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Tailoring Quality
Stop meta meter-long @desc's.

Brevity is the soul of wit, and some of these half a dozen line long descriptions are way meta, as they could be summarized to a one-liner, but are not either to artificially increase the value of items or because of limited OOC linguistic skills. This suggestion concerns itself with the former.

Maybe there could be a 'quality' property that's calculated alongside value, so something could be expensive but low quality (expensive materials by an unskilled tailor), or fairly inexpensive but very high quality (cheaper materials by a very skilled tailor). It wouldn't be based on the length of text in any way, and additionally take less consideration of the material value.

It might be one of the numerical factors already included in calculations of item value, but only get displayed as a word, like how drugs in game have varying levels of quality you can tell if you have sufficient knowledge in them.

Tailors should have to deal with the actual quality of their work, and artists of appropriately good technique should not be punished for describing their clothes in less words. This would also let connoisseurs discern counterfeits from the real thing and keep the 'trading' skill relevant rather than having it be moot for purposes of pricing a work of art.

This suggestion seems to resolve all these issues. Credit to Scotchy for coming up with this solution.

Separately from the 'value' thing,

Meter-long descriptions anywhere are difficult. Tattoos in particular do not need to be described with five hundred words.

Just pointing out that there might be more to this phenomenon other than spamming for value.

Other than that, I personally agree that brevity shouldn't be a penalty to the artistry skill.

Seconded. It's really disheartening to go all out in writing top-notch descriptions that convey the style the creator's going for without being needlessly verbose, and end up with cheap value because of the lack of a billion words and the item only covering a few pieces.
Seconded. It's really disheartening to go all out in writing top-notch descriptions that convey the style the creator's going for without being needlessly verbose, and end up with cheap value because of the lack of a billion words and the item only covering a few pieces.
@Linekin

Strangely enough some players /ask/ for huge tattoo descriptions.

It seems to be an issue of a mental connection between more words = more detail, and when a client ICly asks for more detail, well, that's either a moot question or they're asking for more words or precise language to describe the piece.
It's quite unfortunate. I didn't even know the description affected this. I prefer the simplicity in clothing. I tend to speed read large descriptions of things because, spending five minutes to read a character's description is a huge downer. I also end up not remembering what the character looked like or their clothes because there was too much.
This. It becomes something tricky to try and get an idea of what someone's wearing or any new changes to their appearance if there's a giant wall of text looming over my parser. On an unrelated note, I think that's why I secretly love it when people have their body descriptions there to break up item descriptions so it isn't just some giant clusterfuxx of text. (Also, I know who you are now SoulTune! Wah-hoo!)
The material used drives the quality factor. I won't be having GMs score your work. That's some busy-work madness.
We were thinking more about Artistry skill. That's already in there and the quality factor could be the combination of that and material to form an automated 'score' of work.
While the material used seems like it sets the range of quality, I don't think it's fair that the length of description should have such a huge effect on the value price. I'd be happy if it were nerfed a little bit so we're not being penalized for wanting to keep descriptions to the point.