135331-crafting-tailor-in-particular-first-impressions-post-drop-6

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Greetings folks.
 
Just managed to get tailor to max talents, all schematics, and I thought I'd share my perspective on this.
 
A) The crafting voucher reward for the daily crafting quests is simply too low for the costs. Either up the vouchers, or lower the number of items to craft per quest.
 
B ) The method for getting glamer cloth is simply too convoluted, which makes this item artificially more scarce than it needs to be. It's a bit silly that it seems to be aimed at being a rare and hard to find item when you have a guaranteed and consistent way to get it.
 
C) The crafting dailies used to, before drop 2, open the respective crafting item in the crafting window. They haven't done so since then. It was a good feature, and would be a huge QOL plus if we could get it back.
 
D) The failure chance at max overcharge is too much unless you dedicate all talents and all other (cosmic, etc) bonuses to reducing it. This means you can't aford to use any of the increases to max overcharge talents, since they are always in the same tier.
 
E) The "reduce basic materials" talents seem of little to no effect. Am I missing something here? What is the intended goal of these ? Does the "basic" part refer to white materials such as the cloths, or the vendor mats such as the threads? Is it working at all, and I am simply blind?
 
F) The cost for respeccing talents is too high for how often we will end up doing it considering the maximum rate of crafting vouchers we can get per day
 
G) The epic crafting daily quest gives ABSURDLY LOW rewards for the mats it needs. Something needs to give, here.
 
H) While the crafting cost (aka, the cost in the button) is acceptable for master crafted items, for lower items, it is too high. The rate at which a player gains plat in the game, even as a signature player, with all grandfathered benefits, etc, is too low to support heavy crafting of lower than master items.
 
I) Salvaging gives too many signs and too few actually useful materials. When we get 10 times more elemental signs than cloth something is seriously wrong.
 
Long story short, the cost/reward ratio is a bit wonky and inconsistent throughout the crafting tiers.
 
I'm sure I'll remember more, but I'll leave these here for now and I hope any CM delivers the feedback to carbine, so they can analyze it when the initial pressure from the release and server status calms down.
 
(Also, feel free to drop your own info, I haven't had the time to delve into non-tailor yet, so any info on those is extremely welcome.)
 
Your hyperactive seamstress,
Timiniel
 
EDIT:
 
J) It would be nice to be able to know how many of each power core we have in the window to choose power core. Having to check via inventory is really needless extra work. Would be another great QOL change, and I think a simple one. It used to show us how many we had, soo, how about giving it to us again ? :)
 
K) Sometimes, totally randomly, the crafting circuit starts with 11% chance to fail instead of 0%. I can't determine what causes it. Exact same power core, right out of the gates 11% fail chance, when all other times, it has 0% from the start. Sounds like a bug to me.
			
				
	Edited October 2, 2015 by Timiniel	
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			I used to love professions but now i am just like, nah lets not. This morning i went to have a look at my tailor just to find out that i need glamer cloth and i dont have a clue where to get it. So i was like lets look at the Broker to see if i can buy some and yayy i can............ for 9 plat each. Seriously......	
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I never liked tailoring. I leveled it all the way up hating it. Then they said that they were reworking it to make it more intuitive and were going to make survivalist a cloth gathering profession, which I thought was desperately needed. Now it's just so much more convoluted with the epic and rare cloths. Let me put it this way: If creating a blue quality in game item below maximum level takes more effort, time, and ingredients, than it does to make a peanut butter and jelly sandwich irl, you need to fire any and all people who ever so much had a hand in making that profession. IDC the profession or the game it's just absurd to make it that way. 
 
edit: i want this to be known as the PBNJ litmus test. 
			
				
	Edited October 3, 2015 by Bérnkastel	
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			So is there any crafting thats worth it? I usually enjoy crafting or have you heard of any plans to look into them atleast?	
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So is there any crafting thats worth it? I usually enjoy crafting or have you heard of any plans to look into them atleast?
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			problem on tailoring how I see it is... by time you start get materials to craft gear you have far out leveled it and would need next tier materials, suppose same is with outfitter who also needs to primary grind mobs for their mats (this is different to wep smith and heavy armors where ability to get materials ain't related to ability of killing X-level mobs)
			
				
	Edited October 3, 2015 by raven0ak	
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B ) The method for getting glamer cloth is simply too convoluted, which makes this item artificially more scarce than it needs to be. It's a bit silly that it seems to be aimed at being a rare and hard to find item when you have a guaranteed and consistent way to get it.
 
Would love to know that way. Any chance you can share?
 
I) Salvaging gives too many signs and too few actually useful materials. When we get 10 times more elemental signs than cloth something is seriously wrong.
 
+1
 
K) Sometimes, totally randomly, the crafting circuit starts with 11% chance to fail instead of 0%. I can't determine what causes it. Exact same power core, right out of the gates 11% fail chance, when all other times, it has 0% from the start. Sounds like a bug to me.
 
I can confirm this bug as well, but for me it wasn't 11%, it was uncraftable. 5 out of 6 times while crafting for the daily quest, my chance was 100% even with lvl5 crappy power core. One time it was uncraftable untill i underpowered one chip by 100%.
			
				
	Edited October 3, 2015 by Ianes	
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K) Sometimes, totally randomly, the crafting circuit starts with 11% chance to fail instead of 0%. I can't determine what causes it. Exact same power core, right out of the gates 11% fail chance, when all other times, it has 0% from the start. Sounds like a bug to me.
 
I encountered something like this. I was trying to craft some Expert boots for the daily and if I used a weak dynamic core I got 0% chance to fail but if I started with a basic or advanced dynamic core, my chance was 18% to fail without overcharging anything (I have 2 talents to reduce the chance to fail by 10% each). 
I assume that your chance to fail should not go up using a more powerful core.
 
Even worse, once I get the 18% chance to fail, I cannot get rid of it by replacing the core with a weak dynamic core. 
I even closed the crafting window and reloaded the schematic and inserted the weak core but still had a 18% chance to fail. 
The only way I could find to fix ti was to close the window, walk away from the crafting station then come back and reload schematic/continue the craft/use the weak core.	
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Another bug found: The imprints sent to players to replace archivos crafted support systems are crafting weapon attachments instead of support systems, meaning all my chars are now without a support system.
 
 
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Would love to know that way. Any chance you can share?
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One more thing: After evaluating the income obtained and the costs of crafting dailies, I believe that the in/out ratio is not balanced. Either the costs are too high and need to be lowered, the rewards are too low and need to be raised (a lot, I mean 2k vouchers for 1 plat cost?) or finally the gold income in the game is too low at the moment and needs to be raised. One of the three must really happen. 1 plat for 2000 vouchers at the current income rate is not doable for anyone that doesn't spend hours farming every month.
 
These dailies should be almost no cost, for a small gain, or low cost for a higher gain, not high cost for low gain. 6 gold for each vendor mat is absurd (was 90 silver pre-drop). Oh, and this is ignoring the epic crafting daily quest, which is completely inconceivably expensive for 2000 vouchers no matter how much things get revised.	
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Crafting is now a jacked up, thankless endeavor that is not worth your time or PLAT (it will cost you more to make items than you will recover by selling them) 
 
Also, compared to the items you used to be able to make, the items now are generic, wonky, borderline useless hunks of chua scat. 
 
 
Devs I suggest you revert back to the way it was. 	
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