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Jacked Out

Joined: Aug 15, 2005
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cloudwol wrote:

To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.





opinions such as that can be expected coming from players from non hostile servers because when you're not flagged up you can dress how you want SMILEY


 



Jacked Out

Joined: Jun 21, 2006
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Inguss wrote:






cloudwol wrote:

To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.





opinions such as that can be expected coming from players from non hostile servers because when you're not flagged up you can dress how you want SMILEY


 







Well pretty much 90% of females wear a catsuit which covers everything else.... no variety.


   SMILEY


  There is significantly more variety in male RSI's, but in the end there are 'best' enhanced versions which crop up a lot.  Still, I'd rather they spent the time on org abils etc etc etc.





Joined: Jun 1, 2006
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cloudwol wrote:

To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.





I took the red pill after CR2, so have no idea what it was like before the revision... but, IMO, we still need this. The best buffed jacket I have, for example, is basically a down jacket.


1) The Matrix wasn't based on Sweden in the winter... (no offense to Swedes, I just used that as an example). Point is, wrong climate, wrong decade-- we're supposed to be in the 1990's, remember?


2) Who the heck would have an RSI based on a down jacket? The look of clothing in the Matrix has been pretty well established in the movies. I dunno about anyone else, but that's the kind of look I want in-game.


3) Yet, as long is there's buffed clothing, I gotta wear the best-buffed stuff in my wardrobe. I need that extra edge to increase my chance of survival as I move into tougher neighborhoods.


So yeah, I'd really love it if buffs were seperated from clothing. That makes much more sense in the Matrix world anyway. RSI has nothing to do with giving you powers... if anything, one's RSI changes as the result of gaining confidence in one's powers. The RSI should reflect this inner change, not contradict it.


Please, Devs, don't give up on this idea... I don't think the players will.



Ascendent Logic

Joined: Aug 16, 2005
Messages: 691
Location: Vector
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The latest Cryptos event at Vector might be a work around the "outfit shell" our Commander Ingus has suggested.



Systemic Anomaly

Joined: Nov 5, 2005
Messages: 5374
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this IS somthing that is very much needed.  And i dont want to hear "It woudl be to much work for the devs to do"   That bull you all know it.


 


THE TRUTH IS OUT


Mxo is not a big money maker for SOE and therfor the time and effort put into the game is at a minimum.


It sux that the online game that actually has REAL fans (besides SWG because everyone likes star wars) gets the cold shoulder.






Joined: Aug 15, 2005
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Hrm, even with CR2.0 I still notice players wearing very similar clothing because of buffs.

RP is a tad annoying, I have to make a quick change into ugly clothes to stand any chance in a fight, so I lose my lovely suit for the duration.

An outfit shell which shows other clothing with the buffs removed would be purely awesome. Everyone would look pretty good because they'd be wearing exactly what they want.


Systemic Anomaly

Joined: Aug 16, 2005
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Clothing variety under cr2 is as poor if not worse than before, although in fairness some of the ugliest stuff has been relegated to its rightful place.

 

I wonder if it might be possible to make the act of 'dressing' in game as opposed to in the LA different....ie in the LA clothes pass their buffs to the rsi but outside only the visual representation of the clothes changes leaving pre-established buff in place? could this be achieved by turing the 'buff engine' on and off depending on your location?


Ascendent Logic

Joined: Aug 16, 2005
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Tytanya_MxO wrote:

Clothing variety under cr2 is as poor if not worse than before, although in fairness some of the ugliest stuff has been relegated to its rightful place.

 

I wonder if it might be possible to make the act of 'dressing' in game as opposed to in the LA different....ie in the LA clothes pass their buffs to the rsi but outside only the visual representation of the clothes changes leaving pre-established buff in place? could this be achieved by turing the 'buff engine' on and off depending on your location?


Goes without say, great idea.

PM Rarebit....STAT!!!!!!  :smileytongue:



Jacked Out

Joined: Aug 17, 2005
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Lets not jimi rig this, and do it right...

Coders need to be able to specify buffs on what they make... Give us that functionality, and the problem is resolved.

Something similair to that tape idea will work. It's just a matter of changing the system.




Joined: Jul 8, 2006
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LiquidZ wrote:
Lets not jimi rig this, and do it right...

Coders need to be able to specify buffs on what they make... Give us that functionality, and the problem is resolved.

Something similair to that tape idea will work. It's just a matter of changing the system.


Agreed..
I'm new here but it is obvious that style and functionality cannot go
together without a change. Also I agree with Liquidz that buffs should
be stripped and then applied to "custom code" by coders for several
reasons.



1) Buffs being applied as a seperate entity remove the need to find
specific articles of clothing to complete a set. What I mean is that in
terms of gamplay the hunt is over, It's no fun anymore finding or
creating or buying that hat that looks good and has the buffs you need.



2) Creating a strip/add to normal clothing/code/compile production
chain enables coders to play a more social role in MXO... Now other
players will seek out coders to apply their favourite buff to clothing
that fits their style better.



3) Coders have incentive to aquire a wealthy "pattern library" and also can add custom designs to their repetoire.



4) At a basic level the idea of custom coding is much more inline with
the RP element of MXO (allthough this point refers to the entire
thread).



Weapons might be a problem as you would just add your favourite buff to
every new level of weapon you aquire and not have to wait and find the
enhanced version.



Also i believe for simplicity's sake buffs should not be mixed and
matched... you should only be able to add the exact set of bonuses you
stripped from another article of clothing to your new design.



It's not a big step.. just 1 new window for coders and the original
system can stay in place... I think I'm speaking for alot of people
when I say this right?




Joined: Jul 8, 2006
Messages: 17
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An afterthought:



You wouldn't nessisarily need to add a buff stripping system. If an
article of clothing exists in your inventory that has a buff u want on
it then that buff is available when you go to craft new clothing.



:smileyindifferent:



Ascendent Logic

Joined: Aug 16, 2005
Messages: 691
Location: Vector
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Cykodelik wrote:


LiquidZ wrote:
Lets not jimi rig this, and do it right...

Coders need to be able to specify buffs on what they make... Give us that functionality, and the problem is resolved.

Something similair to that tape idea will work. It's just a matter of changing the system.


Agreed..
I'm new here but it is obvious that style and functionality cannot go
together without a change. Also I agree with Liquidz that buffs should
be stripped and then applied to "custom code" by coders for several
reasons.



1) Buffs being applied as a seperate entity remove the need to find
specific articles of clothing to complete a set. What I mean is that in
terms of gamplay the hunt is over, It's no fun anymore finding or
creating or buying that hat that looks good and has the buffs you need.



2) Creating a strip/add to normal clothing/code/compile production
chain enables coders to play a more social role in MXO... Now other
players will seek out coders to apply their favourite buff to clothing
that fits their style better.



3) Coders have incentive to aquire a wealthy "pattern library" and also can add custom designs to their repetoire.



4) At a basic level the idea of custom coding is much more inline with
the RP element of MXO (allthough this point refers to the entire
thread).



Weapons might be a problem as you would just add your favourite buff to
every new level of weapon you aquire and not have to wait and find the
enhanced version.



Also i believe for simplicity's sake buffs should not be mixed and
matched... you should only be able to add the exact set of bonuses you
stripped from another article of clothing to your new design.



It's not a big step.. just 1 new window for coders and the original
system can stay in place... I think I'm speaking for alot of people
when I say this right?


AGREE!!!!

but....I believe (I could be wrong) the "buff stripping" that keeps getting tossed around has been stated to be a logistical nightmare on both the coding (actual MxO game code) and balance side.  Again I could be talking out of my arse.

At the minimum, I would like the idea of loading up your clothes in the LA and thus locking in your buffs to be explored.  Then outside the LA we could use whatever clothes we want. 

The only added feature to this idea I would add is to allow us to macro different clothing loadouts like we do with abilities i.e. /savelo kungfu, but /saveclths ma.

Being on Vector, I have many different macro clothes combos I use based on the battle at hand and tend to change a lot on the fly.



Jacked Out

Joined: Aug 17, 2005
Messages: 720
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I really do not see how this would be hard to do, requires alot of work yes, but difficulty wise, it should be easy.

Devs create the following tables:

BaseClothing
---------------------
ClothingID
Type
Gender
Minimumlvl
Mesh
etc.

BaseBuffs
----------------------
BuffID
Type
Name
Amount
Minimumlvl
etc.

PlayerThreads
------------------------
PlayerClothingID
PlayerID
ClothingID
Purity
Stability

PlayerThreadBuffs
-------------------------
PlayerBuffID
PlayerClothingID
BuffID

This information is not hard to store, and should'nt be hard to pull out either...

Devs create a base set of buffs, base set of clothes.

Devs can create enhanced clothes just like players can, just add database entries... make a Table "WorldClothingDrops" and whammo.

The hardest part of this is changing the code to stop referencing built in types (which I assume they are doing) and be smart enough to use dynamic types.

Remember the more dynamic you make your stuff the more scalable and flexible it is....


Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3104
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I would love to see a full and comprehensive solution to this issue BUT I think we have to be realistic and consider the amount of dev time involved....90% of the functionality and variety we seek can be achieved in a simpler manner, personally I would sacrifice that other 10% just to get it done.

 

As regards my earlier suggestion trey reverse the idea make it so the buff engine only records buff changes outside the LA and allows you to dress without affecting buffs in the LA...all your macros will still apply.




Joined: Aug 15, 2005
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Location: Wichita
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I don't know what you guys are talking about....nobody really wears the same clothes in CR2 IMO
 
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