Tailor Archive
Thread: Bye-Bye Coloring Woes
* Tailors again have access to the 2nd customization palette at Novice Tailor and the 3rd at Master Tailor.
* Tailoring color customization should work properly.
Should work properly? Why does that scare me?
And I'm going to try to get onto TC now, but I'll only be a nov artisan so won't be able to test much
I managed to get the resources together to make a pair of casual shoes and the colour options were from the beginning of the extended leather palette.
Ah well, it was nice to dream...
ravingbantha wrote:
True but how far are you in tailor? The notes did say new pallets would be available at novice and master.
Not new pallettes, one that should be there anyways
there are serveral items {like specops} that are not allowing the secondary color choice for non masters as they should
KnnOs wrote:
so the general consensus remains that we will NOT have full color pallettes in place of current leather pallettes, nor will they ever intend to.
This is in line with something SOMEONEsaid on the topic before I quit in Oct., that with additional color options comes increased server load that just can't be handled, etc. etc.
It's a very sad thing for me, but all I can really be angry about anymore is the wording for the patch notes. Other than that it's business as usual.
At Fan Fets the Devs did mention that anything changes made to a "skin" of a character adds one more layer to that character that needs to be drawn. Thus additional colors for clothing such as Tailors have requested or additional Tattoos or markings that Image Designers have requested have to be seriously looked at before implementation because of the amount load it adds to a server.
4th color chart on the reinforced pullovers is missing.
Colorazation process is still missing on the desert crawlers.
You know, if they REALLY wanted to decrease server load, they could quit making every last thing in inventory, bank boxes, etc spin. There's no reason for every last thing to spin endlessly. Just make things QUIT SPINNING and allow us to use our mouses to turn things around ONLY if we want. Half a billion objects per server, spinning and spinning, that has to put some kind of load on the server, wouldn't you think?
Emeri @ Radiant
Half a billion objects per server, spinning and spinning, that has to put some kind of load on the server, wouldn't you think?
Not at all since the data is not transfered. The object is displayed and spins on your client. The whole thing which happens in concern of your directory is, when you open it, the client sends the request to the server, asking what is in the inventory. The server then sends back a list of objects wich basically contain:
- internal object reference number (the player never sees that.)
- object type (newbie melon / hawtpants / etc)
- object properties (serial number, creator, colors, condition, skill-mods, damage on weapons, protection on armours, etc.)
Note that these are all simply numerical values, most of them can be stored in an integer (or longinteger) variable, only serial number and object creator needs textstrings. The information on how the object is displayed (text-list in inventory, items displayed in invntory, additional data to the left or not, item in examine-window) is completely handled on client-side, the server doesn't need to know anything about that and thus doesn't get the info.
Also, it's only your very own inventory and you are the very only person who receives this data, which means that the load is not bad on this part. The issue looks completely different with whatever other players see. The package of one player still is not that big, skin-color, hair-color, hair-style, tatoo, size, other body properties, clothes, weapon... it's more properties per one player and apparently doesn't multiply up with the items in inventory, like in the first example.Though, it badly multiplies up with the number of people in an area, numbers move in square. For one person in an area, you have to send the data once, with two persons there's already four times the data on the net. So with a mere 10 persons in an area you have the data on way 100 times and i never yet found a place like coronet to have 10 people only.
Despite this reasoning, i also dare to say that adding another layer probably would not be the big issue with server load. You might have a tiny bit more of loading time, but it shouldn't break your gameplay. An actual problem i see with the problem on client-side. SWG already now is pretty heavy on memory demand and the video card and this mostly is due to the high flexibility of player models. While most MMORPGs use very similar (and often pre-calculated) characters (where else but SWG can you change body size? Not to mention the highly flexible shape system...), they are so very different in SWG that each and any of them has to be calculated seperately. Then the system has to calculate through all the layers of gear and skin and tatoo to determine which of them is visible where. (Some optimisation can be done there and i guess that SOE did that, but you can't make it too simply. There are some clothes and armours, where you can from some angles see what's below... )
And while one more layer first sounds harmless, if you multiply that by the number of players, you'll have some problems. So i really can believe that there are actual reasons not to easily jump for such things.