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Towards Variable Material Worth

A few days ago, a player IMed me about the low value of an expensive peice of clothing they wanted to be made. They stated they weren't going to pay as much as the tailor quoted because the item wasn't going to be worth that much according to an inspection.

My immediate response was 'suspend some disbelieif and RP its worth'. The player rebutted that it was all fine and good to RP it, but in the end, someone was gonna get jacked for it. The player suggested that we make finer materials so nice clothes could be made from them.

Now, I'm entertaining the idea. We'll follow it thru and see where it takes us. Finer materials need to be distingished by something when you inspect them (more than the value) so that there is justification for the value of the item. So that means some sort of message when you inspect it about it being better or worse than 'average' or some such.

So, I put it in the ideas forum to see what happens to it.

I just want to say "I agree completely."

It becomes more interesting when you have to make sure you are using the right kind of cloth, as opposed to using the same one for say, an expensive silk dress, and then later using it for a pair of socks.

Then, it would also make it a bit easier for a tailor to decide on the price of an article of clothing.  Want a cheap shirt? Use a crapy material and charge 'em cheap. If you want something nicer, then you're going to get a better fabric, one thats worth more and you'll see that in how much you have to pay for that shirt.

But if this nicer material comes out..then what? What about the people who have 'nice' clothes?

Hmm…

This is an interesting idea. I've always wondered when something like this would come up. My thoughts on the topic are this:

1. Instead of the name just being material, I think that it should be changed to <a certain kind of material> material (the certain kind being something like leather, synth, silk, satin, PVC, etc.) This would first off state what kind of material it is, which would then in turn state what kind of material the shirt, pants, or whatever it is, is gonna turn out.

2. I think that the prices of each material, depending on the quality which would be predetermined when the material is generated by the admin/builders/creators, should differ. Say like, you have some really fine quality leather. That should cost alot, because of the quality. Plus some kinds of material are my expensive than others. Like silk is more expensive than PVC, or somthing.

Anyways...just my thoughts on the tailoring world. There may be some incomplete thoughts in my post, but oh well.

Damn…talk about simaltaneous posts. :P
Do we require the name of the material to be mentioned in the desc? Or the exclusion of the 'other' material names?
Do different material types require different levels of skill to tailor?
But still, I'd rather pay a ten thousand chyen for a well-desced rag than for a shoddily desced Armani suit.

But that's just me. I'm still missing the days of materials flying around as anything and everything. Anyone remember that guy who made an Alien costume out of materials?

Yes. I think that the kind of material should be included in the desc. Something like: "A roll of leather material ready to be made into clothing.", or something to that extent. It'd be pretty much like it is now, except with the name of the kind of material, and a varied price value.

And yes Murphy, a well-descripted rag is better than an horribly descripted Armani suit. At least with the rag you can wipe down the bartop. :P

I suspect that not only would it include 'quality' of the material, but certian materials would also have 'properties' associated with them.

For instance, thick leather would have 'heat resistant' properties, and would require a higher 'skill' to work with.

Other materials might have 'anti-balistic' properties, 'radiation resistant' properties, or 'cold resistant' properties.

What's nice about this is there's allready support for pieces of clothing having these properties, and their desired effects. It's just presently not made obvious to the player wearing them except through the description.

-Kevlar

And if the material is 'leather', must the tailor's description and worn_msg include the word?
And with a really BIG rag you can mask your identity. ;)
As far as the higher skill goes, for working with the materials, how would the admins go about deciding who had the right skill? As far as I know, there isn't anything in the 'skills' that would easily *can't spell the other word* say who would and would not be able to pull out some decent leather working.
kind of a touchy situation but poor ooc and poor ic will be two different things if this system is developed.
I'm with murph I'll keep my *plain* matereal clothes that are made by a good description writer.

if for instance you were poor at sewing or whatever would there be an automatic chance to ruin the matereal?  

The higher the 'tailoring' skill, the easier time you'd have of working the more costly/useful materials.
In response to Johnny, I believe that the name of the material such as 'leather' would have to be included at least in the @describe message, and probably in the @worn as well, although I am unsure of how restrictive some may find that. I however, don't see that having to include the word in the @worn will be too creatively restrictive, as one large aim of the message is to properly convey the sense of the clothing.

So yeah, make it so the type of material word, 'leather', 'silk' etc must be included in the @worn and @describe messages, and either have it that the message cannot be modified without the words in, or have it appended such as when using ! .

Skills hmm.
Mainly intelligence…with it not high enough maybe even preventing @tease messages from being modified, as they are generally associated with finesse, a high quality of tailoring etc.
However, the main result would be the time it would take to make the item....a timer could be implemented, so clothes are no longer created seemingly instantly, but after an amount of time, depending on their stat.

Endurance could simply prevent tailors from being able to create item after item without a break. Those that aren�t skilled enough in their profession won't be able to endure making a whole outfit in one go for example, and will be shown up as not being as good a tailor.

I think that this would put some stats in use generally associated with other pursuits, whilst being realistic.

I stated the above under the thinking of not needing to add a skill, or make modification to current systems.


With regard to the apparent OOC/IC problem stated by Jotun, and less obviously Murphy I would like to suggest that part of acting in character, of being a great tailor, would be to create great descriptions. If they cannot meet up to their characters expectations OOC then they should not be doing that with their character. This is why players� writing skills are very important for getting a job as a reporter IC, and if aren�t good enough they won't get the job, regardless of IC background and stats. Admins feel free to correct me if I am wrong with that.
Furthermore, if players are describing clothes brilliantly, but their character is not a tailor, and shouldn't be able to create brilliant clothing, they'd have to realise that they are acting OOC and halt the production, or otherwise purposely make the clothing not seem as good. Trust in players, and sadly if necessary Admin policing would prevent problems with regard to that.
The players would of course have to take the materials quality in account, which the inspect can show up clearly, and if players are describing shitty fabric as being 'quality', and it's too much for the admins, then the modifications could be checked to disallow shitty fabrics from having key words such as 'quality' in them. An OOC message could even be displayed to the culprit, and simply having one inaccurate word stopped, should knock them to their sense to not try any more.

Yikes, I've rambled.

I hope that that makes sense, and isn't a bunch of crap, and I very much hope that this gets put into action.

Thanks people :)

Quote: from Protagonist on 6:11 pm on June 28, 2003[br]


Furthermore, if players are describing clothes brilliantly, but their character is not a tailor, and shouldn't be able to create brilliant clothing, they'd have to realise that they are acting OOC and halt the production, or otherwise purposely make the clothing not seem as good.

Not at all what I'm saying.

I'll give an example as to a piece of clothing I've desced elseMU*:

A drab olive green colored, loose fitting jumpsuit covers %p entire body. The durable, rough fabric is covered here and there in old, slightly faded oil spots, and the entire jumpsuit looks old and worn. It's covered in pockets - two at the breast, two on each thigh, and a couple of smaller ones nearer the knees, some of them with their bottoms cut off, making many hoops for putting tools in, if the need were to arise. %N wears the jumpsuit with sleeves rolled up, allowing %p elbows, forearms and wrists freer movement. Across the back of the jumpsuit is stenciled in fading, white letters, 'USAF'.


Now see, this is a crappy piece of old dirty clothing. But it's fairly well desced (at least, I think it is). And OOCly, I'd rather wear some ratty piece of well-desced clothing than a shittily desced piece of fancy clothing. Should crappy tailors be restricted in how much detail they can put in about the rattyness of said clothing?

Yes.
Gonna rip off Rastus here, but..

:knob:

I agree with the Endurance playing a role in the tailoring process.  But if a new 'skill' was added, that would hinder those who already tailor.  Or, in those cases would the admins go ahead and up their skill in that area? Or would they have to just..not make clothes untill their skills mirror how well their clothing is by reputation/in the past.
that's my second this week, maybe I'll just stop posting all togther.
I don't think that any new skill is needed as I stated. I don't see why changes really need to be made, and not doing so would benefit both players and admins it seems.

I see what you mean Murphy, and I like that description. I think that I mentioned in my fast rant that tailors have to OOCly meet up to their IC expectations. So if they write crappy descriptions maybe admin support (providing material) etc could be removed, which can be done easily ICly, such as the supplier stating 'I'm not going to let you wreck my quality fabric you sad excuse for a tailor, getoutahere, and don't expect anything until you can make some decent clothing'.
Also, tailors need to make their customers happy and satisfied with their clothing to survive. People aren't going to buy badly described clothing, and that's perfectly IC.
As for the other side…of clothing that is ICly bad, but OOCly good, well tailors don't produce that stuff...the stains etc would generally be player made modifications under 'modify your clothing for RP'.
So as a result the choice should end up being between well described IC bad clothing, or well described IC good clothing, meaning that OOC factors are not longer a problem.

I hope that I answered you properly and that I don't have a fault in my logic there, but I seemed to arrive to the conclusion smoothly...


(Edited by Protagonist at 7:52 am on June 28, 2003)

Quote: from Protagonist on 6:43 pm on June 28, 2003[br]
Also, tailors need to make their customers happy and satisfied with their clothing to survive. People aren't going to buy badly described clothing, and that's perfectly IC.
As for the other side…of clothing that is ICly bad, but OOCly good, well tailors don't produce that stuff...the stains etc would generally be player made modifications under 'modify your clothing for RP'.

Not necessarily, I remember a time when it was in fashion to buy pre-torn/frayed jeans. Pre-faded jeans are also selling pretty well these days. Might me 'in' to have stained clothing for some people, who knows?

Sure okay, especially if one sees cyberpunk and it's fasion in 80's form as you seem to do/like to do.
However it's a bit of a tangent, and doesn't change the conlcusion.
:)
So, what does everybody else think about the questions posed by Johnny et al, and maybe my responses to them?

Cyberpunk.

Not Cyberkeanu.

Cyberpunk fashion has many forms.

Red's, for instance, is, as Johnny so eloquently coined it, 'recycled fashion'. It's whatever got handed down through the years (Fame T-shirts). It's what didn't get sold in the shops on Green and Gold and Blue 4 years ago, and has been sitting in a warehouse, forgotten (red PVC shirt/skirt). It's whatever 'outfits' you manage to put together with the money you can afford. Everone wouldn't be walking around in black leather trenchcoats and mirrorshades.

-Kevlar

What about support for clothing made of more than one material? Suits with armoured lining, etc. Ideally needs to be supported, but that should just be a matter of allowing tailors to combine multiple materials into a single garment, with obvious limitations/encumberance outcomes…

Quality of material and skill of the tailor can be used to reflect the fundamental value of a product in the coded sense. The quality of it's description can easily be left out as a coded consideration and just be handled as a desirability factor. Just because a suit is Armani (codedly having a high value because of good materials and quality constructin (skill)) doesn't mean -I- am going to like that particular look (the description). Thus, I won't buy it... thus, tailors who write crap descs won't get business, no matter how good the material or their skill is. Making a garment (tailor skill) and actually designing it (the desc, ultimately) are two very different things. Would you wear half of the stuff you see on the Paris catwalks?

Yep.

Thanks Rastus for some on topic input, that I feel conforms to what I was saying. The multiple fabrics for clothing is interesting :) and would be realistic, I'll come back to it when I'm not finishing The Order of the Pheonix ;)

Murphy I don't know where you get the idea that I'm a blind mirrorshades and trenchcoat devotee, and it's not what this topic is about. I totally understand the forced fashion etc, and have discussed it with Kevlar after I had a understanding of it, which erm, isn't exactly hard to gain. You baffle me and I'm tempted to call your post worthless.
This is not fashion discussion.

So anyway, I think that this would work very well and ask for others to give input on the questions raised by Johhny and the general questions on how to implement different fabrics of varying quality and type with their own modifiers to reflect that.

And thanks, I hope that this gets implemented very soon as at least I see it as very significant :)

ok heres a valid question that I want everyone's opinion on, where (priority wise) shoud "new" fabric/clothes fit in?

is that the most important, next thing that should be taken care of now?
or
is it something that would be really cool to have, but not as important as other things currently in development?

my vote, though a cool, awesome idea, the current system works well, and there is other stuff currently being worked on that I would rather see implimented before new fabrics and whatnot.

wacha think?

Yeah…this is a Cyberpunk MOO, not TailorMOO.
It'd be cool to toss in different qualities of fabric, but, honestly...

Is this really important at all? Seriously, people.

I think the angle of this thread you're both missing is tailor made armour and/or good looking customized clothing with some inherent armour value.

As for the greater scheme of things, depending on how they're planning to implement it, I don't envisage this as being a -major- task. Indeed, it not being TailorMOO, the system doesn't warrant a vast and complex system of designing, cutting, stitching and finishing materials to a finished product, but instead a fairly simple system of checks, requirments and message setting. As Kevlar already mentioned, pretty much everything they need in terms of the armour system is already there, as is all the code for clothing, wearing, etc.

Again, dependant on the exact implementation they plan, I'm quite confident that said system could easily be implemented with almost minimal effort at the hands of Johnny (and/or Kevlar). Establishing and designing the system would probably be the most time consuming part, I don't imagine it requiring a great deal of actual code.

But that's just my uninformed opinion.

(Edited by TAFKAR at 7:38 pm on June 29, 2003)

Whoa man…

Don't let Lillith see those posts saying tailoring's not important. I can only imagine what her response is gonna be...

*runs off before Lillith comes in screaming about her tailoring being important*

CP: Style over Substance

Now, if your style is cheap, its not really stylish as much as it is lame poser fashion.

Part of style is having that kick ass looking trench actually worth the value you're trying to convey by having it have this amazing description.

The shitty material -should- have a poorer description than the finer material. Granted, that would be left up to the tailor, but we'd hope they'd apply that logic.

I think it would be a great addition to have different qualities of fabric. And I think that yes, they would have to say the word in the desc, but more importantly the item name. When you come into a room and see it lying on the floor, the first word should be 'leather' or whatever. It can't truly be changed IC if the item name includes the type of material.

I have to raise an entirely different issue that will result in this. There are parts of the game (like the market) that currently treat all materials as worthless trash. This already doesn't make sense, as for example there was a material that was a fancy guitar amp or a diamond ring and when you try to sell them the market acts as if it's worthless trash. Since we know the market reacts that way, we don't try to sell these things.

But it seems to me that if you're going to assign higher value to material, you're logically going to have to allow for the market to buy such things.  So, I guess you'd have to say it offers a certain price range for all "leather" things and another price range altogether for "PVC" things, etc.  But that isn't really going to make sense either. Anyway, I don't think it should be implemented unless the new materials are going to have actual in-game worth, because if you rob a corpie who is wearing a fancy Armani suit, you oughtta be able to sell it on the sly, dammit.

:poser:
:werd:

And on behalf of the Rastus shouldn't be agreeable foundation… I'd also like to say...

:wanker:

...although I have no idea who to, it's just in my contract.

I'd like to state in advance that I didn't restructure this post after all, as Murphy called me a poser for restraining myself from posting straight away without modifying my post but wanting to remind myself to do so fast, and hence settling at giving a message ;). And also because Johnny then deleted my post, so erm, I thought that I'd just get it out. What was the point of the ramble I just made? Well it's to apologise before hand if this does not make sense. So, the original post:
First I'd like to say thanks Tylissa for giving valuable input, unlike some.

I don't think it should be implemented unless the new materials are going to have actual in-game worth, because if you rob a corpie who is wearing a fancy Armani suit, you oughtta be able to sell it on the sly, dammit.

It will have in game worth, and definitely from players. Johnny stated that the price shown when inspected would be higher, which was the whole idea….an expensive suit shouldn't be made from inexpensive fabric. Which, as Johnny stated would mean that people would have to not write descriptions making clothing seem great, when it's value is low. That could either be admin policed, or as I stated previously a key word search could be used, to disallow the word 'quality' etc from appearing in a shitty piece of material�s messages.

Clothing would sell at a market, because they would have real price...that could fetch rather high, as the clothing could for example be as protective as a NeXus trench coat. I think Ty that you have caught onto the messages and properties, but not the value...

Even if they weren't accepted at a market that would also be okay in my view, as many IC reasons can be given for hawkers not accepting clothing. Really one would be looking to selling it on to players anyway right?

With regard to the words being contained in the name, the type of material would not have to be the first word. I don't know if you literally meant that, but it would simply have to feature there, as otherwise the brand name could not precede the item of clothing's name, which is the current standard such as N.Kwan Originals <item name, to include type of material word>

Also, since when can a player create a diamond ring? Materials being made into items other than clothing, and not coded items, is to aid RP....not as a source for miraculously creating diamond rings and selling them off... A player wouldn't buy it, and neither would someone at the market...
Being able to make guitars or amps etc is to allow a performer to perform; as such coded items aren't available to them. I created a computing book for a character of mine, so I could justify spending UE on programming whilst RPing reading it, and to act as an RP prop.
To accommodate for this, generic material would still have to exist, until(if ever) a replacement system was created. This is because obviously one can't create a guitar with the word 'silk' having to show up in inspect and @describe and @worn messages. The generic material would be of a low value as it currently is (well the same material would be used ;)) and so it rightfully wouldn't be able to be sold at markets etc, as they are RP props, not ways of making money through for example magically being able to smith metal etc. It is accepted that they can just appear when used as props, as they are simply an extension of RP, although stories like 'I smuggled the book through immigration checks' are good to RP to explain it.

But that isn't really going to make sense either
The clothing item will retain its raw value, which would be assigned, not randomly, but according to quality/grade and the type of material. It makes perfect sense.

I should have structured this, but seeing your robbing the corpie statement again I think of: currently if one buys a tailored suit for 7k or something, because it could only be created with the corpie paying that much it is worth a lot, and can be sold to other players. Johnny stated how this idea came about, and the only change now is that the fabrics aren't pretending to be more expensive, but are actually more expensive to reflect that price. From that comes clothing with defence modifiers which also increases price etc.
Anyway, I should have organised this better, it's a mess of a response and I'm a little unsure whether I communicated my thoughts correctly, but I think that many seem to not be understanding all about this. Some don't seem to understand its significance either *eyes Jotun and Lotus* which simply points to a lack of understand of RP and game mechanics, and essentially the term 'character'. ;)


With regard to priority I believe that it should get top priority due to the efficiency at which it can be implemented as stated by Rastus. If implemented now, it could be done very fast, after which greater projects etc can be focused on, but also players would be benefiting immensely and from very little investment.

I think that I had some more thoughts on the matter, but from that post and others if you care to re-read them, you should understand my view on the matter. :)

(Edited by Protagonist at 6:52 am on June 29, 2003)

With regard to priority I believe that it should get top priority due to the efficiency at which it can be implemented as stated by Rastus.

Not everything is as easy as people with skill are able to make it look.

The point remains valid though. Asuming it'll take as long as… Ohhh... Cyberware to pick something at pseudo-random, which would you rather have first?

-Kevlar

okay, so on the -surface- this seems like a cosmetic change BUT the mods to the material would add some much needed reality and more flexibility to combat. right now it�s �are they wearing body armour?� or �are they naked and vulnerable as a puppies belly?� with nexus to fill the gap? (relatively speaking) it would also open up certain economic aspects to materials. i mean, used clothing would be worth something concrete.. and would be bought for what it is rather then what it can magically be poofed into�

if generic cheap materials stayed as they are, as a �cheap cloth.� you could bring back the dispenser, charging for a bolt of material and limit how much a chare can purchase a month? rationing� reds a war zone as it is� why�s there no god damned rationing? ;) vodka flows like wine! er�) anyhoo, chars could still modify this cloth fully and show off their home sewing �fashion sense.� can�t forget the people that modify already existing clothing to suit their needs, and by modify i mean turning a pair of pants into a skirt, a dress into a scarf, a shirt into fabric to sew a bag from� -not- turning  a pair of cotton socks into a vinyl trenchoat. ;) �. er�don�t get me started on cyberpunk fashion� ;)

out of curiosity, is implementing cyberware comparable (in difficulty./time) to modifying the behaviour of 'material objects?' is there anything code wise and such that both share and depend on?

but to answer your question kevlar. for my �current- char and for very good reasons, i'd want these material changes to happen before cyberware happened. i�m sure other people have different answers. players who have characters that would benefit (for lack of a better term) if cyberware existed would want cyberware to exist before anything else. but… i'm sure that the same can be said for taxis, matrix�

*vanishes* �

I think most of you know what my reponse is to whether these new materials or cyberwere would be more important, so I just won't bore you with typing it out.

Anywho, I like the idea of layering the materials as Rastus said. That would be very realistic. Otherwise..its just like going *poof* and adding armor to a suit.

I don't think that having the clothing type be the first thing in the name would be a great thing though. As Pro said, that inhibits the brands being the first thing, as well as if it was a hat, or a necklace, or something. If someone wanted some rare/really expensive fabric like..oh, chiffon or something like that, it would just be..weird.  So then you might get something like:

A silk chiffon scarf

Silk and chiffon are different, and though that might work if it was a combination thing, it wouldn't work all the time. (Hm..where was I going with this?)…(Oh yes)

So, I think it would be best if the materials were more of a generic thing like they are now, possibly having some that have more armor then others, and therefore making those more expensive. I believe having lots of different 'kinds' of materials would:  A.) create a lot more work for the admins and B.) make things a lot more complicated for players.
(wow this is getting long)

Having these new, higher quality materials could also create some RP. A free-lanec tailor mgiht end up creating a piece of shit outfit, simply because it was the only material they had/could find.  On the other hand, the tailor that had been around longer, and had their finger in places where they could get this higher quality material for cheap/free would be able to create the better clothes.  Opening up possibilites for apprentanceship and such.

Alright, I hope that all made sense.

If your going to have different materials, you have to be able to tell them apart. You may not abuse the lack of information, but someone else will.

You can't have different materials with different costs with a justification of it.

So I've heard a few yays, and no nays for it being a higher priority than cyberware.

Surely not everyone is in agreeance! Will no one step forward and speak against it with a good argument?

-Kevlar

hate to repeat myself, but in the post that I asked the question in I clearly stated my vote is that I would rather see some of the other "projects" get the coding time, espically if the clothing thing is going to be a complicated process.  

there are still things that are half-done (johnny no offense here I know you work your ass off)  taxi's for instance sit around red but I was told they don't work correctly.  cyberware would be not only cooler, but also much more CP, and even though I'm in no hurry to see the matrix (just my opinion) even that would be more CP.

in my opinion the ranged combat, throw and dual wield, all sound like fundamentily more important things to finish.  

correct me If I'm wrong, but e-note printers don't completely work right either do they?

not that all of these may be cooler than groovy clothes, but I think that some of the things I've mentioned may be more…. (for lack of a better description) CP oriented.

that's just me though, not to mention there's no real problem with the colthing system the way it is, aside from the fact that we would all like to get our money's worth out of nicer clothes.

yes It would be cool, no It shouldn't jump to the front of the line.

I'm sorry, what's wrong with ranged combat and dual wield right now?

-Kevlar

I didn't mean ranged combat, sorry.

but dual wield is listed as "in progress" on the board, so I'm assuming It doesn't work, if it does, then I was wrong, very wrong.  

but the taxi thing, cyberware and matrix are all still valid.  espically looking at our game from a CP standpoint.

let me say that I'm also assuming that making clothes is going to be a task that requires some time, if it can be done quickly without any delay to things ALREADY in progress.  than by all means go ahead.

Ohhh….

I wouldn't go off what that says.

Yeah, dual wield works fine.

-Kevlar

in that case, I'm looking forward to using it.
Umm.

I think it went without saying that cyberware takes precidence over 95% of the 'goings on'  admin-side, most especially tailoring. Anyone who disagrees…I humbly, and politely invite you to un-wedge your head from your anus and check what kind of MOO we're playing in.

Thank you.

While I won't go as far as Lotus, I will strongly cast my vote in favor of cyberware being a higher priority.

The argument?

While I (and my character) would love to have clothing that …

looks good
I can re-sell to other characters (based solely on that character's particular taste and style. �If I don't like Armani, I'm not giving you 2 chyen for it no matter what the inspect message says)
protects me should I wander into the middle of some fight.
gives another PC a -more- viable job

I (and I believe a majority of the characters out there) would have more of a use for at least one or two of the following ...

eyes that can see in the dark (Infra red or thermographic, your choice.)
telescopic vision
cell phones or 2-way radios integrated into thier head.
speed healing nanites
armor woven directly into your skin
super sensitive hearing
integrated digital recording (and playback) of audio and video
hidden storage
integrated data storage

These are just a -few- things that if created would benefit -everyone- not just combat type characters as the implication has been earlier in the thread.

A few other misc. thoughts:

Player apathy - Tash worked her ass off to make something of the tailoring profession and made some absolutely kick-ass shit. �It was largely ignored then, and I'm not sure that after an initial rush of orders, this wouldn't become the same way.

Crime - Adding cyberware to the game will create black markets that wouldn't exist at the same level as with materials. �This opens up areas for players, as well as for richer plot materials for the GMs

Player base - I think that having cyberware be available will be a bigger draw for gaining new players, than making more types of materials available and giving them value in the markets.

Theme - Yes, style over substance, it was even in my sig for quite a while, but, sooner or later you need something to back that style up, and I will point you to my current sig.

Cyberpunk is .. "An unholy alliance of the technical world and the world of organized dissent"
-Bruce Sterling - Introduction to Mirrorshades.

Sterling and Gibson are widely regarded as being the fathers of the cyberpunk genre. �I don't know about you, but I don't see a whole lot of organized dissent among us players. �Maybe if we put some cyber into the punks here, more people might decide to rebel -actively- against something.

The point remains valid though. Asuming it'll take as long as… Ohhh... Cyberware to pick something at pseudo-random, which would you rather have first?

I think that those that have responded against variable material worth have acted on Kevlar's prompting of comparing it with cyberware, when Kevlar, as a coder you must realise that this will take very little time to implement.
Please correct me if I am wrong but I would predict that cyberware would take 1 year from now at the -absolute- minimum to implement, if more focus was shifted to it.
Variable material worth would require no new skills or skill changes, would use a lot of already existing code from various systems, and would take very little time to complete and implement, especially if it was given highest priority.
As I have stated, it could simply be given highest priority and almost seen as the last of the small 'distracting' projects, being finished very quickly as a result, and allowing the much larger and long time in development cyberware project to get on its way.

Lotus there is no need to be obnoxious and it's a shame that you appear to not understand.

I have other less objective reasons and explanations for why this should be implemented now, which are part of a design response that I will type up from paper notes soon. So please don't assume that that is my only defence for it.
Also I don't think that we should take the word of others, but only not the opinions of those that respond personally :)

I think that it would be much wiser and fairer to compare the variable material worth idea with projects of equal needed investment time, such as Taxi's ;)
I think that Rastus's statement and my agreement that this would be a very efficient project with (sated by me) very significant results, still holds.

Alright, this is really just aggravating that apparently no-one else sees how incredibly little this means.

This entire thread, the fact it's continued this long, is a great example of why SD is on a low-swing right now.

* The fact that this many people care this much about such a trivial aspect of a Cyberpunk MOO.

* The fact that it's even entered the minds of -anyone- that this should even come close to taking priority over cyberware, much less 500 other much, much, MUCH more important things.

I think we all know why Lillith thinks this is a big deal. But before we start taking care of things that would give certain players 'more to do', how about we focus on things that will give a LOT of players 'more to do', actually be related to the theme in a relevant manner, and might actually bring in motivated/creative/intelligent/CP/active players, which we seem to be needing in a real, real big way. If this thread hasn't shown that, I don't know what will.

That is all.

Quote: from Protagonist on 11:50 am on July 1, 2003[br][
I think that those that have responded against variable material worth have acted on Kevlar's prompting of comparing it with cyberware, when Kevlar, as a coder you must realise that this will take very little time to implement.
Please correct me if I am wrong but I would predict that cyberware would take 1 year from now at the -absolute- minimum to implement, if more focus was shifted to it.


I think that it would be much wiser and fairer to compare the variable material worth idea with projects of equal needed investment time, such as Taxi's  
I think that Rastus's statement and my agreement that this would be a very efficient project with (sated by me) very significant results, still holds.

[/quote]

While I won't presume to speak for Johnny or Kevlar in estimating the amount of time rolling cyberware out will take, I will say that the time frame (as of the last time I spoke with them regarding this) was -considerably- shorter than the year you reference.

As for comparing apples to apples in terms of time investment …

Let's just assume that cyberware will take considerably longer than variable material worth, (I'm sure it will take longer, but how much longer, who knows.) The Return on Investment (what you get out, for what you put in) would be -considerably- higher for cyberware than it would be for Variable Material Worth (VMW).  At this point, in this Moo, cyberware simply brings more to the game than does VMW, in my opinion.

I agree that (seemingly) VMW would be a very efficient project.  However, I can think of many other (seemingly) efficient projects that in my opinion, should get a higher priority because they will provide a better Return on the Investment of time.

Taxi's
Damage to inanimate objects
Stunning victims
Trash weapons
Overdose code and better effects messages for drugs
Removable and re-implantable SICs
Audio and/or Video recorders

I could go on, but I'm sure I've made my point.

Is VMW a good idea? - Yes.

Should it be very high on the list? - IMO, No.

Quote: from Max on 3:07 am on July 1, 2003[br]
Taxi's
Damage to inanimate objects
Stunning victims
Trash weapons

*blinks*
In fact, are you sure that you were using that list to support your case?

That is all.

(Edited by Protagonist at 3:27 am on July 1, 2003)

Quote: from Max on 2:07 pm on July 1, 2003[br]they will provide a better Return on the Investment of time.

Taxi's
Damage to inanimate objects
Stunning victims
Trash weapons
Overdose code and better effects messages for drugs
Removable and re-implantable SICs
Audio and/or Video recorders

I could go on, but I'm sure I've made my point.

Quote: from Protagonist

*blinks*
In fact, are you sure that you were using that list to support your case?

Absolutely.

Each and every one of those (as well as the ones I didn't list) will have, without a doubt, a greater long-term impact on the game, than different types of material that may or may not be combined by a restricted number of players, and show what would be a wothless chyen value in the inspect message anywhere but in a market.

And isn't that what it's really all about? �What's best for the game as a whole?


That being said, if VMW does get implimented, (and I believe it should, eventually), I think the proper way to do it as far as game balance, playability, and realism is concerned, would be to make tailoring a skill, and code equipment to be used to make the clothing.

(Edited by Max at 3:08 pm on July 1, 2003)

I think Max summed this idea up perfectly. I really couldn't have said it any better myself. I could easily, easily list…20+ things that should be much higher on the priority list, but I do think this should be on the list -somewhere-.

I'd love for anyone to attempt to argue different.

I agree completely with Max and Lotus.

This could be a good idea.  But for one thing, it doesn't affect me or my character at all from what I can see.

And I'm sure there are many others out there that it wouldn't affect either.

As for those other things, it seems to me that most everyone would be affected in some way or another, regardless if they themselves used those examples personally.

I'm gonna jump in here and add my 'Me too' post.

My character is very unlikely to ever want or need the use of cyberware, but that does not change the fact that cyberware will have a much broader and longer lasting impact on the game. Should cyberware be top priority? Not necessarily, but if you have to stop and think if VMW should be a higher priority, NO.

So let's assume VMW would take very little time compared to any of the other more important projects. Would it be better to just go on and do this and have something now, and -then- focus on the other projects? I don't think so, because then it will be another quick project, then another, and cyberware and it will be even longer before cyberware or similar projects get done. There needs to be less focus on small additions and little tweaks here and there, and some -known- progress on the more important things.

Designing the best system for this or that that's ever been seen is useless if most of the players are gone by the time you roll it out. Keep the project list on the website updated, tell people more about the progress of the things they've wanted for so long, and for Christ's sake, stop getting caught up on the projects of lesser importance.

I don't much care about the prevailing thread, but to address a couple of related comments…

Dual wield: Is listed as in progress or whatever because that's how I listed it. The current system that's in place is a horribly cludged version of the original system that was put in place for purely aesthetic purposes. (It looks cool to use two weapons). I temporarily threw some code in so that it actually had some effect on combat and tagged it In Progress for attention at a later date. To all intents and purposes, it works, but it's of dubious value and terribly abusable if you know how.

Inanimate object damage: Was/is coded. It'd probably need some assistance to bring it into line with changes to the combat system since Damon first coded it. Either way, it was never really enabled and would need some extensive work on the vast library of IC objects in the game to ensure a clean roll-out.

Stuns: Everything needed for them is sitting idle in the combat system as we speak. One of the last things I was actively working on.

Overdose code and effects messages for drugs: Effects messages isn't a code issue, thus irrelevent to the argument. Overdose code should be the kind of mod that someone could implement in a lunchbreak or something, if they put their mind to it. That said, considering the reletive use of drugs, how much return does it generate compared to mods to clothes? Every character wears clothes and it's fair to consider it reasonably essential. The same can't be said for drugs.

Black markets, cyberware and GMs: GM's don't need coded cyberware to create black markets or plots. That's just crazy talk.

Cyberware and the "SD lull" - The lack of certain "cool" systems has nothing at all to do with the doldrums SD may or may not be currently floundering in. As several revered oldbies have pointed out, back when SD was at its peak it didn't have half of the things it has now. I'm not disputing the fact that certain things would be cool to have, but RP, interaction and social dynamics have a lot more to do with player counts than coded kibble for the number-juggler players. (Bear in mind that's from the standpoint of Sindome being orientated towards the slightly more sophisticated roleplayer than, say, Cybersphere's target demographic.). Clothing mods would be a feed for creative players while coded cyberware will primarily feed the stat/system players. Perhaps you should just rename the place CS2: RH and have done with it?

All these people who're saying the -neeeeeeeeeed- cyberware to create RP... sad.

Damn... this was supposed to be a quick post.

I haven't heard anyone say we neeed cyberware (on this post anyway) just people saying that cyberwear is definately more CP than valuable matereals, espically when we have a working system for clothing currently.

  come on, clothing is important, but when is the last time you watched *insert cyberpunk movie here*  or read *insert CP book here*  and saw them standing around admiring eachothers clothes, there are snappy dressers, don't get me wrong, but as far as importance to an overall CP storyline who would argue that cyberware is not more important than a more complex clothing system?

Rar!

Jotun, nothing personal, but I'm finding a pattern in the your ability to post contrary to reality or prevailing sense as a dispute to points made. According to your logic, if I say you're irrelevant, will you cease to exist? Please? And I'm not even going to justify the question about cyberware being mentioned in this thread with an answer…

As for clothes in movies. I think -you'd- notice pretty quickly if the next Matrix movie featured an exclusively naked cast... or if they all dressed in sack-cloths, tunics and leopard skin fez'.

Spaze, faced with that post I'm afraid I have to open with... :n00b: ...before going on to figure out your quotes.

I agree with your observations about GM's. I whole-heartedly agree. I've refrained from posting on it in the past and I'll have to refrain now, apparently my input on that matter isn't welcome in the higher echelons. The second part I disagree with, players can equally create RP without coded items, anyone who disagrees needs to think more about how they play and less about coded rewards. Rewards are nice. Coded items are fun. Essential for roleplay they are not.

To correct your second point, I say many things against the ABSOLUTE NEED for coded systems. Coded systems are good, coded systems create challenge, coded systems are the underlying game. What I said in that particular statement is that clothing promotes one kind of player, cyberware would encourage another. Based on reason SD was born, the premise it was conceived around and the player demographic it aimed to cater for, the former is/was the bread and butter of the game. While not wanting to knock the stat/system players, if SD is setting out to make them it's prime demographic then it's destined to become a second rate CS, a bastardized shadow of what it was meant to be.

Was that a closing insult, or did a 6-year steal your keyboard? Try harder, :wanker:.

Quote: from TAFKAR on 5:38 pm on July 1, 2003[br]
Overdose code and effects messages for drugs: Effects messages isn't a code issue, thus irrelevent to the argument. Overdose code should be the kind of mod that someone could implement in a lunchbreak or something, if they put their mind to it. That said, considering the reletive use of drugs, how much return does it generate compared to mods to clothes? Every character wears clothes and it's fair to consider it reasonably essential. The same can't be said for drugs.

Black markets, cyberware and GMs: GM's don't need coded cyberware to create black markets or plots. That's just crazy talk.

No, I suppose the effects messages would be just a script, I'll concede that point without question. �As for the overdose effects and the time to code it, that was exactly my point. �An 'efficient' bit of code. �While I would not consider drugs essential, they certaintly should play an integral role. �Coding overdoses would help to eliminate the characters that I (and at least one other according to a post in another thread), have seen spamming eating drugs. � Simple, quick, adds to realism, and game balance and moves us -farther- from being the CS2 you (rightly) rail against us becomming.

You're right. �GMs don't need coded cyberware and black markets for plots. �And I'm glad that's not what I said. �I said that this (coded cyberware and the black markets it would create) opens up for -richer- plot material for GMs.

clothing promotes one kind of player, cyberware would encourage another. Based on reason SD was born, the premise it was conceived around and the player demographic it aimed to cater for, the former is/was the bread and butter of the game. While not wanting to knock the stat/system players, if SD is setting out to make them it's prime demographic then it's destined to become a second rate CS, a bastardized shadow of what it was meant to be. �

tafkar
just to make myself completely clear on what your saying: you think that because cyberware caters to stats and clothing promotes a more "role-playing oriented" charcter, and since that is evidentily the case. �clothing should be more important because we wouldn't want to be as violent and non rp-oriented as cs.

please, correct me if I'm wrong but is that 'generally' what your trying to say?

also when does doing one thing for a 'possibly' target group (in this case making cyberware a priority) esqul �"setting out to make them it's prime demographic" ?

just want to make sure I understand your post completely before I comment.

Sorry about this being rather belated but I told Johnny that I would post his input, and should really post my own seeing as I wrote it more than a month ago, so here it is. It isn�t really a detailed summary as Johnny requested, but I may add to it, and other people�s posts including mine provide an overview anyway.
Anyway, enjoy :)

–------------------------------------

Johnny�s Idea:

�I see there being a setting on $material that defines the base material

This setting would relate to a data store that remembers the important things about that base material.
I.e. it�s flame retardant (-5 to heat damage), it�s value is 7 times that of cloth.
That in turn is used by inspections, value calls, and tailor skill checks to test their competency with a 'tougher' base material, as well as the armour system to include such modifiers

Materials would be mixable too.

So you'd have a composite material that gains both properties, with some sort of penalty tied to the number of base materials being composited

Since the base materials are handled as a look up, the system could grow to have these features of compositing as well as exclusive materials (can't mix the cold protecting material with the heat protecting material, or some such)

Compositing would merge the properties of the materials

So like a $material object would have a .bases property with a possible value of {"cotton", "pvc", "asbestos"}

The base materials don't actually exist
They just live in a lookup table that defines their properties
The material objects point to their bases

When I need to get the value of a material object, I'll call a verb that calculates it

When I need to get the protective qualities of it, I'll do something similar

If we encapsulate things right, it won't appear that much different

I'm not clear on how I want to require the material name in the description/worn/name/whatever�

-- I believe that it could just be anywhere in @worn, @describe and the name, or otherwise appended in  ! person's name style if it's not included.
An OOC warning could also exist if that is seen as necessary.

--------------------------------------

My Idea:

I�m going to use the example of a suit.

�Look suit jacket�
<description of suit>
Lining the inside of the <clothing item name> (%t) is a <attached armour material name>.

This could be followed by a possible description, thus, <@describe of armour lining material>

Once one enters attach <armour material> to <clothing item>, the armour becomes subordinate much like an e-print to an e-note.

It could be made only removable by a tailor, who also must have high enough appropriate skills.

However, this is not necessary.
It would effectively be like having a suit, but giving it an extra inner lining of material similar to Nexus synth hide etc.
This means that the encumbrance is effectively the doubled cost, and the benefit it looking sharp whilst concealing light armour that protects.
Note: I don�t know if light armour affects agility (although I doubt it), but if another encumbrance is needed and this is the case, it could lower agility. However that creates complications with hats and shoes etc, and although @coverage could be considered, it seems to be too much hassle.

No chiffon or cloth like that would exist, but simply specific materials such as silk, cotton, PVC, leather, synth-leather, gauze armour, synth hide armour and wool etc.

Most could have differing quality, maybe with synthetic altertives, and have a specific price.
The name of the material must feature anywhere in @name, @describe, @worn and inspect, clearly stated.

Regarding allowing more varieties of fabrics (I had a conversation using IM, and a tailor wanted to still be able to effectively create different fabrics as is currently possible) even a tailor cannot just make materials; they would talk to their supplier and request it. Eg. An Admin puppets a supplier PC and RPs with the tailor, the tailor states the material wanted, what it�s like etc, and the Admin makes the new material from that info � taking some time, and can then be supplied to the player.
This is more realistic, doesn�t take a lot of time, and seems cool to me.

--------------------------------------

My other clothing musing, not for implementation:

Material is a sheet that can cover a whole body; a value is given to it that represents that coverage. The total value isn�t important, but the ratios are, which reflect the relative amount of material needed for the body areas existent in @coverage.

I drew generic box person to represent this, but you�ll just have to settle for a vague mental image ;)

So one sets the @describe and other messages, after naming the material, and then setting the @coverage, after which a confirmation is asked for cutting the material. If �yes� then the coverage is set and the material may now be used (existing code) and if not all of the coverage was used (which is likely) another material is spawned that is a subclass, being the same but with a lesser total coverage, the value for which is obtained by subtracting the @coverage used.
The price of the material is also set to the coverage area, so whatever the coverage percentage decrease is, is also applied to the price.
This means that one cannot make clothing into other items of greater coverage, and that one could make a pair of trousers into some short and two gloves for example.

It makes making clothing more final, adding a risk of screw ups/wrecking fabric, and so hopefully makes people take more care when making clothing, reducing typos etc.


An armour lining attach code could be used to sew fabric together, allowing for a t-shirt with armour material chest and abdomen, but cotton sleeves for example.
The desc would be singular, but the inspect would state that it�s composes of <materials>
That could even call the @coverage so:
E.g. A <name of item> (%t) composed of <material type, such as synth hide armour> covering the chest and abdomen areas and <cotton> covering the arm areas is worn.

Or

Composed of several <joined/lined> fabrics:
<synth hide armour> material covering chest and abdomen areas when worn.
<cotton> material covering the arm areas when worn.

Then @describe and @worn would either require multi fabric or each fabric.

So lining and attaching commands would exist, with lining not putting extra material description in @worn, whilst attaching does.

Both show up in inspect.
So in the example, the attached material would first be described as sleeves, and <cotton> needs to be included, so they would be cotton sleeves.

If the same material type is used in attached clothing, then no composed of message would exist in the @worn or inspect. It becomes one object. The @coverage is increased and the other fabric is discarded.

What this will enable is cool RP such as a person gets shot, so another using @trust strips off their top to be able to set the @coverage.
-Removes one arm coverage, for the shot arm, which spawns an arm coverage sized piece of fabric.
-Then modify the description of the shirt to have an arm sleeve missing
-Then @name the spawned cotton material as <improvised bandage> for example, and then either give the bandage to them to put on, or if @trust allow for dressing others (as I think it should) dress their wound with it.

Then they would walk around a missing shirt sleeve, due to it being wrapped around their upper arm, with excess material discarded etc. They could be clutching the wound with blood on the arm in the description etc (not an @naked due to the coverage), staggering around.
Then they would have to see a tailor to repair the shirt (attaching cotton material with an arm size coverage), which leads to great RP I believe.

Seeing as I�m coming up with impractical wonderings, pockets that contain all of ones items and chyen would be great also, which would make pick pocketing and looting more realistic, less tedious, and in my view of a better game balance. It takes some time to strip people�s clothing off, and it�s quite obvious, while it doesn�t take stupidly long to take money from sleeping people because anybody can remove clothing.

Of course one should be able to reach into pockets and take things, with no intention to remove clothing, which would be done automatically when using the get or steal command etc, or when pick pocketing.

However that would obviously be a bitch to code, but I�ve noticed the current coding efforts that replace the weird weight of items with some rather sound seeming longest edge measurement, which would make this idea easier to implement I believe.

This would also put an end to people pulling out hockey sticks and similar items from inside their t-shirt or trousers or wherever they feel like claiming it was kept.
So if people are packing they either carry it in a violin, or cello ;) case, or have it in their hands, as it should be :)

Hmm, anyway I�m rambling.

I apologise that this post is rather belated, being 1 month late really, but I hope that it�s still useful though :)

And I hope that that made sense *eyes*.

Right, *walks away wondering if any sane people would actually read all of that*

:)


The problem with multiple descs on items with multiple materials is that it takes a lot of creative control away from the writer. Same with @nakeds, but the advantages of @nakeds outweight the inconvenience of jumping through hoops to make the entire desc look coherent whether the character is totally or partially nude. Multiple desc 'parts' for clothing items would either result in descs (@worn is the most important one, of course) comprised entirely of short sentences which, IMHO looks ugly as hell, or with repetition as the writer tries to make it flow (which is fairly ugly as well). It can already be a challenge to be reasonably concise and detailed, while making the desc structure aesthetic, without adding additional complications. The simplest way, I think, would be the one Johnny proposed (as I understood it) - whereas certain words would have to be included in the desc or would be appended in an ugly manner somewhere. Now, let's hope whoever picks the words for each type of material has a thesaurus, because a single keyword for each just wouldn't be enough. :D
I don't see why a single desc can't be used for an item of clothing made from several pieces attached together if they are the same type of material.
If it were made from different types, especially if some of them are armoured whilst others are not, it would be good to have the distinction clear in my view.
Furthermore, even @nakeds can be made to flow well, and no repetition is needed.
Granted, with a large amount of different material types used to make one item it would require greater skill, but in a way that is good, to distinguish those items from others, almost making them exclusive and expensive, made only by the best tailors (best describers) etc.

And yeah, I agreed, and possibly even stated the ugly appended type of material word point first *shrugs*. Well anyway, I agree with Johnny�s and the first idea I think.

The other idea wasn't meant to be practical, and wasn't proposed for full consideration to be implemented, as I indicated.

:)

Well I hope that it was worth the time it took to write it up ;)

Hmm, Murphy did I not state that if the same material type was used that the @coverage would be increased accordingly and the material attached would be removed? That would mean that the material type keyword would still only have to be used once for each material type, which I think is good.

*shrugs*


wow

i have to agree with murphy, i miss when if you went into a dumpster you'd see dj systems and turkey suits.

the new clothing system has destroyed originality! 2/3 players on red are wearing the same bloody clothes