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<title>Latest posts for the topic &quot;Outfit Shell&quot;</title>
<ttl>10</ttl>
<link>http://forums.station.sony.com/mxo/</link>
<description>Latest messages posted in the topic &quot;Outfit Shell&quot;</description>
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<item>
<title>Re: Outfit Shell</title>
<description>&lt;div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;cloudwol wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;QFT! &lt;br&gt;&lt;br&gt;(not spam but I was just gonna post the same thing)&lt;br&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 3 Jul 2006 23:21:39 GMT</pubDate>
<author>GuS</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; cloudwol wrote:&lt;BR&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;BR&gt;opinions such as that can be expected coming from players from non hostile servers because when you&apos;re not flagged up you can dress how you want &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
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<pubDate>Tue, 4 Jul 2006 10:17:08 GMT</pubDate>
<author>Ingus</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; Inguss wrote:&lt;BR&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; cloudwol wrote:&lt;BR&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;BR&gt;opinions such as that can be expected coming from players from non hostile servers because when you&apos;re not flagged up you can dress how you want &lt;img src=&quot;/mxo/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;BR&gt;Well pretty much 90% of females wear a catsuit which covers everything else.... no variety.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&amp;nbsp; &lt;img src=&quot;/mxo/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp; There is significantly more variety in male RSI&apos;s, but in the end there are &apos;best&apos; enhanced versions which crop up a lot.&amp;nbsp; Still, I&apos;d rather they spent the time on org abils etc etc etc.&lt;/P&gt;</description>
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<pubDate>Tue, 4 Jul 2006 14:08:23 GMT</pubDate>
<author>Xcesss</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;&lt;BR&gt;
&lt;br&gt; &lt;BLOCKQUOTE&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; cloudwol wrote:&lt;BR&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;To me this idea is no longer needed since CR2.0 kinda fixed the need to be unfasionable to be any good problem.&lt;BR&gt;
&lt;br&gt; &lt;HR&gt;
&lt;br&gt; &lt;/BLOCKQUOTE&gt;
&lt;br&gt; &lt;P&gt;&lt;BR&gt;I took the red pill after CR2, so have no idea what it was like &lt;EM&gt;before&lt;/EM&gt; the revision... but, IMO, we still need this. The best buffed jacket I have, for example, is basically a down jacket.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;1)&amp;nbsp;The Matrix wasn&apos;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&apos;re supposed to be in the 1990&apos;s, remember?&lt;/P&gt;
&lt;br&gt; &lt;P&gt;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&apos;s the kind of look I want in-game.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;3) Yet, as long is there&apos;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.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;So yeah, I&apos;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&apos;s RSI changes as the result of gaining confidence in one&apos;s powers. The RSI should reflect this inner change, not contradict it.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Please, Devs, don&apos;t give up on this idea... I don&apos;t think the players will.&lt;/P&gt;</description>
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<pubDate>Tue, 4 Jul 2006 17:42:14 GMT</pubDate>
<author>theRonin</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;div&gt;&lt;/div&gt;The latest Cryptos event at Vector might be a work around the &quot;outfit shell&quot; our Commander Ingus has suggested.&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;a href=&quot;http://mxoboards.station.sony.com/matrix/board/message?board.id=live_events&amp;amp;message.id=4398&amp;amp;view=by_date_ascending&amp;amp;page=1&quot; target=&quot;_blank&quot;&gt;&quot;Model has been set&quot;&lt;/a&gt;&lt;/div&gt;</description>
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<pubDate>Tue, 11 Jul 2006 11:07:39 GMT</pubDate>
<author>El_Guapo</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;this &lt;STRONG&gt;&lt;U&gt;IS&lt;/U&gt;&lt;/STRONG&gt; somthing that is very much needed.&amp;nbsp; And i dont want to hear &quot;It woudl be to much work for the devs to do&quot;&amp;nbsp;&amp;nbsp; That bull you all know it.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;&lt;STRONG&gt;&lt;U&gt;THE TRUTH IS OUT&lt;/U&gt;&lt;/STRONG&gt;&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Mxo is not a big money maker for SOE and therfor the time and effort put into the game is at a minimum.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;It sux that the online game that actually has REAL fans &lt;FONT size=1&gt;(besides SWG because everyone likes star wars)&lt;/FONT&gt; gets the cold shoulder.&lt;/P&gt;</description>
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<pubDate>Wed, 12 Jul 2006 13:53:33 GMT</pubDate>
<author>imax</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>Hrm, even with CR2.0 I still notice players wearing very similar clothing because of buffs.&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;An outfit shell which shows other clothing with the buffs removed would be purely awesome. Everyone would look pretty good because they&apos;d be wearing exactly what they want.</description>
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<pubDate>Wed, 12 Jul 2006 15:41:37 GMT</pubDate>
<author>iRomav</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;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.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;I wonder if it might be possible to make the act of &apos;dressing&apos; 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 &apos;buff engine&apos; on and off depending on your location?&lt;/DIV&gt;</description>
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<pubDate>Thu, 13 Jul 2006 03:48:46 GMT</pubDate>
<author>Tytanya_MxO</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;Tytanya_MxO wrote:&lt;br&gt;&lt;div&gt;&lt;/div&gt;
&lt;br&gt; &lt;div&gt;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.&lt;/div&gt;
&lt;br&gt; &lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;br&gt; &lt;div&gt;I wonder if it might be possible to make the act of &apos;dressing&apos; 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 &apos;buff engine&apos; on and off depending on your location?&lt;/div&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;Goes without say, great idea.&lt;br&gt;&lt;br&gt;PM Rarebit....STAT!!!!!!&amp;nbsp; &lt;span&gt;:smileytongue:&lt;/span&gt;&lt;br&gt;&lt;/div&gt;</description>
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<pubDate>Thu, 13 Jul 2006 07:54:43 GMT</pubDate>
<author>El_Guapo</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>Lets not jimi rig this, and do it right...&lt;br&gt;&lt;br&gt;Coders need to be able to specify buffs on what they make... Give us that functionality, and the problem is resolved.&lt;br&gt;&lt;br&gt;Something similair to that tape idea will work. It&apos;s just a matter of changing the system.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Thu, 13 Jul 2006 09:39:23 GMT</pubDate>
<author>LiquidZ</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;LiquidZ wrote:&lt;br&gt;Lets not jimi rig this, and do it right...&lt;br&gt;&lt;br&gt;Coders need to be able to specify buffs on what they make... Give us that functionality, and the problem is resolved.&lt;br&gt;&lt;br&gt;Something similair to that tape idea will work. It&apos;s just a matter of changing the system.&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;Agreed..
&lt;br&gt; I&apos;m new here but it is obvious that style and functionality cannot go
&lt;br&gt; together without a change. Also I agree with Liquidz that buffs should
&lt;br&gt; be stripped and then applied to &quot;custom code&quot; by coders for several
&lt;br&gt; reasons.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 1) Buffs being applied as a seperate entity remove the need to find
&lt;br&gt; specific articles of clothing to complete a set. What I mean is that in
&lt;br&gt; terms of gamplay the hunt is over, It&apos;s no fun anymore finding or
&lt;br&gt; creating or buying that hat that looks good and has the buffs you need.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 2) Creating a strip/add to normal clothing/code/compile production
&lt;br&gt; chain enables coders to play a more social role in MXO... Now other
&lt;br&gt; players will seek out coders to apply their favourite buff to clothing
&lt;br&gt; that fits their style better.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 3) Coders have incentive to aquire a wealthy &quot;pattern library&quot; and also can add custom designs to their repetoire.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 4) At a basic level the idea of custom coding is much more inline with
&lt;br&gt; the RP element of MXO (allthough this point refers to the entire
&lt;br&gt; thread). &lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; Weapons might be a problem as you would just add your favourite buff to
&lt;br&gt; every new level of weapon you aquire and not have to wait and find the
&lt;br&gt; enhanced version.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; Also i believe for simplicity&apos;s sake buffs should not be mixed and
&lt;br&gt; matched... you should only be able to add the exact set of bonuses you
&lt;br&gt; stripped from another article of clothing to your new design.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; It&apos;s not a big step.. just 1 new window for coders and the original
&lt;br&gt; system can stay in place... I think I&apos;m speaking for alot of people
&lt;br&gt; when I say this right?&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 14 Jul 2006 06:30:35 GMT</pubDate>
<author>DioNice</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>An afterthought:&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; You wouldn&apos;t nessisarily need to add a buff stripping system. If an
&lt;br&gt; article of clothing exists in your inventory that has a buff u want on
&lt;br&gt; it then that buff is available when you go to craft new clothing.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; &lt;span&gt;:smileyindifferent:&lt;/span&gt;&lt;br&gt;
&lt;br&gt; &lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 14 Jul 2006 06:33:27 GMT</pubDate>
<author>DioNice</author>
</item>
<item>
<title>Re: Outfit Shell</title>
<description>&lt;div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;Cykodelik wrote:&lt;br&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;LiquidZ wrote:&lt;br&gt;Lets not jimi rig this, and do it right...&lt;br&gt;&lt;br&gt;Coders need to be able to specify buffs on what they make... Give us that functionality, and the problem is resolved.&lt;br&gt;&lt;br&gt;Something similair to that tape idea will work. It&apos;s just a matter of changing the system.&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;Agreed..
&lt;br&gt; I&apos;m new here but it is obvious that style and functionality cannot go
&lt;br&gt; together without a change. Also I agree with Liquidz that buffs should
&lt;br&gt; be stripped and then applied to &quot;custom code&quot; by coders for several
&lt;br&gt; reasons.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 1) Buffs being applied as a seperate entity remove the need to find
&lt;br&gt; specific articles of clothing to complete a set. What I mean is that in
&lt;br&gt; terms of gamplay the hunt is over, It&apos;s no fun anymore finding or
&lt;br&gt; creating or buying that hat that looks good and has the buffs you need.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 2) Creating a strip/add to normal clothing/code/compile production
&lt;br&gt; chain enables coders to play a more social role in MXO... Now other
&lt;br&gt; players will seek out coders to apply their favourite buff to clothing
&lt;br&gt; that fits their style better.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 3) Coders have incentive to aquire a wealthy &quot;pattern library&quot; and also can add custom designs to their repetoire.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; 4) At a basic level the idea of custom coding is much more inline with
&lt;br&gt; the RP element of MXO (allthough this point refers to the entire
&lt;br&gt; thread). &lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; Weapons might be a problem as you would just add your favourite buff to
&lt;br&gt; every new level of weapon you aquire and not have to wait and find the
&lt;br&gt; enhanced version.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; Also i believe for simplicity&apos;s sake buffs should not be mixed and
&lt;br&gt; matched... you should only be able to add the exact set of bonuses you
&lt;br&gt; stripped from another article of clothing to your new design.&lt;br&gt;
&lt;br&gt; &lt;br&gt;
&lt;br&gt; It&apos;s not a big step.. just 1 new window for coders and the original
&lt;br&gt; system can stay in place... I think I&apos;m speaking for alot of people
&lt;br&gt; when I say this right?&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;AGREE!!!!&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#ffff00&quot;&gt;&lt;b&gt;but&lt;/b&gt;&lt;/font&gt;....I believe (I could be wrong) the &quot;buff stripping&quot; that keeps getting tossed around has been stated to be a logistical nightmare on both the coding (actual MxO game code) and balance side.&amp;nbsp; Again I could be talking out of my arse.&lt;br&gt;&lt;br&gt;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.&amp;nbsp; Then outside the LA we could use whatever clothes we want.&amp;nbsp; &lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 14 Jul 2006 07:14:07 GMT</pubDate>
<author>El_Guapo</author>
</item>
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<title>Re: Outfit Shell</title>
<description>I really do not see how this would be hard to do, requires alot of work yes, but difficulty wise, it should be easy.&lt;br&gt;&lt;br&gt;Devs create the following tables:&lt;br&gt;&lt;br&gt;BaseClothing&lt;br&gt;---------------------&lt;br&gt;ClothingID&lt;br&gt;Type&lt;br&gt;Gender&lt;br&gt;Minimumlvl&lt;br&gt;Mesh&lt;br&gt;etc.&lt;br&gt;&lt;br&gt;BaseBuffs&lt;br&gt;----------------------&lt;br&gt;BuffID&lt;br&gt;Type&lt;br&gt;Name&lt;br&gt;Amount&lt;br&gt;Minimumlvl&lt;br&gt;etc.&lt;br&gt;&lt;br&gt;PlayerThreads&lt;br&gt;------------------------&lt;br&gt;PlayerClothingID&lt;br&gt;PlayerID&lt;br&gt;ClothingID&lt;br&gt;Purity&lt;br&gt;Stability&lt;br&gt;&lt;br&gt;PlayerThreadBuffs&lt;br&gt;-------------------------&lt;br&gt;PlayerBuffID&lt;br&gt;PlayerClothingID&lt;br&gt;BuffID&lt;br&gt;&lt;br&gt;This information is not hard to store, and should&apos;nt be hard to pull out either...&lt;br&gt;&lt;br&gt;Devs create a base set of buffs, base set of clothes.&lt;br&gt;&lt;br&gt;Devs can create enhanced clothes just like players can, just add database entries... make a Table &quot;WorldClothingDrops&quot; and whammo.&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;Remember the more dynamic you make your stuff the more scalable and flexible it is....&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Fri, 14 Jul 2006 09:50:54 GMT</pubDate>
<author>LiquidZ</author>
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<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;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.&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&amp;nbsp;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;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.&lt;/DIV&gt;</description>
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<pubDate>Sat, 15 Jul 2006 06:12:19 GMT</pubDate>
<author>Tytanya_MxO</author>
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<title>Re: Outfit Shell</title>
<description>I don&apos;t know what you guys are talking about....nobody really wears the same clothes in CR2 IMO&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Sun, 16 Jul 2006 22:32:52 GMT</pubDate>
<author>Regulus</author>
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<title>Re: Outfit Shell</title>
<description>In the current system, every item is a single entry in the database, and there are thousands .. maybe 10,000+ items I think.&lt;br&gt;In order for a &quot;good&quot; coding system, they would need to be broken down into their component parts.&lt;br&gt;&lt;br&gt;This consitutes a total redesign of the database, a total redesign of EVERY clothing item in the game, and some way of re-issuing all the new items (because you couldn&apos;t convert, the way the items are constructed are so totally different)&lt;br&gt;&lt;br&gt;I&apos;ve wanted this since beta, but the task of it is absolutely enormous, probably bigger that CR2.0. There&apos;s no time, development staff or money to do it.&lt;br&gt;&lt;div&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 17 Jul 2006 07:43:14 GMT</pubDate>
<author>Coer</author>
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<title>Re: Outfit Shell</title>
<description>&lt;div&gt;&lt;br&gt;&lt;blockquote&gt;&lt;hr&gt;Coer wrote:&lt;br&gt;In the current system, every item is a single entry in the database, and there are thousands .. maybe 10,000+ items I think.&lt;br&gt;In order for a &quot;good&quot; coding system, they would need to be broken down into their component parts.&lt;br&gt;&lt;br&gt;This consitutes a total redesign of the database, a total redesign of EVERY clothing item in the game, and some way of re-issuing all the new items (because you couldn&apos;t convert, the way the items are constructed are so totally different)&lt;br&gt;&lt;br&gt;I&apos;ve wanted this since beta, but the task of it is absolutely enormous, probably bigger that CR2.0. There&apos;s no time, development staff or money to do it.&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;hr&gt;&lt;/blockquote&gt;Actually the largest part is the manual conversion, in the process of converting the items you setup a ClothingConvert table to keep track of the old item ID and the new ID. Once the conversion is complete a simple job is run to replace all OldItemID X items with NewClothingID X values. It&apos;s not too hard, the problem is just raw time to convert the items to the new system.&lt;br&gt;&lt;br&gt;Hire a few temps to do it and your set, have the mxo staff write the converter and the new engine.&lt;br&gt;&lt;/div&gt;</description>
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<pubDate>Mon, 17 Jul 2006 10:31:55 GMT</pubDate>
<author>LiquidZ</author>
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<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;thats a great idea.. yesterday i go a shirt with some great ballistic (gun) defence. only problem is that it looked lke a hobo had worn it for years, lol. &lt;/P&gt;
&lt;br&gt; &lt;P&gt;its a great idea to keep your fashion without getting pwnd lol&lt;/P&gt;&lt;p&gt;Message Edited by Modulator on &lt;span class=date_text&gt;07.17.2006&lt;/span&gt; &lt;span class=time_text&gt;11:58 AM&lt;/span&gt;</description>
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<pubDate>Mon, 17 Jul 2006 10:55:34 GMT</pubDate>
<author></author>
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<title>Re: Outfit Shell</title>
<description>&lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;DIV&gt;&lt;/DIV&gt;
&lt;br&gt; &lt;P&gt;This thread delivers. It should NOT be ignored. Do whatever you can in your power to get as many people here for support!&amp;nbsp;We wanna look casual while kicking **bleep** at the same time.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;IMO, the best idea in here was the STM programming, in which buffs would be removed from clothes completely,&amp;nbsp;and instead&amp;nbsp;put in as&amp;nbsp;programs that would load up in a window (slots equilivent to clothing slot maximum). Then you would be able to load your buff programs, then click&amp;nbsp;a&amp;nbsp;confirm button, then bam, buffs loaded.&amp;nbsp;(Like previous have stated, this would be more Matrix-y as you are loading programs to further enhance your RSI, rather than equipping an item which grants buffs magically, without an explanation that can be canon enough to work with the Matrix.)&lt;/P&gt;
&lt;br&gt; &lt;P&gt;This STM idea would make this much better for RSI customization, not to mention, fit in with Matrix canon alot better.&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Git &apos;er done! This could be done easily, from what i&apos;ve seen, the devs here at MxO are capable of more than they think, and we take that for granted by not giving them enough&amp;nbsp;logical and plausible suggestions, THIS being one of them!&lt;/P&gt;
&lt;br&gt; &lt;P&gt;Rarebit, you gotta&amp;nbsp;talk to SOE and the others about this idea!&amp;nbsp;/shakefist&lt;/P&gt;&lt;p&gt;Message Edited by KaitouHayashi on &lt;span class=date_text&gt;07.18.2006&lt;/span&gt; &lt;span class=time_text&gt;01:15 AM&lt;/span&gt;</description>
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<pubDate>Tue, 18 Jul 2006 00:14:12 GMT</pubDate>
<author>KaitouHayashi</author>
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