Clothing in CU

30 posts · 2006-03-02 19:13:41 to 2006-03-16 01:01:22

#35600000477 03/02/2006 19:13:41 Clothing in CU
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?
#35600000480 03/03/2006 05:31:46 Re: Clothing in CU
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.
#35600000484 03/03/2006 13:52:30 Re: Clothing in CU
Sad considering they said they would address this...
#35600000485 03/03/2006 15:41:08 Re: Clothing in CU
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

#35600000486 03/03/2006 15:43:15 Re: Clothing in CU
this is exactly what needed to be done...good to hear!
#35600000487 03/03/2006 16:08:43 Re: Clothing in CU
Sounds good to me.
#35600000488 03/03/2006 17:21:08 Re: Clothing in CU
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%
#35600000489 03/03/2006 17:28:29 Re: Clothing in CU


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
#35600000492 03/03/2006 20:58:09 Re: Clothing in CU
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!
#35600000494 03/03/2006 22:48:09 Re: Clothing in CU


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

That's awsome news.
#35600000500 03/04/2006 04:28:00 Re: Clothing in CU

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_
#35600000546 03/07/2006 16:10:26 Re: Clothing in CU
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

#35600000548 03/07/2006 17:25:15 Re: Clothing in CU


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
#35600000549 03/07/2006 18:09:12 Re: Clothing in CU
I think that Keppen has stated that he allready has 240 resistance...
#35600000552 03/08/2006 00:00:41 Re: Clothing in CU
Yeah, on XP it caps at 240.  I can get melee and ballistic that high.
#35600000553 03/08/2006 06:08:27 Re: Clothing in CU


HCFrog wrote:

 ....
 but the bulk will probably come from clothing. If you're a level 50 and you have top level resistance clothing.......with top level clothes


*sigh* SMILEY

Message Edited by Tytanya_MxO on 03-08-200606:11 AM

#35600000554 03/08/2006 10:14:18 Re: Clothing in CU
Why *sigh*?

I mean for every apparel item you find ingame there's prolly an high level armored version out there in the loot tables now. That means you'll eventually get your perfect outfit if you loot, search and wait enough.

>revolt_
#35600000555 03/08/2006 11:03:36 Re: Clothing in CU


DA6ONET wrote:

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?


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



mwuahahah you know who to call on vector!  www.tbmmxo.com  go to the place an order page of forums
#35600000556 03/08/2006 11:11:37 Re: Clothing in CU


Bethlahem wrote:
mwuahahah you know who to call on vector!  www.tbmmxo.com  go to the place an order page of forums


Bah we need a Recursion item database!
#35600000564 03/08/2006 14:32:31 Re: Clothing in CU


>revolt_ wrote:
Why *sigh*?


Clothing has been elevated in importance in cr2 at least for pvp, the best clothes will inevitably end up being the best clothes...variety will be restricted to that subset, yes making it bigger is cool but as our RSI are inherently less strong, the overall need for those uber-items will increase from our present situation.

I confess the importance I placed on the issue is born of ignorance on my part - as I had not appreciated the lesser impact on the hostile servers...on vector these will be a virtual 24/7 need sadly.

#35600000565 03/08/2006 15:39:35 Re: Clothing in CU


Tytanya_MxO wrote:


>revolt_ wrote:
Why *sigh*?


Clothing has been elevated in importance in cr2 at least for pvp, the best clothes will inevitably end up being the best clothes...variety will be restricted to that subset, yes making it bigger is cool but as our RSI are inherently less strong, the overall need for those uber-items will increase from our present situation.

I confess the importance I placed on the issue is born of ignorance on my part - as I had not appreciated the lesser impact on the hostile servers...on vector these will be a virtual 24/7 need sadly.



 I don't understand tytanya - Even if we majoritarily wear shielded clothes we will still LOOK different at least.

Ninja!


#35600000585 03/10/2006 03:53:13 Re: Clothing in CU


Bethlahem wrote:


DA6ONET wrote:

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?


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



mwuahahah you know who to call on vector!  www.tbmmxo.com  go to the place an order page of forums


Ok let me rephrase, assuming you constantly, and I mean constantly, with a team of 6 people farm every mob in MxO until you find exactly the one artical of clothing with the right buffs on it (ie for a level 50), guess how long that's going to take....... ........ ........ .......... ......... .......... .......... .............. .................... .............. um.................. yeah................................ getting.................................. a ........................ bit ......................................................................... ridiculous!

I have a great idea! Could one of the devs just email me the level 50 version of the FA uniform? That would be hot!
"The heart never speaks, but you must listen to it to know."
-The Oracle

#35600000586 03/10/2006 04:49:04 Re: Clothing in CU
I also have a spreadsheet with about 1200+ Normal items, 450+ enhanced, and
550+ Armored or Shielded.  Now this was all done before I learned about the
/codeStruct command that will give you the name of everything that you can
make.  What I worry about is going thru all that and having to type in the new
buffs, plus having to keep the old ones to see how much we are
getting nerfed especially Crafters -
http://mxoboards.station.sony.com/matrix/board/message?board.id=CR20Items&message.id=584   
Some of those changes on crafters clothing make no sense.  Now I know
that these may not be the last change to the clothing buffs, but the current
versions are very disappointing
Is there a way to get a conversion table once the CR 2.0 goes live?

Message Edited by DelstarDotstar on 03-10-200607:50 AM

Formally of Algorithm then Method and now on Recursion
Last of The Guardians
#35600000587 03/10/2006 06:35:40 Re: Clothing in CU


DelstarDotstar wrote:
Some of those changes on crafters clothing make no sense.  Now I know
that these may not be the last change to the clothing buffs, but the current
versions are very disappointing
Is there a way to get a conversion table once the CR 2.0 goes live?



/agree
"The heart never speaks, but you must listen to it to know."
-The Oracle

#35600000600 03/10/2006 20:09:19 Re: Clothing in CU


DA6ONET wrote:

I have a great idea! Could one of the devs just email me the level 50 version of the FA uniform? That would be hot!


Thats a good idea, i can do that for VH's uniform too (we need female and male sets though.
#35600000618 03/12/2006 09:44:48 Re: Clothing in CU
Hey Delstar,
What was the command you posted for the list of items you can construct? The one you listed above (/codeStruct) gives an unrecognized command when used. 
#35600000631 03/12/2006 20:51:14 Re: Clothing in CU

DA6ONET wrote:

I have a great idea! Could one of the devs just email me the level 50 version of the FA uniform? That would be hot!


hmmmm.... that gives me a good idea for a new contest SMILEY
#35600000632 03/12/2006 21:03:54 Re: Clothing in CU
Can the Devs set it so that we are rewarded with an Enhanced/Armored/Shielded item at the end of every successful mission, like we do with the critical missions? Maybe for a week, so we can stock up on some items that are for our level?
#35600000642 03/13/2006 08:32:18 Re: Clothing in CU

SkyBruin wrote:
Hey Delstar,
What was the command you posted for the list of items you can construct? The one you listed above (/codeStruct) gives an unrecognized command when used. 


/codestructs  You need an S on the end SMILEY
Ok here is the post I made on it
http://mxoboards.station.sony.com/matrix/board/message?board.id=coder&message.id=284

I will try it in the Test server when I get home and see, but I assumed that it works there.

Formally of Algorithm then Method and now on Recursion
Last of The Guardians
#35600000675 03/16/2006 01:01:22 Re: Clothing in CU
Yes, works on Test, just tried it now.

Message Edited by Cal on 03-16-200601:13 AM