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