While reading some old threads I came across a snippet of old Loftar design ideas from way back in the early days of Salem, he had been discussing clothing having hit points both hard and soft (just like characters in Haven) and the use of Soap lather to 'heal' the soft hit-points (and the hard points presumably being lost for good so clothing 'wears out'). Now obviously clothing has taken radically different course in Salem and hit points are not relevant. But it occurred to me that this idea of Laundry might be adapted to serve a similar purpose.
Their has been some speculation that clothing and or artifice should be wearing out or consumed over time so a better ongoing market will exist for cotton, cloth and tailoring services. Laundry can do that for us in a very thematic way while using items and equipment that already exist in the game.
How it would work
* As you craft or travel in the wild items of clothing will periodically become dirty, it appears as a translucent overlay across individual pieces of clothing.
* The whole character will show some form of graphic cue they are wearing dirty clothing, could be flies buzzing around you, a cloud of dirt, could be progressive as number of dirty items increases, basically you look like a bum and it's obvious you and everyone around you.
* Any dirty piece of clothing ceases to give the benefits of the artifice in it, thus anyone appearing dirty is very likely more vulnerable too.
* To clean clothing you launder it in two step process much like leather making, but in reverse order, first you wash then you dry.
* To wash you use Cloud-of-Lather to make Soapy water as we would use Brains to make Tanning Fluid, up to 4 articles of clothing go in a Tanning tub with Soapy water, more lather and more water can be added as needed, washing is a fast but very phlegm draining activity.
* The wet clothing is now placed on drying racks and will be clean and usable after a long dry.
Now what is the point of all this busy work you say, simple all clothing has a chance to DETACH ARTIFICE when it is laundered (it comes off in the wash phase), because laundering is necessary to regain the effect of artifice and doing so inevitably detach artifice and reattachment will break slots, then all artifice and all slots are ultimately going to be destroyed at some point and clothing becomes a perishable commodity. Each slot on a piece of clothing has a separately rolled chance to detach (maybe 5%), so higher level clothing will suffer more detachments per laundering then low level low slot count clothing. Also if desired all artifice could be given a new attribute to determine that detach probability, the higher tier artifice being more delicate, but an equal probability will also suffice.
This method of degrading clothing dose several great things, first the degradation is slow, by detaching the artifice generally one or two at a time you don't have the player suddenly or permanently deprived of their artifice bonuses. Second by detaching the artifice in a usable sate and leaving an intact open slot you maximize the amount of crafting done to reattach them so crafters win once. Third by guaranteeing all clothing slots are ultimately broken (and the clothing becomes good for nothing but rags) a never ending demand for cloth is produced so crafters win a second time. Forth if the drying time is long enough for wet clothing players will find it preferable to own more then one set of clothing which is yet more demand so crafters win a third time (devs have said wardrobes are coming so multiple clothing sets will be easier to manage). Fifth, players will be constantly getting to make new choices about changing the artifice combinations in their clothing simply by the fact that you're free to put any artifice into the newly vacated slot, this encourages experimentation with newer, better or different artifice (if you want you could even launder already clean clothing to try to make the artifice detach). Sixth by drying clothing on drying racks the incidence of clothing theft will surely increase as high end clothing will easily be the most valuable thing that can be found on a drying rack which by their nature are less secure then chests, which is great source of tears and quite historically accurate too.
Finally a bit about combat and clothing, when a character is KO'ed several of their clothing articles will immediately become dirty (particularly the pants). By not breaking any of the artifice and instead doing only requiring a simple laundering the value of looted clothing is 99% retained, a far better system for the looter then Loftar's original idea of essentially destroying the clothing in the combat process. Also it would be handy to have some table of artifice effects currently active on a player on the equipment screen, developing a set of icons for each of the 18 current effects would also be nice and help keep the table from being too cluttered.