Tailor Archive
Thread: Heads up: Top 5 rolling around again!
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Khristen
Fri Aug 27, 2004 12:39 am
#28
OT: Big applause for TK Fashions. That website is absolutely awesome.
For my personal top 5 for tailor..
1. Colors - Universal, numbered pallette with the color number as part of the item stats when you examine it. And give us the brights that IDs have. If they still feel the need to limit what things can be what color, just make those boxes unavailable. But if it all goes off the universal one and is numbered by the game code to display it would still solve the problem. Why limit a Master Tailor's colors though?
Throw into this fixing the color options that are broken on certain schematics.
2. Item Categories - This is another biggie for me. I have to keep a list in a notebook so I can sort through or tell people where to find things on the vendor. I suppose this is technically a merchant/bazaar issue, but it really hurts tailors that have people come and look for specific items and don't know that certain categories don't have anything in them or the item they want may be in an incorrect category. Wookiee clothing is the big one here, although the dusters and such are another one.
3. Clothing Schematics - More please. Especially more dress clothing for men. Poor guys get left out.
And not limited use, schematics. If they have to be some kind of loot schematic, make it a permanent one like the shellfish harvesting tool is.
4. Crate Size - I'll go with this one as well simply because it seems like I'm running synthetic cloth every time I turn around, but I can't keep a lot of it on hand because of storage issues.
5. Socketing - Consistent socketing based on level. A master shouldn't get very many one (or no) socketed items.
RandDarkstar
Sun Aug 29, 2004 5:38 am
#29
not quite. RRGGBB colouring requires 256 possible values for 3 variables. Currently, most clothing requires only 1 variable of 256, and some as low as 16 values (I believe the long formal jacket is only 14 colours)
What this would do is triple the amount of data sent for every article of clothes on the screen to every client within range. It becomes exponentially slower as you begin to add clothes and viewers to the area, and with all likelihood, we'd crash the servers in coronet and theed on an hourly basis.
freakymonkey
Sun Aug 29, 2004 6:42 pm
#30
yeah RRGGBB is 24bit color meaning 16.5 million possible choices with 255,255,255 or FFFFFF. im not talking about some wimpy pallet that is chosen from X increments of coloring im talking about having access to the whole 16.5 million. ever use MSPaint or, hell even photoshop. the color chooser window. you can use an "eyedropper" to pull out the numbers on a color that is close to what you want and then you can manually tweak them up and down to get the exact color. or specify your own from the start if you know what you want.
I know that right now the pallets are 1 byte, 255 colors on the large tables that would only add 2 bytes per final crafted item. so lets say you had 1000 items of clothing on your charachter, you would add a whopping 2k of information to your carachter. lets say there are 100,000 players on a server... wow look at that, 200mb of data added. that is if EVERY charachter had 1000 colored items. Sorry i know this isnt the technical forums but i'm trying to justify my rant on the behalf of players everywhere.
I know that right now the pallets are 1 byte, 255 colors on the large tables that would only add 2 bytes per final crafted item. so lets say you had 1000 items of clothing on your charachter, you would add a whopping 2k of information to your carachter. lets say there are 100,000 players on a server... wow look at that, 200mb of data added. that is if EVERY charachter had 1000 colored items. Sorry i know this isnt the technical forums but i'm trying to justify my rant on the behalf of players everywhere.
RandDarkstar
Mon Aug 30, 2004 1:48 am
#32
Let's say that every player had the same outfit -pullover, hat, gloves, boots, belt, shirt, pants, necklace, 2 bracelets.
10 items. Adding the colours from each section of these comes to about 20 possible colours roughly.
Let's say in a big room, you have 200 people (like coronet starport) each person needs to get every colour from every person. that is 2000 colours, sent to 2000 people. 2k times 2k = 4,000,000 transmissions. each now has to be 3 bytes instead of 1. You are now sending 12 million bytes of data just for clothing. But static characters, models, vehicles, buildings etc may also need to have colourization adjusted.
Added up, this will cause the servers to lag far more than they are now.
This is with only 200 people. If we say it's 100k people, then we are sending 3,000,000,000,000 bytes of data
That is 3 terabytes of data to go over the internet.
SirLithium
Mon Aug 30, 2004 8:00 am
#33
Any discussion thread you can point me to on the subject of Clothing Experimentation: Why?
Akaara
Mon Aug 30, 2004 7:13 pm
#34
I really really would like to see the pallettes all match each other with some newer shades added in, fix the whites/blacks so they all match. Make the black a little blacker too.
I have thought about this for a while, and quite honestly we are limited because of the color pallettes. Why can't wookiees have a full color pallette on their robes anyways? Why can't we make blue boots if we want? How comethe dress jackets cannot be made in a real crisp white or any light colors for that matter (texture issue?)
I honestly think by fixing the existing color pallettes so they all match would almost seem like we have new schematics 
Srednii
Mon Aug 30, 2004 10:55 pm
#35
I like the idea for trying to get crate size for components increased. And as other posters have suggested, open up with a 500 or 1000 unit crate suggesting for bargaining space. Crates of 50 for all components would be an improvement. Crates of 100 would be ideal. Crates of 100+ is more then we could hope for I think.
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