Author Topic: Variety in clothing material to increase vibrancy among the fashion of  (Read 614 times)

Kuiper7986

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I believe that fashion in Planeshift will no doubt be an integral part of the role-playing aspect in the game. Therefore I believe that there should be different types of material going from the least expensive material to the most expensive material to the most hidious looking material to the most luxuriant type of material.

I believe cloth/material trading has always been a good of way of pure trading through the needs of what people want. I mean I\'m tired of seeing only \"clothing\" in the game. I mean what is the clothing made out of? Like Spoonscape it\'s just robe or cape or some jarble. If we knew what type of material it was made of it would be more diverse therefore adding gameplay expandibility.

Also I believe that clothing can play an important role in through an economic standpoint. Cheap material can be sold in bulk amounts for general use while expensive materials can be sold for private use like an entrepeneurial business like a traveling caravan trader of some sort.

Here\'s also a unique idea also: Guilds that are located in different areas would logically and theoretically have different materials that are naturally available to them.  For example a guild in the desert might have a more heat-resistant fur material than a guild that is in Yliakum that has a beautiful synthetic material. Therefore those two guilds can trade each other for its lack of the other\'s clothing material.

So you\'d have your
wool
cotton
silk(s)
animal skin(s)
synths
-and all others that I can\'t think of because there are too many.


My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Edooo

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« Reply #1 on: September 17, 2004, 01:07:14 am »
hm.. sounds pretty cool, just as long as there is no burberry and all that stuff.

do you mean that like people could go out and harvest the material they need if they have the skill? maybe you could have like a skill to gather the material, then you also need a skill to sew it to make clothes. or you could take it to someone else and pay them for their services, as if they are a blacksmith. and the knitters would also have the gathering skill, to save others time, but if you didnt give the knitter material, it would cost more.

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Yes, but according to paragraph 5, sentence 6 word three \"the\"...

dfryer

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« Reply #2 on: September 17, 2004, 01:28:36 am »
I think a wide variety of trade goods will become a reality as the PS world is fleshed out more... whether we\'ll get to wearable clothing anytime in the near future is a more difficult question, but definitely the item types could be accomodated.
Quidquid latine dictum sit, altum sonatur.

Icefalcon

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« Reply #3 on: September 17, 2004, 01:54:55 am »
One thing I hate about games is that, with most of them, if you want to go armorless, there isn\'t much you can do to change your appearence.

Stydracos

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« Reply #4 on: September 17, 2004, 06:58:09 am »
In some games like the one nobody ever names but is constantly refer to; its worse if you go out with no armour as you are heckled as well.....

Dramatisation (or is it?) : You leave your armour at the vault and journey to the mine, cries of \"you noob\" resound at your presence along the way. Arguements may arise and end with \"what would you know you noob look no armour\" (the fact your 70 levels above them would mean nothing), then other players come in an agree... \"yeah you Noobie\"... ARGGHH

Anyway I\'d prefer to see clothing indicate other things which no doubt it will. Someone in full armour is either going somewhere;passing through or a guard. Someone in work clothes is doing just that.. work, and others in finery are going to entertainment or a function.

Hopefully the community embraces the idea that armour alone does not imply wealth which in turn does not denote status. Afterall what crazy fool in their right mind smiths in full armour :)). This will be seen once the flood gates are open and all sorts of players arrive I guess.

Now back to fashion, I like the idea of different cloth styles denoting origin and different materials and quality; especially if far in the far flung future an industry is born from it, trade, material production and clothes making.

Hopefully other things could result like an NPC\'s reaction to you appearence (compare dirty rags to finery and see a change in an NPC\'s reaction to you).
« Last Edit: September 17, 2004, 07:02:08 am by Stydracos »

Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances.
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Zorium

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« Reply #5 on: September 17, 2004, 07:41:21 am »
How about clothing also show where you come from (Kuiper said this in part).  But you could walk into a desert and see people wearing full length, light, breathable garments (if your unsure why this is the case think double glazing), while if you walked into a forest you would see people wearing cotton or wool clothes (possibly in earthy tones as the dye would be easier and cheaper to make).

Though I don\'t think that there should be any synthetic materials because these require a lot of machinery to make (they are also in general not very good materials).

-Zorium
I reserve the right to be wrong.