemented. I didn't care - I just played it out as Juney spending most of her time sewing patches onto things for people- it was her profession, and explained why she wasn't in the adventuring "business".
            Recently I finally got enough XP trickle to level her up, and having heard that the crafting system was now "go", I pumped some skill points into the relevent skill in case she decided to have a sudden change of heart and return to tailoring.
            Due to not having a huge amount of time to play, and my character being how she is and spending the majority of my game-time chattering and making a nuisance of herself, it quickly dawned on me that the availability (or lack of) of the necessary crafting components (the oh-so rare silk in particular) rendered the chance of Juney churning out garments at anything more than the rate of one every two months extremely unlikely; this combined with the fact that she's NOT an adventurer and therefore doesn't end up looting anything kind of put a stop to the whole "return to tailoring" idea and I just ended up kicking myself for putting those points into a skill I'll never use.

            I'm not really moaning, as I kinda learned my lesson and will happily chalk it up to experience and honestly don't mind if it's changed or not, but I just wanted to chime in that the rarity of some of these items is somewhat baffling and, in my opinion, the complexity of the system and rarity of materials is somewhat off-putting, especially for those that don't spend a huge amount of playing.

            My 2 coppers.
            Juniper Thimbles, aka Juney, Blueberry, Maggie, Magpie or Queenie, depending who you ask:
            Ex-Seamstress, Wannabe Collector, and Machiavellian Maker of Mischief.
            'Cherries or Strawberries? Rain or Shine? Cats or Dogs? Cake or Pie?'

            Juney's Super-Sparkly Triple-New theme tune:
            http://www.youtube.com/watch?v=aC9Kc-p2xxw#t=0m22s

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            • #7
              This is a rather sensetive issue. On one side, I can admit, I agree and sympathise with a lot of the arguments held up here. The crafting system is perhaps a little over complex for the non-magical items. But on the flip side of that, it's Kaeldorn's baby, and he's spent many, many hours working on it, scripting it, refining in and is still to this day busily working out the creases and bugs therein.

              It's so easy in a situation to jump on the defensive in a situation like this, but that's why Sundren is still in beta. We need to hear about issues like this so we can weigh them up and have a good natter about them behind the scenes. Rest assured that I'm going to open a thread about this in the developer forums so it can be discussed there, but for the time being I'm going to close this thread. That's not because anything has been said that's offensive or against the rules, but simply because people have a tendency to state, then defend their point of view, and topics like this can sometimes be taken quite personally, particularly by those who have invested such a great amount of time in them.

              We'll bring this topic up again in the near future.
              Lorlen Locke: "Amazing how the righteous commit acts of tyranny and terror almost as beautiful as our own under their banner of "good". We merely call a spade a spade."

              "If you can't learn to do something well, learn to enjoy doing it poorly."

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