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Clothing in CU
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Controller

Joined: Mar 2, 2006
Messages: 9
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So I am back from the dead. I began playing the first week and reach level 48 and quit after my guild left. One of the things I remember is not being able to wear good looking clothes and needing to have super uber generic everyone looks the same buffed clothing. Is it still the same of did CU clear this issue?



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3116
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As far I can tell it seems that to get proper resistances the right clothing buffs are just as important as before...perhaps more so since we are generally less robust from our LO's. The only bright light in this otherwise dissapointing revelation is that there are more varied buffs spread across more styles of clothing.



Controller

Joined: Mar 2, 2006
Messages: 9
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Sad considering they said they would address this...



Jacked Out

Joined: Nov 11, 2005
Messages: 423
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The issue isn't gone entirely, but it should be changed dramatically.

Clothes will still be a very valuable (even fairly necessary) part of your loadout, but the armored and shielded clothing will be way more useful now than they used to be. The highest level armored stuff used to be 6%, and is now either 33pts or 36pts (I can't remember which offhand).

There are six armored variants, and six shielded variants, of every single piece of clothing in the game. Well, probably 95% (I think there might be a couple missing here and there).

The upshot being that you should be able to pick any outfit you like and find a shielded or armored variant of that outfit, allowing people to wear any outfit into combat without getting pwned.

The unique loot items are still pretty good, with better buffs, but at the same time they always carry less shielding than basic armored/shielded stuff. You have to choose between cool buffs and maintaining your damage resistance, meaning there is no longer a "why would I wear anything else" situation. And under the new combat system, your stats, abilities, and buffs will give you more bonuses (aside from damage resistance) than any type of clothing will.

Sooo... clothing still matters, and there might be some clothing items you see more often than others, but the situation where every single MA is wearing the same outfit should be very greatly alleviated.

This was a sort of compromise between those who didn't want to hear that all their time camping X construct boss had been wasted, and those who wanted more freedom in what they wear.

Message Edited by HCFrog on 03-03-200603:42 PM


Message edited by HCFrog on 03/03/2006 15:42:11.


Jacked Out

Joined: Aug 16, 2005
Messages: 2974
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this is exactly what needed to be done...good to hear!


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1181
Location: Vector
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Sounds good to me.



Jacked Out

Joined: Nov 11, 2005
Messages: 423
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I just wanted to give y'all a little update that I promised a while ago... I just now got a chance to check through the loot tables, and every single armored and shielded item is available in the loot tables. Also one of our designers just added some new items to spread them out level wise (since currently, the vast majority of the enhanced items in the game are low level). So there are some higher level enhanced items, including some more gloves and glasses with resistances.

Here's exactly how many existing clothing items have shielded and armored variants:

Shoes: 90%
Shirts: 100%
Pants: 100%
Coats: 96.5%


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 2357
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HCFrog wrote:
I just wanted to give y'all a little update that I promised a while ago... I just now got a chance to check through the loot tables, and every single armored and shielded item is available in the loot tables. Also one of our designers just added some new items to spread them out level wise (since currently, the vast majority of the enhanced items in the game are low level). So there are some higher level enhanced items, including some more gloves and glasses with resistances.

Here's exactly how many existing clothing items have shielded and armored variants:

Shoes: 90%
Shirts: 100%
Pants: 100%
Coats: 96.5%


This post FTW!

Awesome. SMILEY



Controller

Joined: Mar 2, 2006
Messages: 9
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Wow awsome just awsome. From what I interpret this means that the sweet gray trench I used to loot off of X mob (cant remember their names) can now be useful if I continuously loot for a good shield version of it? If so great job and way to implement it!



Jacked Out

Joined: Aug 15, 2005
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HCFrog wrote:
So there are some higher level enhanced items, including some more gloves and glasses with resistances.

That's awsome news.


Jacked Out

Joined: Aug 15, 2005
Messages: 945
Location: Good Ol' Germany ;)
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HCFrog wrote:
I just wanted to give y'all a little update that I promised a while ago... I just now got a chance to check through the loot tables, and every single armored and shielded item is available in the loot tables. Also one of our designers just added some new items to spread them out level wise (since currently, the vast majority of the enhanced items in the game are low level). So there are some higher level enhanced items, including some more gloves and glasses with resistances.

Here's exactly how many existing clothing items have shielded and armored variants:

Shoes: 90%
Shirts: 100%
Pants: 100%
Coats: 96.5%



Good news and exactly what I wanted to hear. SMILEY

Now it's time to complete the shoes and coats percentages, non? SMILEY

>revolt_


Ascendent Logic

Joined: Sep 12, 2005
Messages: 653
Location: HvCFT Veritas Faction: Furious Angels Organization: Zion Instance: Vector-Hostile Rank: CDR
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Over the past several months I have been making an excel sheet of everything I can code (clothing, guns, tools etc)
Listing what they are, gender, level req, buffs, level of difficulty  and cost of coding.

If you would like a direct link to the file please pm me.

Now while I don't mind going back through this file to update all of the buffs on the clothes, one thing still bothers me about clothing in CR 2.0

The number of clothing items in the game which are decompilable is somewhere around 16,000 (please correct if I am wrong)

I currently have 1400+ clothing items decompiled and catalogged (with another 200 sitting in my email waiting to be decompiled). However, because that is less than 1/10th of the total items in game, it will still be very difficult to have complete freedom in the clothing we wear. How exactly could one go about having all clothing items decompiled without having to search high and low for months and months?

Also if you had to put a weight of importance on clothing vs attributes and abilities, what would it be?

Example: 10% clothing 60% attributes 30% abilites

Message Edited by DA6ONET on 03-07-200607:10 PM


Message edited by Dagonet on 03/07/2006 16:10:42.



Jacked Out

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DA6ONET wrote:

Also if you had to put a weight of importance on clothing vs attributes and abilities, what would it be?

Example: 10% clothing 60% attributes 30% abilites


I'd have to look through stuff again, but I think that it would kinda be like this:

Your abilities get you to a certain starting point for your level. Everybody at that level should be at least there, and if not, they're doing something very wrong.

From there to the cap of whatever you're talking about (accuracy, damage, etc), you'd get
50% attributes 30% buffs 20% clothing
...or something along those lines. Also note that the 20% from clothing assumes that you have ditched all resistance clothing in favor of enhanced/buffed clothing. So the closer you get to the cap, the less resistance you're going to have.

For damage resistance it is different -- I don't know offhand how high you can get your resistances using just buffs, but the bulk will probably come from clothing. If you're a level 50 and you have top level resistance clothing, including some new glasses and gloves in upcoming patches, you can get two resistances to 216. Over 250 won't really do anything for you, as the max useful resistance is (level * 5). I would be interested to see how high a player could get all 4 resistances, with top level clothes, buffs, stats, and anything else they can think of SMILEY


Jacked Out

Joined: Aug 15, 2005
Messages: 243
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I think that Keppen has stated that he allready has 240 resistance...


Vindicator

Joined: Aug 15, 2005
Messages: 3484
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Yeah, on XP it caps at 240.  I can get melee and ballistic that high.

 
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