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- Zulfi 21m
- BitLittle 20m
- PsycoticCone 24m
- PoliticalLemon 5s
- AdamBlue9000 47s Rolling 526d6 damage against both of us.
- Ralph 3h
a Mench 8h Doing a bit of everything.
And 12 more hiding and/or disguised

Tailoring: Coverage and Value.
Should not correlate.

Right now increasing the coverage of a tailored item increases the value of the resulting garment abritrarily with no additional skill or expense required. I do not think this should be the case. Instead the resulting garment should have a value based on the characters skill, stats and the material used alone.

This makes sense from a mechanics, balance and economic point of view as well as a realism one (I know realism doesn't tend to hold much weight in these discussions.). It also takes no less creative energy for a player to make a pair of boots versus a jumpsuit and it can be galling to see the resulting values penalised because the boots you were asked to make only covered two body parts as opposed to a jumpsuits twelve.

Interested to hear what other players think on this.

Not all fabrics have the same # of coverage slots, to my knowledge and need to be combined on occasion. Maybe this should be expanded on for the lower-end stuff?
Doesn't it make sense that with two items, with all other factors being equal, the larger would be the more valuable in absolute terms? As long as characters are comparing items of the same type and size there's really no inherent disadvantage against anyone.

I think of learning how to create smartly configured outfits that provide specific desirable shortdescs and qualities as being the player skill side of tailor gameplay.

@0x1mm

It'd make more sense if they didn't use the same amount of material for the same cost. As it stands the system is bewilderingly heavily slanted towards making single large items rather than smaller pieces.

Yes it's cheaper strictly in material terms to have footies on pyjamas than make slippers to go with them, but the two end results are not the same in quantitative scoring terms.

Personally I see that a feature to encourage keeping item counts down in outfits, but it only applies to a point: Experimenting with one-piece outfits will pretty quickly show their drawbacks.

Although. Although.

Thinking about it a bit more: If dev time was infinite then there's sort of some precedent here with digital canvases and players self-directing to use the appropriate size; and I can imagine a system with three sizes of material bolts (small, medium, large) which had 8, 16, and 24 total possible coverage slots available with a corresponding price.

@0x1mm further with this infinite dev time, each patch one makes with the bolt would reduce that max.
Doesn't it make sense that with two items, with all other factors being equal, the larger would be the more valuable in absolute terms?

Look up prices on real world designer swimwear and tell me this holds true. ;P

Even non-designer stuff is comparatively pretty pricey for what it covers. The prices people will pay for the barest bits of fabric...

A VERY brief comparison of prices from Ralph Lauren website:

Average Skirt/Blouse 150-400 each

Average dress ranges wildly from fifty dollars to thousands, though the majority of their standard brand line seems to be between 50-250.

I'm not a RL tailor, but I would assume single large pieces are cheaper than multi piece outfits for at least two reasons.

1. More seams + More hems = More time and effort

Like most things, you're usually paying more for labor cost than material.

That said, maybe the average baka doesn't know these things (hell, I don't know for sure. This is hypothesized based on five minutes of research).

I'm still very curious about this conversation. How does a bespoke and well-made item have an attributed value that is less than the cost of the fabric it was made from? I've seen this several times. I'm not sure how that makes any sense no matter how much the garment covers.
Speculating again, but mechanically gauging item value is the purview of another skillet.