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Nihimon wrote:I would expect repeated use of enemy colors might be considered "griefing" and handled by the mods.If GW considers wearing the same colors as another group griefing... nm, words can't even express the idiocy of a move like that.
I tried to qualify it appropriately.
It is my understanding that Ryan is not interested in hosting a game where playing tricks with the UI to deceive folks is tolerated. If the UI is going to automatically place our "colors" on us, then I would think it's at least remotely reasonable to assume that trying to game that UI element might be dealt with in the same way as other attempts to manipulate the UI to deceive others.

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Ah. I missunderstood. I thought you were talking if TEO dyes our armor white primary with gold secondary, and UNC dyes their armor white with a gold secondary before going into battle against us.
I don't think will have the the ability to affect how other player's GUI shows them unless they convince someone to ally them and then backstab their ally. I would hope they can't anyway.

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I think that being able to dye clothing/armor in one of the defining points of a game.
In Guild Wars 2 you can freely change the color of whatever outfit you are wearing with dyes that you have unlocked, at any time. These gives an astounding variety of looks for players, even with the same armor sets.
In the old Star Wars Galaxies, the crafter of a particular piece of clothing dyed it a certain color. So they might put up for sale the same shirt of different colors. Items were crafted, sold and used by players in this game so it was important and gave the crafter a better chance of selling that shirt because they could offer it in a variety of color choices.
The SWG way is going to be the most beneficial to PFO in my opinion. Even if a crafter could only craft the most basic of styles, if they could offer it in multiple colors then a player might purchase more than one, just to have different options to change into. This hits on a big RP aspect. RPer's like to dress for the occasion and often have a closet full of different outfits to serve their RPing needs.
Don't offer dye kits. Like in real life, you should buy the outfit for not only the style but the colors offered by the crafter.

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I would imagine the "uniform" of the UnNamed Company will be natural Earth tones and blacks.
UnNamed = Not wearing a label that says "Hi, I'm a bandit / assassin in that company you all know about."
I plan on disguising myself as Hobs, I;m just not looking forward to spending that much time on my knees.....
LOL... Innuendo not intended

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In Guild Wars 2 you can freely change the color of whatever outfit you are wearing with dyes that you have unlocked, at any time. These gives an astounding variety of looks for players, even with the same armor sets.
In the old Star Wars Galaxies, the crafter of a particular piece of clothing dyed it a certain color. So they might put up for sale the same shirt of different colors. Items were crafted, sold and used by players in this game so it was important and gave the crafter a better chance of selling that shirt because they could offer it in a variety of color choices.
....
Don't offer dye kits. Like in real life, you should buy the outfit for not only the style but the colors offered by the crafter.
I agree with this entirely. I love the opportunity to customise my avatar's appearance (sometimes I choose style over mechanical advantage), but I do think that any colouring should be part and parcel of the crafter's skills and services, and not just something you can do in the wilderness because you want your breastplate to be purple rather than orange.

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I'd be more than happy to see dying be tied to the skill that made the item. Knowing what chemicals/processes are required to prepare a particular material for dying and what pigments adhere to it (especially in a medieval/fantasy setting with limited technology/chemistry), is likely the specialty of a particular material using/producing profession. So the weaver/tailor is likely to be the only person who would know how to prepare and dye cloth, the leather worker for leather goods, the furniture maker for furniture, etc.
Besides, if you don't have the skill to dye, it increases player interaction to get your desired color on your favorite item. I'm always interested in more player interaction.
I could see the ability to dye items being a reason that a particular character trains at least the first tier in a crafting skill. How far you want to complicate this is up for debate. Would the difficulty (and thus the required skill) need to increase as the type/tier of material increases (i.e. dying cotton/wool is easier than knowing how to dye silk correctly). Or would there be a skill in each of the particular crafting "trees" that you could train just to learn how to dye that category of item (cloth, leather, etc.) without having to learning the whole crafting skill to satisfy your need for color?

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You could make different colors require different skill levels for a crafter to be able to use that dye. I bring this possibility up because I used to play an Open Market game called Puzzle Pirates. In it black dye was coveted, and black clothing items sold for about 10x more than any other color. Thus, when someone's running around in fancy black clothing, it's a status symbol; you know they have money.
I could see something similar, set up either organically (every dye requires same skill, prices only fluctuate by demand) or with a more forced method (as mentioned at the start, have higher-skill-level dyes which are more valuable and used as status symbols). Some 'high level' dyes I could see are royal purple, gold, silver, and black.

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I would certainly have higher-tier materials require higher-tier crafters to dye them. Not only does this keep the high-end crafters in demand, but it can be justified by saying that a crafter unused to dealing in the material is more likely to damage it when they are modifying it.
For colour=status... maybe. It would depend on the price and rarity of the dye (the two being linked, of course). If PFO wants the black dye to be rare and valuable, make the components required to make it rare and expensive.

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@Sadurian, that would be the forced method I was talking about, i.e. black dye is higher skill and rarer, and thus higher cost. The organic method would be every dye is about equal in rarity, and the only reason one is more expensive than the other is through the market (if a ton of people buy black dye, then it gets more expensive). I like the first method, because the second doesn't really lend itself to status symbols.
On the topic of copycatting someone else's uniform, I could see that being an issue if you make a "copycat company" with a very similar name, colors, symbol, etc. to an already established company. However, I think just the colors themselves shouldn't be too much an issue; there's only so many appealing color combinations, so groups are probably going to overlap there anyways.

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I would imagine the "uniform" of the UnNamed Company will be natural Earth tones and blacks.
UnNamed = Not wearing a label that says "Hi, I'm a bandit / assassin in that company you all know about."
I plan on disguising myself as Hobs,
Why are those three of those guys all wearing green hats?
RUN IT'S BANDITS!!!
Green hats - the sure sign of a bloodthirsty indiscriminate killer.
*- this post isn't off-topic the hats are dyed GREEN.

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Don't offer dye kits. Like in real life, you should buy the outfit for not only the style but the colors offered by the crafter.
Thirded for dyeing to be a part of craft tree.
The way I think of it if you get Weaving Skill 1 - Wool, 4 - Cotton , 7 - Linen, 10 - silk etc. then on an offspring branch you get Light Cloth Dying Skill 1 (Weaving 1 req.) - Dye Wool, skill 4 (Weaving 4 req.) - Dye cotton, etc.

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Some of it should be crafting level though, for some dyes, anyone can use after obtaining fro appropriate crafter (I like @ Hobs the Short suggestion that the dyes may limited to the material) or possibly alchemist. @DeciusBrutus suggested that some ingredients may be regional which may allow monopoly on that particular shade of ... GREEN. Say only one way to get Emerald GREEN, much the same way (IIRC) as certain jelly fish were needed for imperial purple.
lam

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I think Proxima's system is clear and understandable.
The only reason black dye is usually considered high-tier is because it is popular and desired. In fact it is easy to dye something black, or green for that matter. The hard part of it is dying it to last, to not bleed its tint in the first hard rain.

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Yeah, black dye is not hard to accomplish in real life; however, in a game I like black being one of the 'high tier dyes', just because it will be used too often if it's readily available. There will be a great many people who think that black is a good uniform color for their rogue company, or their evil necromancers, or their Hellknight-inspired cavaliers, and so on. In my experience black and red are among the most-used colors for equipment and insignias when players get to pick their colors, but I have no numbers to back that up.

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There is red Ochre and the are the more exotic reds, scarlet or crimson. The former comes out of antiquity. Just like the cheap black (charcoal). It may be a challenge to dev to show cheap vs quality color, but ...
lam
I would say when you dye something the color created should be found by combining the base color of the item and the color of the dye being applied. A perfect quality dye means the color of the final product is determined entirely by the dye where a low quality dye just tints it a bit.

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Bluddwolf wrote:I would imagine the "uniform" of the UnNamed Company will be natural Earth tones and blacks.
UnNamed = Not wearing a label that says "Hi, I'm a bandit / assassin in that company you all know about."
I plan on disguising myself as Hobs,
Why are those three of those guys all wearing green hats?
RUN IT'S BANDITS!!!
Green hats - the sure sign of a bloodthirsty indiscriminate killer.
*- this post isn't off-topic the hats are dyed GREEN.
Proxima,
You should look up what the symbolism of wearing a green hat is for the Chinese. It's anything but bloodthirsty killers....
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Our armor includes sections with dynamic color (I believe there are up to two different colors on a single armor possible based on the channels we have available on the armor textures). We're expecting those to be something that crafters can set when making an item (likely by adding dye items to by consumed by the recipe). You may also be able to redye those sections with dye kits (depending less on tech and more whether we want to leave that as a perk of crafters). We're looking into whether we can override those colors temporarily with your company or settlement colors when you're at war or for other group-intensive situations.
Other items may be dynamically colorable on a case by case basis; we're still looking into it.
I hope dyeing is something only trained crafters can do = more player interaction.

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Oh! To keep on subject. Ultima Online was very strict on what colors you could dye things. There was a Human NPC group that had dark maroon cloaks that could be chopped up into cloth and remade into other cloth items. People payed huge amounts of gold just for a slightly off-color piece of clothing. Black dye tubs were originally an exploit, but were eventually made legal. Neon dye tubs (puke) were hard to get and became the "in" thing.
Elite or rare colors would really help crafters create unique brands. Making certain colors extremely rare would be beneficial to the crafting community and become a status symbol for other players who could afford the rarer colors.