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Jacked Out

Joined: Aug 15, 2005
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Was posted in general forums but now that we have a development forum it was only fitting to discuss here.

 

To bring some diversity to this game, how about adding a secondary outfit panel in your inventory so a player can wear whatever they want over their buffed items and just disable buffs for the outfit shell to keep players from stacking buffs.


 

Something needs to be done... together we look like a bunch a freaken garbagepal kids. Everyone dressed alike in pvp for the sake of survival is one of the biggest problems in this game and totally kills your individuality.

 

it's probably the easiest idea to impliment compared to the tons of other complex ideas such as stripping clothing buffs etc..

 

Seeing how we were able to fight in our halloween masks during the halloween event makes it even more possible that it can be done.

 

We can hide the ugly buffed clothing without the devs having to change them. So what i did is post a step-by-step of what it could be like:

 

Step 1 - Dirty Ingus - In your typical crap-ugly buffed attire for the sake of survival:

 


 

Step 2 - Ingus opens the outfit shell panel to hide his ugly buffed clothes

 


 

Step 3 - Ingus is now dressed to kill and actually looks like someone that inhabits the matrix

 


 

Everyone's buffed rare items remain intact, we're gaining style and not losing a thing.

 

If the devs pulled off us wearing disguises during the halloween event... whats not to stop from creating an outfit shell to hide the ugly stuff?


Jacked Out

Joined: Aug 15, 2005
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I'll address this here as well then:

If the devs pulled off us wearing disguises during the halloween
event... whats not to stop from creating an outfit shell to hide the
ugly stuff?


A disguise is one object. Running off of the pre-existing spy tree
based disguise system. It is not a disguise made up of mix and match
components which the outfit shell would be. So this is not as easy to
do as making a new disguise. So while an idea that I like, I'm going
to have cite the same database issues that hinder other coding
changes. Right now each character takes up (in a basic database set up)
one row in a table for their clothing. With this outfit shell, that's
a whole new row, nay, a whole new table. Now this new table would store
the item that we want to wear over the old clothes (but this is not
a disguise so it cannot use the disguise system).

So we have our new table and row for "outfit shells", now we need a front
end designed that allows us to change them - this is one of the easy
things to do. But now, in the background again, we need a system that
can constantly check which clothing is in which box - normal or outfit
shell, and then it needs a way to disable the buffs. Now, currently
clothing is directly linked to its buffs, so to disable them,
we're probably looking at a routine loop that is running constantly (or
in its simplest - possibly open to exploits form - once every time
a new item is placed in) that checks said item in outfit shell and strips
it's buffs.

To be honest, I don't see this being an such an easy thing to do with the
current way clothes are set up. But then, lets wait and see what the CR
does to the need for buffed clothes, we may just find out that such
things as an outfit shell are no longer needed...
Dxy


Ascendent Logic

Joined: Aug 15, 2005
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It's a nice idea Inugss, but I think what would be better is for them
to finally just revamp coding altogether.  They could allow a
certain number of slots per clothing item, and would let us put what
buffs we want  (within reason of course) on those clothes.




Vindicator

Joined: Aug 20, 2005
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Sweet idea, Ingus.

 

I had an idea I shared about coding a while back, but can't find the link to it. Basically, my idea stated that if coding got a re-vamp I'd like to see these features. Each article of clothing has a template. Ex: t-shirt, vest/tie combo, tam duster, shorts boots, etc. Players can add a custom color using windows color scheme. If you can use WMP for the radio, why not color scheme?

 

Each template has a memory capicity, similar to the memory for abilities. You can only have X number of abilities loaded at one time, so the article of clothing can only have X number of buffs.

 

Each buffs has a memory cost. Dodge ranged and viral deflectio would probably have a higher memory cost, for obvious reasons.

 

Each item has a certain number of "charges" where you can change the buffs. Once the charges are spent, the shirt stays as is.

 

Not to mention, when you open your Code Analyzer Tool, you would be able to sort lists more specifically; by color, buff, difficulty, minimum character lvl, etc. Or even a search bar. I hate when I can't find that mud orange jacket my friend wants me to code for her. I'll just run a search for "Orange Pants" and my options are minimal.

 

 



Jacked Out

Joined: Aug 17, 2005
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I love the outfit shell idea, Inguss. Here is why; Its a great alternative to extracting buffs from clothing, which i imagen could be a bit difficult and time consuming for the developers. /Highfive


Systemic Anomaly

Joined: Aug 15, 2005
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Much needed!

phi


Systemic Anomaly

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I'm not really sure as to the method used to construct clothing objects but if it's anything like other object-based games (Diablo 1 & 2 for example) then there is a couple of databases;

 

Item Buffs list:


  • Buff Index (unique number to tell difference between objects with same name)

  • Buff Prefix Name(s)

  • Buff Postfix Name(s)

  • Buff cost (good buffs cost more)

  • Buff effect

  • Buff chance (% chance to work)

 

Item Type List:


  • Item Index (unique number to tell difference between objects with same name)

  • Item Name (construction explained below)

  • Item Poly-Object

  • Skin Index (limited by poly-object foreign key - only skins for this object can be used)

  • Buff1..9 (list of up to 9 Buffs until sum of Buff costs <= Max Buff cost)

  • Item Initial Durability (a "local copy" of this is kept and decreases as items lose stability)

  • Item Initial Durability equivalent name (etherial - can't be repaired, torn/cracked/dented - low durability, etc...)

  • Item Creator's Name (name of person who coded this instance of this item - stored in object instance, not in template)

  • Prefab Item (if set to "1" then creator's name is fixed)

  • Code bits & Frags required (stuff needed to code this item - see my post in "Data Miner" as to special frags that could be obtained by decryption)
    http://mxoboards.station.sony.com/matrix/board/message?board.id=dev_roundtable&message.id=846

  • Item creation cost (cost to code in $info)

 

Item Skin List:


  • Skin Index (unique number to tell difference between objects with same name)

  • Item Poly-Object (foreign key, specifies which poly-object this is for)

  • Skin Name

  • Skin Colour Name

  • Skin Texture (the "picture" that gets wrapped on an object)

  • Skin Icon (the picture that shows up on the hotbar/inventory)

 

*Item Name = [Item Creator] [Item Initial Durability equivalent name] [Skin Colour Name] [most costly buff prefix] [Skin Name] of [2nd most costly buff postfix]

 

EG:

phiAU's tattered orange arbalest's berret of speed
(coded by phiAU, low durability, orange, VT bonus, berret, speed boost)

 

Flood's fine silk defender's bandanna of disease
(coded by Flood - indicating pre-fab item possibly only obtainable in mero missions, high durability, silk bandanna skin, physical damage resistance, bandanna, chance to cause code-rot)

 

This naming database formula is very good for making a great many items with a limited set of game data.

 

Of-course I've trimmed it down a little, leaving out things like singleton/can decompile/can create, but you should get the idea.

 

So back to the original topic... If we had a coding system to make objects this way then that would solve the need for an "appearance shell".

Yes I am a programmer... I will now take your questions.

Message Edited by phi on 01-04-2006 11:39 PM

Message Edited by phi on 01-04-2006 11:44 PM
Message edited by phi on 01/04/2006 05:44:37.




Jacked Out

Joined: Sep 5, 2005
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Better idea, take the idea from KOTOR 1 & 2.



You get the good clothes and input the buffs yourself, like health
regen mesh etc. It would be better and we all would look as good as
ingus:smileytongue:

phi


Systemic Anomaly

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I explain the summary for my ideas here better

Message Edited by phi on 01-05-2006 02:16 AM
Message edited by phi on 01/04/2006 08:16:45.






Joined: Aug 15, 2005
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Well, as it has been said before,

Introducing a system where we can put our own buffs on cloths means the
entire item system would have to be redone, because the current system
has items that are unchangeable. Buffs are intact, and they either have
the ones they were designed with, or they don't.



The shell looks like a good idea, because if an item that can change
our appearance, (such as a disguise) can work, then creating a separate
gear window just for looks would seem to work in the way the disguise
does.



Granted, if they had to make that separate shell where we put the
clothing we want on it, then we have to create a disguise item that
will allow us to look good, but not take up our gear slots, that would
be fine too.



What if they made coders have the ability to create disguises, where a
trade window could open up, a player would place all their cool
clothing in the window, and the coder could create a disguise out of
it, to be worn just like the halloween disguises were?





This game's item creation system is so simplistic, we can't create much
of anything.  Each class should be able to "create" something that
helps them or another class, that other classes cannot create.



Here's a new topic for discussion.

Message Edited by {SoG}Esky on 01-04-2006 10:51 AM
Message edited by {SoG}Esky on 01/04/2006 08:51:09.



Jacked Out

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Disguises are one peice.  Rarebit already said this would cause major problems.

 

The best way to fix the lack of clothing options would be to seperate the buffs.

 

Or stack the clothing that you want to see on top of the other making that one invisible... but using it's buffs.  We see this already with the overcoat or gi that completely hides all of your other clothing that you had on.

 

If they don't want to do the outfit shell, then they could have us stack them seperately and make it look like we are extracting the buffs.  It would mean that we really have two items on ourselves, but only one would show up.

 

Someone came up with a really detailed analysis on this, but he ultimately failed when a DEV said it wouldn't work.  I made some adjustments and never heard anything back from a DEV again.

 

Here it is again...





So.... I'm thinking how to make this work with the new information that Walrus has given us

 

What if... the object that is turned into tape, is still the same item of clothing.  The icon changes to a tape and the article of clothing becomes invisible.   Then you fake the system into stacking a new article of clothing on top of the old peice of clothing, aka tape.  Then, maybe in the same way you stack code bits together, when you move the article of clothing the other article of clothing moves with it too.  And also when you try to place a shirt with pant tape, it wouldn't stack because they aren't the same kind of item.

 

I hope Mr. Wildo doesn't mind, but regarding this new information, I think I can help his plan succeed.  I hope so anyway.  When I say "tape" I am talking about the item that is invisible and capable with stacking one other item of "clothing", which is the new article of clothing.


Step 1 - Turning buffed articles of clothing into "Tapes"



  • Propose adding a right click option on a buffed item to "convert" or "extract" the buffs.
    "You sucessfully extract the buffs from %item_name."

  • This will permanently hide the original clothing object and result in a tape.
    Background Coding: Change the clothing properties like stability points.  { item[visible] = 0; item[icon] = tape; }

  • This would be possible on any buffed item; including rare loot drops such as Greywolf coats, etc.

  • Since the article of clothing is still there, but invisible, the minimum level requirments will still be active.  { item[min_level] = 16; }
    "You do not meet the minimum level requirements to wear this."


  • Disable the ability to equip the tape even though it is a clothing item.  { item[equipable] = 0; }
    "This item is not equipable."


  • DEVELOPMENT NEEDS – Creating the right click option, changing the visibility properties of the item, changing the icon to the buff tape.


Step 2 - Stack buff tapes with clothing



  • Once the item has been transformed into tape, it is viewed in your inventory as a tape buff. This tape can then be dragged and dropped onto a piece of clothing, or visa-versa. The clothing will then stack with the buffs from the tape.  The user will see the stacking as combining the two items together.
    "You sucessfully combine %clothing_name with the tape."

  • The tape stacks with the other article of clothing; both items move as one, yet there is no option to seperate. { if (A moves to 1,1) then (B moves to 1,1); }

  • If the tape is not of the same type of clothing as the the other article of clothing, an error window will popup. { if (item[class] != clothing[class]) then error; }
    "You cannot combine %item_class tape with this item."

  • The new article of clothing must be non-buffed. { function stacking ( if (clothing[buffed] == 1) then errorSMILEY }
    "You can only combine non-buffed items with tape."

  • Enable stacking by allowing the tape to stack one other item on top of it.  { item[stack] = 2; }

  • Only one article of clothing will stack with tape. { if (item[stack] > 2) then (error; place additional item backSMILEY }

  • Enable the ability to equip the tape with the article of clothing.  { item[equipable] = 1; }

  • DEVELOPMENT NEEDS – Enable stacking of the tape with an article of clothing, prevent the combination of two different items, inhibit the ability to seperate after stacking, add information codes for the system chat box


Step 3 - Post buff insertion considerations



  • Change the icon of the "tape" to the item that was stacked with it. { item[icon] = clothing; }

  • On the character, the visible non-buffed article of clothing will replace the invisible tape item.  { clothing[visible] = 1; }

  • When the article of clothing is decompiled with the "tape", the user receives the recipe of the non-buffed item.  The "tape" is recycled when a decomile is attempted.  { function DECOMPILE( recycle item; decompile clothing); }
    "You sucessfully decompile %clothing_name."
    "You recycle buff tape of %item_name for %info $info."


  • If traded, the item will trade with both items together just like a stack of code bits.  If the tape item is untradeable, you still won't be able to trade it.  The properties of the tape will still stand except for the fact that it is invisible and the 3D icon will change.

  • The stability points will be calculated by the un-buffed article of clothing.

  • DEVELOPMENT NEEDS – On the fly ability to switch out the 3D icon, allow the clothing to replace the tape on the character.

I think I got it all, but of course I don't have the source code so I can't really guess how it could work.  Argh... just make MxO open source... lol





Joined: Sep 15, 2005
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Better idea would eliminate buffed clothing and keep it matrix styled.

Imagine if your inventory has a section just for buffs. A total of 7 to be precise, solely for buffs (same number of clothing slots).

Your clothes would not be buffed, so you could wear what you like. Instead of purchasing buffed clothing, you would purchase buffs, for the buffs section.

Think about it, this is a far easier option. Easy solutions are more likely to be implemented.

Instead of getting buffed clothing from hideout bosses, they could drop a piece of cool looking clothing, and a buff code to be placed in the buffs section. Coders would still be able to create buffs and clothing, but would mean the same amount of buffs would be available as they were when attached to clothing. No horrible balancing effects are therefore not going to occur.

Now for the transition, have a 2 week period where the buffs on clothing items in the inventory are split, and the buffs could be stored. In this period you could select the buffs and clothing you want to keep, and delete the ones you didn't want.

All buffs are therefore just a program in your mind. None of this rubbish of certain clothes infuse the RSI with abilities. Its all supposed to be in your head, eg helicopter driving program.

Message Edited by HighDecibel on 01-05-2006 03:41 PM
Message edited by HighDecibel on 01/05/2006 15:41:21.



Jacked Out

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Easily one of the best ideas on this forum... Guild War's "Hide Helmet"
and "Hide Cape" options were wonderful for the brief amount of time I
played.

phi


Systemic Anomaly

Joined: Aug 18, 2005
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It's always interesting seeing these things broken into a procedural list by non-programmers SMILEY
 
They can be amazingly complex sometimes. :manvery-happy:
 
I like the idea of separate the buffs from the clothes... Have them converted into sub-routines programs (as in "I need a crash course on hot-wiring a motorcycle" )
Programs can then be fixed with what they do.
 
eg:
  • Physics timer lag (boosts dodge ranged and increases running speed)
  • Projectile variable override and terminator loop(enhanced damage from firearms with damage over time)
  • Viral code-dispersal (area effect something)

you get the idea

 
 

Message Edited by phi on 01-06-200609:30 PM


Message edited by phi on 01/06/2006 03:30:06.



Vindicator

Joined: Aug 20, 2005
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There is a lot of discussion about coding in this thread. I mentioned revamping coding with ways to sort your codes and search for items.
 
MxOResource has done this! It is the greatest feature any fansite has offered so far.
 
mxoresource.com

 
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