"Noticeability" for clothing and jewelery items.

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Cogliostro
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"Noticeability" for clothing and jewelery items.

Postby Cogliostro » Thu Aug 13, 2009 8:38 pm

I suggest adding a new internal variable to all wearable items: "itemNoticeability". Ranging perhaps from 0-100, this will let the game internally know what items are especially "visible" or "jump out at you" when you see someone wearing them.

The actual purpose for this variable is that now instead of "You see a man in his twenties pick up some potatoes.", the game will say to us:

"You see a man in his twenties wearing a diamond encrusted gold crown pick up some potatos."

The game can't list everything the man was wearing, that would be too long and tedious to read. We can go to the char page and see the whole list there as usual. But it ranks the currently worn items by their "noticeability" variable and inserts the highest one into the description for all to see.

Many normal clothing items should naturally have a "noticeability" of 0 and therefore wearing them would make nothing special appear. But if you are wearing a stunning set of diamond earrings, and thigh length boots, then the game has a way to decide which one will have precedence and appear in the description.
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Caesar
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Re: "Noticeability" for clothing and jewelery item

Postby Caesar » Thu Aug 13, 2009 8:44 pm

Cogliostro wrote:I suggest adding a new internal variable to all wearable items: "itemNoticeability". Ranging perhaps from 0-100, this will let the game internally know what items are especially "visible" or "jump out at you" when you see someone wearing them.

The actual purpose for this variable is that now instead of "You see a man in his twenties pick up some potatoes.", the game will say to us:

"You see a man in his twenties wearing a diamond encrusted gold crown pick up some potatos."

The game can't list everything the man was wearing, that would be too long and tedious to read. We can go to the char page and see the whole list there as usual. But it ranks the currently worn items by their "noticeability" variable and inserts the highest one into the description for all to see.

Many normal clothing items should naturally have a "noticeability" of 0 and therefore wearing them would make nothing special appear. But if you are wearing a stunning set of diamond earrings, and thigh length boots, then the game has a way to decide which one will have precedence and appear in the description.



Now this is a nice little idea I think I might like.
Perhaps give any jewelery type item at least a noticeability of '5'. It is what jewelery is for; Being noticed, recognized, standing out.
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SekoETC
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Postby SekoETC » Thu Aug 13, 2009 10:22 pm

But the thing is, noticeability relies on how uncommon something is to the onlooker. Gems probably catch most everyone's attention but for example someone wearing hemp clothing on an island that only has cotton or vice versa would be likely to raise attention, and even more so if a person was wearing proper clothing in a community where everyone else is dressed in hides. It's just screaming "this person is not from here!" Same thing with ivory on some regions, while on islands where it's found locally, it would be all common. A perfect system would record which items (or cloth types) each person has seen, or which have appeared in a certain location and notability would depend on being different from the masses. But I think it would be difficult to implement. At least if we manage to implement visual avatars one day, people will be able to tell what someone is wearing without having to read descriptions, and the recognition of notability will happen in the player's head rather than calculated by a complicated script.
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Rebma
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Postby Rebma » Thu Aug 13, 2009 11:34 pm

I vaguely remember a suggestion similar to this a while back. Maybe someone with superior searching skills can help out with this..
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Postby Dudel » Fri Aug 14, 2009 1:53 am

I like the general idea but am unsure about programming issues and possible irritation with it


You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"
You see a woman in her thirties going in "Building for Extra Stuff"

You see a woman in her thirties coming out of "Building for Extra Stuff"


No add "wearing a diamond..." yeah.
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Postby Cogliostro » Fri Aug 14, 2009 2:30 am

Since it's a pretty simple change to test, maybe one of the ProgD people could give it a whirl and see if it makes the screen too difficult to read in such situations or not.

At first I thought it'd be nice to include a few (2-3) items, but now I see, that will never work, it has to be a single item or nothing. With anything beyond that it'll definitely be an eyesore instead of a feature.

Item rarity, novelty for particular character and stuff like that, in my opinion, would be making it too complicated for no good reason.
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Caesar
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Postby Caesar » Fri Aug 14, 2009 9:43 am

Perhaps we could add "You see a naked .... in their ....ies ..." For characters wearing absolutely nothing.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
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Postby *Wiro » Fri Aug 14, 2009 11:38 am

Caesar wrote:Perhaps we could add "You see a naked .... in their ....ies ..." For characters wearing absolutely nothing.


That only works for people who aren't wearing anything in the game, but they can still be wearing a roleplayed something.
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Postby Caesar » Fri Aug 14, 2009 11:44 am

*Wiro wrote:That only works for people who aren't wearing anything in the game, but they can still be wearing a roleplayed something.


True.

Actually I think we just shouldn't put too many of those kinds of limitations on Cantr.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
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Postby Piscator » Fri Aug 14, 2009 11:50 am

I wonder if we could fit a list of all clothes in the hover box. Of course only the short names, not the full descriptions.
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Postby Doug R. » Fri Aug 14, 2009 2:05 pm

SekoETC wrote:But the thing is, noticeability relies on how uncommon something is to the onlooker.


Yes, I agree. Something like this doesn't seem necessary. If I want to see what someone's wearing, I look.

I much prefer Seko's "mannequin" graphics suggestion to this, and she had a lot of work done on that already.
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Postby Elros » Fri Aug 14, 2009 3:49 pm

Doug R. wrote:
SekoETC wrote:But the thing is, noticeability relies on how uncommon something is to the onlooker.


Yes, I agree. Something like this doesn't seem necessary. If I want to see what someone's wearing, I look.

I much prefer Seko's "mannequin" graphics suggestion to this, and she had a lot of work done on that already.


Same here. I am not for this.
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Postby Cogliostro » Fri Aug 14, 2009 6:15 pm

Where could someone learn about Seko's mannequin? It sounds groovy.
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Postby SekoETC » Fri Aug 14, 2009 6:32 pm

Over here: http://forum.cantr.org/viewtopic.php?t=16254&start=0

Now we can probably reject this suggestion as too difficult to implement. Actually there was a similar suggestion earlier.
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Postby Cogliostro » Fri Aug 14, 2009 6:46 pm

By the way, the subdued "sullen" avatars I now see in some of the clothing pages of the wiki are delicate and fantastic. They scream "serious roleplaying game", and their genericness leaves options open for players to fill in. If those mannequins used the same idea/artist, how great would that be!

Of course seeing the items worn is much better than any text, it happens all at once too. We would have only one problem left still, and that is: you have to go to a special window to see what somebody is wearing. Have there been any good ideas to attack that one yet?

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