Veonira2005-07-24 07:19:04
Firstly, here's an idea for a new skill in tailoring.
AB TAILORING SEAMRIPPING
Syntax: RIP SEAMS
You can rip apart the seams on articles of clothing, returning half of the commodities used to create them.
Percentage of commodities returned is subject to whatever seems appropriate, but you get the general idea of it.
Now, here's an idea for an improvement.
AB TAILORING SPLENDOR
Syntax: SEW
The epitome of every tailor is to create for him or herself an outfit of
splendor. The fit of a splendor outfit is such that only the tailor it is made
for can wear it. A splendor outfit can be enchanted and cured like great robes,
though its quality makes enchantments upon it greater than those of great
robes. Splendor outfits seem to have a life of their own, and creating another
will because the previous one to be disintegrate in a fit of jealousy.
Also see TAILORING SPLENDOR.
I believe that, unless I've been -extremely- unlucky, that sentence is very false. I have posted on this topic before, and again I will share my opinions. I have yet to have a set of splendor robes that even came close to the quality of nicely enchanted Great Robes. I just recently had a set of Great Robes enchanted that ended up being 65/45.
Currently, my splendor robes are 56/46, which was the result of many frustrating re-sewings, and keep in mind I get -nothing- for a set of splendor robes if they turn out poorly. They will disappear once a new set has been sewn. I understand that enchanting is pretty random, but there has to be something that can be done to give me some sort of benefit, aside from having the four proofings. I noticed that Great Robes have a default stat of 12/12, and I'm assuming Splendors are also 12/12 (I'd love to check but I can't be stressed over poor robes.) Perhaps these can be upped, maybe to something like 20/20 as a starting stat for splendor robes, so that at least if enchanting makes no difference, they will still be higher.
Just some ideas I feel very strongly about, as they make sense.
AB TAILORING SEAMRIPPING
Syntax: RIP SEAMS
You can rip apart the seams on articles of clothing, returning half of the commodities used to create them.
Percentage of commodities returned is subject to whatever seems appropriate, but you get the general idea of it.
Now, here's an idea for an improvement.
AB TAILORING SPLENDOR
Syntax: SEW
The epitome of every tailor is to create for him or herself an outfit of
splendor. The fit of a splendor outfit is such that only the tailor it is made
for can wear it. A splendor outfit can be enchanted and cured like great robes,
though its quality makes enchantments upon it greater than those of great
robes. Splendor outfits seem to have a life of their own, and creating another
will because the previous one to be disintegrate in a fit of jealousy.
Also see TAILORING SPLENDOR.
I believe that, unless I've been -extremely- unlucky, that sentence is very false. I have posted on this topic before, and again I will share my opinions. I have yet to have a set of splendor robes that even came close to the quality of nicely enchanted Great Robes. I just recently had a set of Great Robes enchanted that ended up being 65/45.
Currently, my splendor robes are 56/46, which was the result of many frustrating re-sewings, and keep in mind I get -nothing- for a set of splendor robes if they turn out poorly. They will disappear once a new set has been sewn. I understand that enchanting is pretty random, but there has to be something that can be done to give me some sort of benefit, aside from having the four proofings. I noticed that Great Robes have a default stat of 12/12, and I'm assuming Splendors are also 12/12 (I'd love to check but I can't be stressed over poor robes.) Perhaps these can be upped, maybe to something like 20/20 as a starting stat for splendor robes, so that at least if enchanting makes no difference, they will still be higher.
Just some ideas I feel very strongly about, as they make sense.
Anarias2005-07-24 07:25:53
Just as a note, my greatrobes are currently enchanted at 53/48 for a cumulative 101. Veo's 56/46 splendourrobes are at a cumulative 102.
Elryn2005-07-24 07:37:49
Can't you enchant more things on them though?
Shiri2005-07-24 07:48:10
Yeah, but apparently you can wear both cloaks and coats simultaneously anyway so it's irrelevant.
Lyren2005-07-24 16:54:03
I've always been a fan of the seamripping idea, though I wonder how it would work if you tried to rip apart old tattered clothing? Doesn't seem right that you should get the same commodities from a brand new cloak as one that's been mended a few times.
Nayl2005-07-24 17:38:53
3992h, 2504m, 2927e, 10p elrx-wp robes
It offers the following defences:
Physical cutting: 60
Physical blunt: 44
Armour Status: 100
Twisted black and red great robes has no poisons or magical effects on it.
3992, 2504m, 2927e, 10p elrx-
(104)
But yea, I do believe that Tailoring Splendor Robes should be about 115-120, even if it is only the high-end.
It offers the following defences:
Physical cutting: 60
Physical blunt: 44
Armour Status: 100
Twisted black and red great robes has no poisons or magical effects on it.
3992, 2504m, 2927e, 10p elrx-
(104)
But yea, I do believe that Tailoring Splendor Robes should be about 115-120, even if it is only the high-end.
Veonira2005-07-24 20:08:56
QUOTE(Lyren @ Jul 24 2005, 11:54 AM)
I've always been a fan of the seamripping idea, though I wonder how it would work if you tried to rip apart old tattered clothing? Doesn't seem right that you should get the same commodities from a brand new cloak as one that's been mended a few times.
156653
Well, the percentage of comms could start at, say, half, and decrease from their as months/years go by. Maybe something like, mended clothing couldn't be torn apart either.
Verithrax2006-02-10 16:30:30
*necro*
I always wanted to have seam-ripping. Also, maybe we could have Splendour outfits that aren't robes? Please? I'm not sure how hard that would be to code, but it's magical. It doesn't have to cover the whole body to protect all of it.
And on an unrelated note, can we please get longer MARKET tells? I have to seriously mangle some of my ads to get them below the 120 character limit.
I always wanted to have seam-ripping. Also, maybe we could have Splendour outfits that aren't robes? Please? I'm not sure how hard that would be to code, but it's magical. It doesn't have to cover the whole body to protect all of it.
And on an unrelated note, can we please get longer MARKET tells? I have to seriously mangle some of my ads to get them below the 120 character limit.
Acrune2006-02-10 22:14:11
I desire my splendor to be in sock-form
Richter2006-02-10 22:36:12
The reason market tells are short here are so you create an AD. They were longer in Aetolia, and you'd have people telling you their life story over market. I like it the way it is here.
Verithrax2006-02-10 23:22:49
Should be 140 characters, give or take.. In terms of spam, there's no difference between one and a half lines, and two full lines. I'm not suggesting we make them unlimited.
EDIT: Although, with character and channel names, it would overflow into a third line sometimes. So we can't really increase it without raising it all the way to 200 characters, more or less, which is three lines.
EDIT: Although, with character and channel names, it would overflow into a third line sometimes. So we can't really increase it without raising it all the way to 200 characters, more or less, which is three lines.
tsaephai2006-02-11 00:27:25
QUOTE(Verithrax @ Feb 10 2006, 06:22 PM) 256755
Should be 140 characters, give or take.. In terms of spam, there's no difference between one and a half lines, and two full lines. I'm not suggesting we make them unlimited.
EDIT: Although, with character and channel names, it would overflow into a third line sometimes. So we can't really increase it without raising it all the way to 200 characters, more or less, which is three lines.
if you make it fill three lines it would sometimes overflow into the fourth line because some of the names would be too long just as you said before, so it kindof has to be in the middle a bit if you don't want there to be different length things said on market.
Arix2006-02-11 02:44:51
I'd like to see accessories. With the aetherships, we need bandanas and eyepatches
Verithrax2006-02-11 02:47:06
I already have an admiral's hat and a captain's hat waiting to become real designs.
Aiwendil2006-02-18 10:29:08
Maybe you can only rip things apart before they become rags... Rags don't really have anything salvageable. Or we could make it so only rags can be ripped, because who would want to rip a nice shirt up?
Laxinova2006-02-18 11:55:42
Make it strength or dexterity dependent. You would have to have good finess and skill to get the most commodities out of clothes, where as brutish strength and low dexterity would rip it up without keeping much commodity. Will never happen but just sounds cool
Shorlen2006-02-18 12:09:33
QUOTE(Arix @ Feb 10 2006, 09:44 PM) 256797
I'd like to see accessories. With the aetherships, we need bandanas and eyepatches
Already sent a message to the Charites asking for Bandana patterns