

50 posts · 2005-12-24 04:06:39 to 2008-10-20 23:23:25

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 01-05-2006 02:16 AM
Message Edited by {SoG}Esky on 01-04-2006 10:51 AM
Step 1 - Turning buffed articles of clothing into "Tapes"
Archived image unavailable: BPRightClick.html
Step 2 - Stack buff tapes with clothing
Archived image unavailable: BPCodeTape.html
}
}
Step 3 - Post buff insertion considerations
Archived image unavailable: BPFinalItem.html
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
Message Edited by HighDecibel on 01-05-2006 03:41 PM

you get the idea
Message Edited by phi on 01-06-200609:30 PM
Message Edited by HighDecibel on 01-08-200609:18 AM
Message Edited by HighDecibel on 01-08-200609:19 AM

Rarebit Wrote:
One thing I'm not overly fond of in your diagram (very nicely presented, though) is the miniature size of the memory slots you have there. I think those are too small to be usable. We'd probably have to break the socket interface out into its own panel.
Another issue is the naming of the socket buff items. If they're all just named after their slot, then you have an inventory full of items that all look pretty much the same, and you have to mouse over them and scrutinize their stats to tell them apart, instead of being able to do so by just reading their name. So they'd still need unique names.
Then the question is, for the sake of familiarity, do we just turn the current buffed clothing items into legacy socket items, keeping the old names that everyone is used to, or do we spend a lot of time giving them all new names, and make people learn what each item is all over again?
OMG OMG SWG NOOB!! LOL mabe not a noob but still the TAPE NO!!!! NOT THE TAPES FROM SWG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Cognoscente wrote:
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"
Archived image unavailable: BPRightClick.html
- 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
Archived image unavailable: BPCodeTape.html
- 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 error
}
"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 back
}
- 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
Archived image unavailable: BPFinalItem.html
- 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
QFT!
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.
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.
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.
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.
Goes without say, great idea.
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?
Agreed..
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.
AGREE!!!!
Cykodelik wrote:Agreed..
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.
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?
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's not too hard, the problem is just raw time to convert the items to the new system.
Coer wrote:
In the current system, every item is a single entry in the database, and there are thousands .. maybe 10,000+ items I think.
In order for a "good" coding system, they would need to be broken down into their component parts.
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't convert, the way the items are constructed are so totally different)
I've wanted this since beta, but the task of it is absolutely enormous, probably bigger that CR2.0. There's no time, development staff or money to do it.
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.
its a great idea to keep your fashion without getting pwnd lol
Message Edited by Modulator on 07.17.2006 11:58 AM
This thread delivers. It should NOT be ignored. Do whatever you can in your power to get as many people here for support! We wanna look casual while kicking **bleep** at the same time.
IMO, the best idea in here was the STM programming, in which buffs would be removed from clothes completely, and instead put in as 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 a confirm button, then bam, buffs loaded. (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.)
This STM idea would make this much better for RSI customization, not to mention, fit in with Matrix canon alot better.
Git 'er done! This could be done easily, from what i'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 logical and plausible suggestions, THIS being one of them!
Rarebit, you gotta talk to SOE and the others about this idea! /shakefist
Message Edited by KaitouHayashi on 07.18.2006 01:15 AM