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AodhSat 25-Mar-06 10:22 PM
Member since 06th Jan 2005
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#12694, "About Comparing"


          

Well... it makes sense one way, but it doesn't the other way.

I'm speaking of comparing items that are worn on the same eq slot, but aren't the same type, ie. armor vs jewelry

I don't know if you'd want compare to be able to do it, but what if *improved* compare could try to evaluate the different pros of similarly used, but different types of armor?

  

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ValguarneraSun 26-Mar-06 10:04 AM
Member since 04th Mar 2003
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#12697, "RE: About Comparing"
In response to Reply #0


          

If I get some time soon, I'd be willing to add this functionality.

One underlying thing is that the "clothing" category isn't very useful. It's essentially armor that doesn't/can't provide AC. Depending on how a code recon mission and some discussion with Team Standards look, I might just snip the category and make those items into armor with 0 AC. It's a little confusing to players and area writers right now, and unlike treasure (built-in barter advantages), the category doesn't really add much.

valguarnera@carrionfields.com

  

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CalebanSun 26-Mar-06 10:10 AM
Member since 26th Oct 2005
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#12698, "Clothing category: should keep."
In response to Reply #1


          

If you ever implement crafting you may find that category very helpful. Just a thought.

  

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ValguarneraSun 26-Mar-06 10:03 PM
Member since 04th Mar 2003
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#12705, "RE: Clothing category: should keep."
In response to Reply #2


          

Not really. It's convenient to just have it be armor without protective value, and work off material, etc. Having lots of item types is nice, but only if they actually mean something.

valguarnera@carrionfields.com

  

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AodhSun 26-Mar-06 10:49 AM
Member since 06th Jan 2005
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#12702, "I have to agree"
In response to Reply #1


          

One thing I just thought about was that this would make 'sew' obsolete, but then I thought, since it is very much an rp skill used to make fun, fancy clothing for special events, if it couldn't just be changed to assume that the Herald gathers special materials (put a timer between sewings to simulate gathering, or have Olin/somebody sell raw materials) and makes their piece of "clothing" (which is actually just 0-ac armor).

I'd love to use clothes more often, but they're just not as good at keeping me alive as armor

  

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