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Creating clothes


daretmavi
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Just now, Windego said:

It's like that for everyone, regardless the class.
You can drag and drop twine and sheets of cloth onto the item to repair it.
10% for twine and 50% for a sheet, which is 4 twine. Making sheets more efficient.

Though... Tailors have an increased repair %

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Well for any other class than the tailor class, it makes sense to me personally.
Consider making a set of pants yourself without anyone teaching you how to do it. The condition and quality is going to suffer because of it.

... Though, arguably that /should/ also apply to armor and tools and weapons if we go by that logic.

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17 minutes ago, Windego said:

Well for any other class than the tailor class, it makes sense to me personally.
Consider making a set of pants yourself without anyone teaching you how to do it. The condition and quality is going to suffer because of it.

... Though, arguably that /should/ also apply to armor and tools and weapons if we go by that logic.

I wouldn't mind a system like that if it meant armor was repairable.

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19 minutes ago, Windego said:

Well for any other class than the tailor class, it makes sense to me personally.
Consider making a set of pants yourself without anyone teaching you how to do it. The condition and quality is going to suffer because of it.

Yeah, it depends on point of view.

The fur is new and maybe the stitching is not that great than tailor's, but the thermal condition should be the same, may be little bit degraded (like 80%) and only a tailor would have 100%.
Adding more twines to make it better is questionable, but great for a game :D

Btw. hunter needs more skills than just killing animals. Stitching fur could be one of them. Skills to survive in wilderness.

 

 

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11 minutes ago, daretmavi said:

Btw. hunter needs more skills than just killing animals. Stitching fur could be one of them. Skills to survive in wilderness.

Maybe. Just keep in mind if one class gets an upgrade, all classes would.
I doubt @Tyron will change the classes any time soon if at all, because I personally think they're well balanced as is.

But maybe a skilled modder could accomplish a class upgrade across the board, like you'd want to see.
Plenty of overhaul mods out there.

And if we're going to add something to a class, we also need to take something from it.
So if we were to add the ability to tailor new custom hide clothing for hunters.... What would you think, needs to be taken away from the hunter? What penalty?
The idea of having  specialization even in real life terms is to be a 'specialist' in the respected field. Be better at it than someone who doesn't specialize.
And in turn, you don't have that much time if any at all, to specialize in other things like tailoring.
A lot of hunters in the medieval days went to specialized tailors to have their gear made for them. They themselves specialized in the one thing they're known for. Hunting animals. No other specialist would do that because they had their hands full on their respected specialization.

Do keep in my that this is my personal opinion and if I'm wrong about anything, feel free to correct me as seen fit.
My knowledge only stretches so far as I've managed to find in books and online, including history class. So it may not be 100% accurate.

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29 minutes ago, Omega Haxors said:

I wouldn't mind a system like that if it meant armor was repairable.

I think that's being worked on. There is a line in the Suggestions topic as a pinned message. One of the things frequently mentioned was repairable armor, which has an added line to it stating it's being worked on.

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1 hour ago, Windego said:

And if we're going to add something to a class, we also need to take something from it.
So if we were to add the ability to tailor new custom hide clothing for hunters.... What would you think, needs to be taken away from the hunter? What penalty?

It would probably be overcomplicated and it is not worth it. I was just surprised, that when I make new coat, the condition is terrible.

Maybe, when/if more skills are implemented, it could work like in Morrowind and you could train what you need and classes could make use of it.

 

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The idea of a mod called xSkills has the basics for that idea. It hasn't anything to do with clothing... But, one could potentially make use of that mod as a base, to create a specialization system without having to pick one from the start. Maybe allowing for a more custom build to flourish...?

46 minutes ago, daretmavi said:

It would probably be overcomplicated and it is not worth it. I was just surprised, that when I make new coat, the condition is terrible.

Maybe, when/if more skills are implemented, it could work like in Morrowind and you could train what you need and classes could make use of it.

 

 

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