Galaxies Tuesday: My Architect




Speaking of making homes and furnishings, I loved my Architect and her business.  I loved decorating each style of home available to players, and making and selling furniture. 

I remember well how thrilling it was when they made it possible for you to craft dressers and chests that could be decorative and useful for storage of items.  This wasn’t available right away, furniture was just decorative.

The next step was the ability to color your furniture.  Downright scintillating to the Architect about town.   I came across a discussion of how that colorization would never be possible and why  (note, I don’t edit any of these things, it is all as it appeared on the forums…this I remember starter, that isn’t me, it is the original poster.):

I remember reading the post Pawlin is referring to but after several searches I still cannot find it. Sometime approximately between May 2005 and May 2006, we got a definite “NO on the color options for furniture” explanation. Based on Pawlin’s changed responses of “We wish to have color…” to “We have been told no on color…”

A Dev explained why making furniture with color options (like clothes) is “not impossible” but would be very time consuming and difficult to make new art in every color for every furniture item in the game. Clothing was intended to have color options during crafting and was coded that way and art done for it since the beginning. Furniture et al was never intended to have color options so the art and coding was never done. It would take a LOT of work to do it now. And they feel the game has many other higher priorities than making a chair have more color options.

Here’s SWG-Goliath explaining sort of why it can be done but won’t be done: CLICKY #1

 

Mirkwoods wrote:

 

SWG-Goliath wrote:

Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.

cell

|_ mesh

|_ floor

|_ portals

|_ Lights

Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all. Our game in its current state isnt set up for this level of customisation in housing.

Message Edited by SWG-Goliath on 10-03-200510:48 PM

 
This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.

Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms. This item consists of something called say, “Bedroom suite.”

The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.

We’ve all seen that there can be huge objects that are just one item; Example = Asteroid Chunk.

This way, when you put down say the “Bedroom suite”, or a “Small kitchen”, you are putting down only one object, and having most of a bedroom, or a kitchen already done, then you can use the smaller items to decorate and customize the “rooms.”

I’m not sure how something like this could even mess up the lighting.

I’d love to hear why this wouldn’t work… but I’d prefer to hear how it could be made to.

 
SWG-Goliath wrote: Its not impossible but you wouldn’t be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.

SWG-Goliath: Master Artist

 
Pawlin wrote:

Yeah you’d think it wouldn’t be too hard for their art dept. to put out a few new skins for new house styles.

ONe thing we’d like is furniture color customization. We were told over a year ago that the “ball is rolling” on that… I figure Sisyphus is still workin on it.

 

 
Pawlin wrote:

 
Edzew wrote: …also they can change the color on furniture as well yet they say its imposible kuz it would take to mutch code or sum crap like that …

 
They did not say it was impossible.

They have said that its a lot more work than people think cause the furniture items as made are not setup to handle multiple color options. So they’d have to both do new art for all the new colors and rewrite the software code for all the furniture.

I certainly hop we’ll net some new content like this eventually but I don’t expect it anytime soon. We’ve been asking for this for over 2 years so don’t hold your breath.

Pawlin wrote:

 
Wirlies_Birds_Inc wrote:

Pawlin said:

Color pallets for furniture might be off the table. SOE has said before that would be a ton of work so I don’t know if they’d be able to swing it.

_________________________________________________________________________________________

(Sorry, I don’t know how to do the neat little quoting previous post trick so many of you can do)

I don’t buy this for one second. You mean to tell methat will all the features in this and any other game, and with the fact that there are color palletts for clothing, for skin, for speeders and for ships, adding one for furniture is not techinically possible? Sounds to me like when you tell you kid to do thier reply is “but dad its soo hard”.

Sounds to me like they just don’t want to add a color pallet to furniture.

 

NO. I am not telling you it is “not technically possible”. I never said anything of the sort. I said that SOE said it “would be a ton of work”. If something is a lot of work, that is not the same as impossible.

Yes when it comes down to it some things they have to say ‘no’ to because its simply too much work. We have to be realistic. They have a limited amount of people and time. We want to get the most bang for the buck in the things they do for Trader.

I’d certainly like furniture pallette. I’ve personally asked for it a million **edit**ing times. But when they tell you outright that something isn’t going to happen then its time to move on and ask for other stuff.

Oh please, I can’t just tell my boss to **edit** off cause something is too hard and use that to get out of anything.

That is not what we’re talking about.

I’m talking about a business telling their customers “sorry thats to much work for us to be able to do”. I work directly with customers myself and do at times I tell them ‘no sorry’ when they ask for things we can’t realisticially do. Its based on cost and return and amount of work.

Seriously are you accusomted to businesses telling you “yes” for whatever you ask as a customer??

This is not the marines. You and I are not SOE’s commanding officer. So we can’t just order them to “make it happen”. The “customer is always right” philosphy is nice but only works so far when you’re looking at the various wants and needs of 10’s of thousands of individual customers and 9 distinct professions with various play styles. They have limited resources and have to spread them around the best way they can to get the most bang for the buck. We’ve only got a limited time they’re going to spend on our revamp and we need to make sure we get the most out of it.

I’ve been very clear that this is a case of SOE telling us its too much work. Thats a very straight forward no answer based on them not wanting to put that much effort into something. SO I’m dropping it in favor of the many other things we’d like done that they havne’t said no to. We won’t drop it entirely but since they’ve said no once why keep beating a dead horse??? I’m NOT going to make baselless accusations about teh validity of the amount of work they say it would take, tahts virtually calling them liars which gets nobody anywhere.

150)?150:this.scrollHeight)”Pawlin Construction of Kettemoor.
Harvesters and Crafting stations – Triad Coronet Mall just outside Coronet (-177, -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources at Talus (-639, -3058), West of Daeric.
“Worst FF ever *thumbsdown*” — Pawlin fan club
“I am not going to win Miss Congeniality again this year in the Senate.” — John McCain

 

My girl actually met the great Pawlin once!  Too exciting. She asked about harvesters, I think.   He was a very low key person, and very nice.  I don’t think he could tell she idolized him. 

In any case, we did get the ability to add color to furniture, though it wasn’t really well done on most pieces of furniture. 

Some of my Architect’s Prices

Armoire (beginners) 125 metal 875
Armoire (Masters) 8000
Armoire (wooden) 250 metal 1250
Bookcase (beginners) 75 + 75 Metal 950
Bookcase (Masters) 2500
Bookcase (wooden) 150 metal + 100 metal 1250
Cabinet (wooden) 200 metal + 150 metal +25 metal 1250
Café chair 75 metal+ 25 metal 500
Café Table 90 + 60 Metal 500
Café Table (Masters)
Candle Bestine 20 organic +15 fiberplast + 20 metal 500
Candle Coronet 20 organic +15 fiberplast + 20 metal 500
Candle Dearic 20 organic +15 fiberplast + 20 metal 500
Candle Restuss 20 organic +15 fiberplast + 20 metal 500
Candle Theed 20 organic +15 fiberplast + 20 metal 500
Chair (Brown scoop modern white pedestal) 130 non-ferrous metal + 25 metal 965
Chair (small square orange) 50 +25 Metal 500
Cheap café table 50 + 20 Metal 500
Chest (Beginners) 60 + 30 Metal 500
Chest (half circle type) 90 steel + 120 steel 1250
Couch (long orange) 90 + 80 Metal 500
Desk Lamp Bantha Gives Light 20 metal +15 metal +20 mineral 500
Desk Lamp Bantha Non Lighting 20 metal +15 metal +20 mineral 500
Desk Lamp Rancor 20 metal +15 metal +20 mineral 500
Dining table (super long wooden oval) 250 non ferrous + 250 aluminum 3500
Divan (purple) 80 metal + 120 Hide 1100
Droid Detection Device 50 metal + 50 metal 1100
End Table 50 metal + 20 mineral 710
End Table (Masters)
End table (wood arched legs, lip at back) 75 non-ferrous +50 aluminum 875
Freestanding Lamp Azeron 40 metal + 50 metal + 15 metal + 20 mineral 500
Freestanding Lamp Blueleaf Gives Light 40 metal + 50 metal + 15 metal + 20 mineral 500
Freestanding Lamp Blueleaf Non Lighting 40 metal + 50 metal + 15 metal + 20 mineral 500
Freestanding Lamp Razorcoil  40 metal + 50 metal + 15 metal + 20 mineral 500
Freestanding Lamp Tallbirch 40 metal + 50 metal + 15 metal + 20 mineral 500
Futon 175 metal 1025
Kitchen Chair 80 metal + 35 metal 845
Large Bed 150 metal +250 wooly hide 1700
Large Couch 150 metal + 100 hide 1250
Large Potted Plant style 1 (tree) 30 mineral + 30 wood + 20 chemical 770
Loveseat (cream and rust) 90 metal + 140 hide 1190
Metal chair 100 metal + 15 steel + 45 metal 980
Ottoman 80 metal + 150 hide 1190
Reclining chair 80 metal + 20 steel +120 hide 1160
Small Bed 100 metal + 150 wooly hide 1250
Small couch 100 metal + 100 hide 1100
Small modern end table (glass top curved leg) 50 non ferrous + 40 aluminum 270
Small Potted Plant style 1 25 min + 20 wood + 20 chemical 700
Small Table (black) 40 metal +40 mineral 740
Sofa Chair (Purple) 250 metal + 200 hide 1850
Squared metal chair 75 metal + 25 metal 800
Table Top Lamp 500
Table Top Lamp Corellia 500
Table Top Lamp Coruscant Gives Light 500
Table Top Lamp Coruscant Non Lighting 500
Table Top Lamp Naboo 500
Table Top Lamp Tatooine 500
Toolchest (short, red front) 50 metal + 40 metal 770
Toolchest (Tall Green) 75 metal+ 50 metal 875
Torch 20 metal + 20 metal + 1 gp electronic module 500
Upholstered Chair 90 metal + 150 wooly hide 1220
Wooden Chair 90 wood + 45 wood 635
Fountains, Braziers 8000
Streetlamps and Statues 8000
Paintings (regular size) 10000
Paintings (large ie Krayt, Lucky Despot) 20000
Table (glass top) 1025

Lamps, beds, sofas and paintings were always my best sellers.  Street Lamps were popular and I made and sold every model.  You could put them in your house or in your City if you were a mayor.

My Architect originally meant to be a Chef, but once she had made an item or two from the general Artisan Skill Tree her heart belonged to Architecture.

EQ 2: In The Down Under With The Candelabra

I worked on the Crafting Tutorials this morning.  I successfully made my candelabra and a few other items.  The crafting area is in an area called The Down Under.  It is, no surprise, a  deep, dark winding cave of a place. You need to get the recipe from the trainer, then “Scribe” it from your inventory to learn a large recipe set which includes the one you’re learning to make. 
 

You need to stand close by a particular type of crafting station for each item you make.  There are apparently 9 different trade skills and you can learn each.  I’m sure you need to choose which to select to really work on. Nobody could store ingredients for all those crafts. 
 

So far I’ve tried Carpentry, Jewelry Making, Provisioning and Weaponry.  I always want to make things for my house so I’d love that one.  Making foods is usually a good choice.  Hmmm.

Something tripped in my tiny brain and I looked at the Claim Rewards tab. I had all sorts of things for my house so I took down the tent and put up a nice little bed.   The place looks much cozier.
 

Learning how to rotate objects is a priority because I have my chairs at the table facing the wrong way and my weapon rack needs to be turned.  That’s no good.

I feel a bit happier now that I have mastered the basics of crafting.  I always love to make useful things and generally learn every craft with some character.

My knowledge of the city is increasing and I can easily make my way back and forth from my house to the crafting caves without falling in a hole and dying as I did last week.  Why they stuck a dark hole of death in a dark city I don’t know. Watch your step!
 

Everquest 2 The Wizard in the Deep Dark “City of Hate”

Thanks to The Stylish Corpse, and her EQ2 post, I thought I’d work on a single one of my EQ2 characters just to keep moving forward.

 I chose my Pirate-y looking Mouse Wizard who just is so cute and who plays well (perhaps closest to the Mage/Caster type character class I’m used to).

She finally emerged from Darklight Woods and is now making her way around Neriak The City of Hate.  No lie.  The place is the darkest environment I’ve seen outside of a horror game.  She has a home with a tent, a table and a painting on the wall.  Snuggly as anything compared to what’s outside of her door.

I tried to work through the crafting quest and make a candelabra.  I had loads of Tin in a Harvester bag in my house vault, but I couldn’t get the dang Tin out of the bag for love or money.  Did I feel extra stoopid or what?  As I’m writing this I wonder if I have to pull the whole bag out of the vault and then grab the Tin.  Yowza. 

I shall try again.  I’d like to get this bit done and any other quests within the city.  I really don’t enjoy playing “evil” characters so the whole ambience of Neriak is weighing heavily on me.  I think if I feel she is stuck there somehow (not possible, right?) I’ll have to abandon her and play the Cat type character who is out in that nice sunshine drenched area and who vibrates goodness.

What I’m Doing Whilst I Wait for Draenor

 I’ve seen a couple of posts this week on what to do while waiting for Draenor’s release.

 

I found that when my Druid and Warlock and Mage first got to Draenor  (in Beta) they were getting whomped.  I managed to work with my Druid using Pandaria level potions and scrolls, but they really don’t cut it.  I won’t mention here the many problems over the course of the beta I had trying to make Rejuvenation Potions.  I finally gave up and bought potions from the Big Guy in Stormwind.

He won’t be there obviously in the live game. 

I’ve been working on my Cooking Skills and my Pandaria Farms on all my 90 characters.  ( I play on two servers and have three 90s on each. By launch I’ll have another for each server).

I’m stocking the guild banks with all the potions and flasks and scrolls and foods I can to help everyone get started.

As you know, I’m a bozo from Bozo Town, so I don’t pay much attention to armor and item levels unless my ILevel keeps me from getting in a dungeon.

Now I see that I really need to up my levels in order to play through successfully. 

Doing the Iron Horde Quest with your 90 is a good way to get a few nice pieces of armor that will give you a considerable boost.

Off I went to the Timeless Isle next. 

There are Mossy Chests tucked in by trees and boulders all over the island that give Timeless Coins (for you to buy stuff that will help you but I’m saving for the Mount) and Item Level 496 gear for your spec.  Some of the drops are for other specs but you can send them to any character on your account who can use them.  There are other chests in dangerous locations that give more gear.  Some animals drop gear.

There are a couple of bizzaro platform jumping places for you to get even more treasure.  I just found this spot, and I fell leaping for the first pillar here…
 

My strategy since my characters are all around 440 at best going in has been to slink around the island getting as many chests as possible.  When my Item Level is at 480+ I find I can start killing the Elite Turtles on the beach for coinage.

The next place to go is the (vomitous) Isle of Thunder.  It is one scenario after another.  I did solo scenarios but maybe you can go in as a group?  I dunno.  My Mage got pounded up one side and down another.  She is feeling reluctant to go back.

I sent my Warlock in last night. She is at 497 and it was a walk in the park for her.  I could not believe the difference in her experience. 
 

Get as close to 500 as you can before heading over.  I haven’t gotten anything from these but 11 gold for each completion.  Pretty scummy, even though it’s easy for this character.

I have a Death Knight and two Paladins working their way through Pandaria.  They should be ready to rumble by November 13.

 

 

Galaxies (Tuesday): Color Palettes

I actually wrote a post in my head yesterday, and then it just never made it to the page. It required a bit of scanning so I’ll put it in next week.

Here from SWG Wikia are the many color palettes from Star Wars Galaxies.  I wasn’t able to find the color palette this morning Tailors used that had suggested color names for many of the colors on this first chart. No matter, I made up my own color names, and made clothing in colors not usually used because I suspect they hadn’t been named by anyone.  If I locate my copy of that chart I’ll add it in here.

The beauty of creating clothing in Galaxies was, I could make a shirt, call it whatever I wanted, and include its color name as a lure for purchase.  I haven’t seen that level of customization anywhere since.  I could use color J6 for instance and call my color Starship Gray or E14 could be Periwinkle Blue.  Color naming is a game in itself.  Just in case another game ever allows colorization of items in this way, look below the Galaxies charts from Wikia for some color name ideas.  You’re very welcome.

Cloth items

A B C D E F G H I J K L M N O
1 A1 B1 C1 D1 E1 F1 G1 H1 I1 J1 K1 L1 M1 N1 O1
2 A2 B2 C2 D2 E2 F2 G2 H2 I2 J2 K2 L2 M2 N2 O2
3 A3 B3 C3 D3 E3 F3 G3 H3 I3 J3 K3 L3 M3 N3 O3
4 A4 B4 C4 D4 E4 F4 G4 H4 I4 J4 K4 L4 M4 N4 O4
5 A5 B5 C5 D5 E5 F5 G5 H5 I5 J5 K5 L5 M5 N5 O5
6 A6 B6 C6 D6 E6 F6 G6 H6 I6 J6 K6 L6 M6 N6 O6
7 A7 B7 C7 D7 E7 F7 G7 H7 I7 J7 K7 L7 M7 N7 O7
8 A8 B8 C8 D8 E8 F8 G8 H8 I8 J8 K8 L8 M8 N8 O8
9 A9 B9 C9 D9 E9 F9 G9 H9 I9 J9 K9 L9 M9 N9 O9
10 A10 B10 C10 D10 E10 F10 G10 H10 I10 J10 K10 L10 M10 N10 O10
11 A11 B11 C11 D11 E11 F11 G11 H11 I11 J11 K11 L11 M11 N11 O11
12 A12 B12 C12 D12 E12 F12 G12 H12 I12 J12 K12 L12 M12 N12 O12
13 A13 B13 C13 D13 E13 F13 G13 H13 I13 J13 K13 L13 M13 N13 O13
14 A14 B14 C14 D14 E14 F14 G14 H13 I14 J14 K14 L14 M14 N14 O14
15 A15 B15 C15 D15 E15 F15 G15 H15 I15 J15 K15 L15 M15 N15 O15
16 A16 B16 C16 D16 E16 F16 G16 H16 I16 J16 K16 L16 M16 N16 O16
17 A17 B17 C17 D17 E17 F17 G17 H17 I17 J17 K17 L17 M17 N17 O17

Leather items

Expanded leather selection

A B C D E F G H I
1 A1 B1 C1 D1 E1 F1 G1 H1 I1
2 A2 B2 C2 D2 E2 F2 G2 H2 I2
3 A3 B3 C3 D3 E3 F3 G3 H3 I3
4 A4 B4 C4 D4 E4 F4 G4 H4 I4
5 A5 B5 C5 D5 E5 F5 G5 H5 I5
6 A6 B6 C6 D6 E6 F6 G6 H6 I6
7 A7 B7 C7 D7 E7 F7 G7 H7 I7
8 A8 B8 C8 D8 E8 F8 G8 H8 I8
9 A9 B9 C9 D9 E9 F9 G9 H9 I9
10 A10 B10 C10 D10 E10 F10 G10 H10 I10
11 A11 B11 C11 D11 E11 F11

Limited leather selection

A B C D E F
1 A1 B1 C1 D1 E1 F1
2 A2 B2 C2 D2 E2 F2
3 A3 B3 C3 D3 E3 F3
4 A4 B4 C4 D4 E4 F4
5 A5 B5 C5 D5 E5 F5
6 A6 B6 C6 D6 E6 F6
7 A7 B7 C7 D7 E7 F7
8 A8 B8 C8 D8 E8 F8

Metals and Gemstones

B C D E F G K L
1 B1 C1 D1 E1 F1 G1 K1 L1
2 B2 C2 D2 E2 F2 G2 K2 L2
3 B3 C3 D3 E3 F3 G3 K3 L3
4 B4 H4 D4 E4 F4 G4 K4 L4
7 B7 C7 D7 E7 F7 G7 K7 L7
8 B8 C8 D8 E8 G8 G8 K8 L8
9 B9 C9 D9 E9 F9 G9 K9 L9
10 B10 C10 D10 E10 F10 G10 K10 L10
11 B11 C11 D11 E11 F11 G11 K11 L11
Q12 E12 R12 T12 Y12 U12 I12 O12

Unique palettes

Dress Robe

A B C D E F G H I J K L M N O
1 A1 B1 C1 D1 E1 F1 G1 H1 I1 J1 K1 L1 M1 N1 O1
2 A2 B2 C2 D2 E2 F2 G2 H2 I2 J2 K2 L2 M2 N2 O2
3 A3 B3 C3 D3 E3 F3 G3 H3 I3 J3 K3 L3 M3 N3 O3
4 A4 B4 C4 D4 E4 F4 G4 H4 I4 J4 K4 L4 M4 N4 O4
5 A5 B5 C5 D5 E5 F5 G5 H5 I5 J5 K5 L5 M5 N5 O5
6 A6 B6 C6 D6 E6 F6 G6 H6 I6 J6 K6 L6 M6 N6 O6
7 A7 B7 C7 D7 E7 F7 G7 H7 I7 J7 K7 L7 M7 N7 O7
8 A8 B8 C8 D8 E8 F8 G8 H8 I8 J8 K8 L8 M8 N8 O8
9 A9 B9 C9 D9 E9 F9 G9 H9 I9 J9 K9 L9 M9 N9 O9
10 A10 B10 C10 D10 E10 F10 G10 H10 I10 J10 K10 L10 M10 N10 O10
11 A11 B11 C11 D11 E11 F11 G11 H11 I11 J11 K11 L11 M11 N11 O11
12 A12 B12 C12 D12 E12 F12 G12 H12 I12 J12 K12 L12 M12 N12 O12
13 A13 B13 C13 D13 E13 F13 G13 H13 I13 J13 K13 L13 M13 N13 O13
14 A14 B14 C14 D14 E14 F14 G14 H14 I14 J14 K14 L14 M14 N14 O14
15 A15 B15 C15 D15 E15 F15 G15 H15 I15 J15 K15 L15 M15 N15 O15
16 A16 B16 C16 D16 E16 F16 G16 H16 I16 J16 K16 L16 M16 N16 O16
17 A17 B17 C17 D17 E17 F17 G17 H17 I17 J17 K17 L17 M17 N17 O17

Ithorian robe accents

A B C D E F G
1 A1 B1 C1 D1 E1 F1 G1
2 A2 B2 C2 D2 E2 F2 G2
3 A3 B3 C3 D3 E3 F3 G3
4 A4 B4 C4 D4 E4 F4 G4
5 A5 B5 C5 D5 E5 F5 G5
6 A6 B6 C6 D6 E6 F6 G6
7 A7 B7 C7 D7 E7 F7 G7
8 A8 B8 C8 D8 E8 F8 G8
9 A9 B9 C9 D9 E9 F9 G9
10 A10

Long Formal Jacket

A B C D
1 A1 B1 C1 D1
2 A2 B2 C2 D2
3 A3 B3 C3 D3
4 A4 B4 C4 D4
5 A5 B5 C5 D5
6 A6 B6 C6 D6

Two-Strap Bandolier

A B C D E F G H I J K L M N O
1 A1 B1 C1 D1 E1 F1 G1 H1 I1 J1 K1 L1 M1 N1 O1
2 A2 B2 C2 D2 E2 F2 G2 H2 I2 J2 K2 L2 M2 N2 O2
3 A3 B3 C3 D3 E3 F3 G3 H3 I3 J3 K3 L3 M3 N3 O3
4 A4 B4 C4 D4 E4 F4 G4 H4 I4 J4 K4 L4 M4 N4 O4
5 A5 B5 C5 D5 E5 F5 G5 H5 I5 J5 K5 L5 M5 N5 O5
6 A6 B6 C6 D6 E6 F6 G6 H6 I6 J6 K6 L6 M6 N6 O6
7 A7 B7 C7 D7 E7 F7 G7 H7 I7 J7 K7 L7 M7 N7 O7
8 A8 B8 C8 D8 E8 F8 G8 H8 I8 J8 K8 L8 M8 N8 O8
9 A9 B9 C9 D9 E9 F9 G9 H9 I9 J9 K9 L9 M9 N9 O9
10 A10 B10 C10 D10 E10 F10 G10 H10 I10 J10 K10 L10 M10 N10 O10
11 A11 B11 C11 D11 E11 F11 G11 H11 I11 J11 K11 L11 M11 N11 O11
12 A12 B12 C12 D12 E12 F12 G12 H12 I12 J12 K12 L12 M12 N12 O12
13 A13 B13 C13 D13 E13 F13 G13 H13 I13 J13 K13 L13 M13 N13 O13
14 A14 B14 C14 D14 E14 F14 G14 H14 I14 J14 K14 L14 M14 N14 O14
15 A15 B15 C15 D15 E15 F15 G15 H15 I15 J15 K15 L15 M15 N15 O15
16 A16 B16 C16 D16 E16 F16 G16 H16 I16 J16 K16 L16 M16 N16 O16
17 A17 B17 C17 D17 E17 F17 G17 H17 I17 J17 K17 L17 M17 N17 O17

 

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Sixteenth Century Color Names
Period Name
Description
DMC
Period Name
Description
DMC
Claie-colour
Cream or gray
 
Carnation
pinkish-brown (meat)
223
Sheep
Undyed wool
712
Lustie-gallant
Light Red
 
Ginger
Powdery yellow-cream
 
Ventre de biche
reddish-white
 
Cane Colour
Yellowish Tint
 
Pincke
Pink
776
White
White
White
Drakes Colour
?  Red or Green
 
Clodie Colour
Off White/Grey
 
Nacarade
Pale orange-red
 
Crane
Grayish white
 
Pimpillo
Raw Umber/Raw Sienna
 
Dove
Grey
 
Tawny
brown, orange
435
Ash Colour (Cendre in France)
Grey
 
Lion-Tawny
yellowish tan
 
Isabelline also called Flax-seed)
Grayish buff
644
Orange-Tawny
brownish orange
 
Willow
grey, light and green
524
Blecche
Orange
 
Dying Spaniard
gray, light and greenish
3023
Marigold
Orange-Yellow
 
Rat Colour
Black, Heather
3799
Peache
Yellow flushed with pink
 
Heare Colour
Brown, the color of a hare
 
Bright New Tan
Tan
729
Brown Bread
Brownish tan
 
Maidenhair (hair)
bright tan
 
Meal
light brown
 
Straw
Light Yellow
 
Puke
Brown, Rusty, dirty
 
Primrose
Yellow
726
Peahen
Brown, reddish
632
Canary
Canary yellow
 
Russet
Reddish brown
300
Gozelinge
Pale Yellow-Green
 
Murrey
Purplish Red (Plum or Mulberry))
3685
Popingay (Popinjay, Popingay-blue)
Green, yellowish
943
Amarante
Amethyst-purple
 
Virli
Vivid Green
 
Zinzolin
Red-violet
 
Lincoln Green
Bright Green
 
Gingerline
Reddish violet
 
Watchet
blue, greenish
806
Crimson
Red
816
Seagreen(Celadon)
greenish blue-courtesan
561
Maiden’s blush (also called Ladie Blushe)
Fuscia
3350
Pease-porridge Tawny
Brownish-green
 
Strammel
Red
 
Goose-Turd Green
green, yellow-brown
470
Bristol Red
Pleasant Red
 
Verdigris
Oxidized copper
 
Sangyn (Blod)
Blood Red
 
Milk and Water
blue, pale light
747
Ox-Blood
Blood Red
 
Whey
Pale whitish-blue
 
Ruby
Red
 
Plunket
Light Blue
 
Incarnate
Red
 
Biche
Pale blue
 
Scarlet
Bright Red
347
Inciannomati
Intense light blue
 
Horseflesh
Darker than Carnation
316
Azzuri
Deep Blue
 
 
 

Blacks and Grays from The Hex Hub

The chart below shows the hexadecimal color codes for neutral colors–black, white, and shades of gray. All of these colors have no saturation. This page is part of The Hex Hubof The Color Spotat HTML Station. You can use a quick reference table to choose from among the many other color tables available or to see the meaning of the labels (Safe 16 SVG Hex3).

black(Safe 16 SVG Hex3) #000000

 
gray1 #030303
 
gray2 #050505
 
gray3 #080808

 
gray4 #0A0A0A
 
gray5 #0D0D0D
 
gray6 #0F0F0F

 
gray7 #121212
 
gray8 #141414
 
gray9 #171717

 
gray10 #1A1A1A
 
gray11 #1C1C1C
 
gray12 #1F1F1F

 
gray13 #212121
 
gray14 #242424
 
gray15 #262626

 
gray16 #292929
 
gray17 #2B2B2B
 
gray18 #2E2E2E

 
gray19 #303030
 
gray20(Safe Hex3) #333333
 
gray21 #363636

 
gray22 #383838
 
gray23 #3B3B3B
 
gray24 #3D3D3D

 
gray25 #404040
 
gray26 #424242
 
gray27 #454545

 
gray28 #474747
 
gray29 #4A4A4A
 
gray30 #4D4D4D

 
gray31 #4F4F4F
 
gray32 #525252
 
gray33(Hex3) #555555

 
gray34 #575757
 
gray35 #595959
 
gray36 #5C5C5C

 
gray37 #5E5E5E
 
gray38 #616161
 
gray39 #636363

 
gray40(Safe Hex3) #666666
 
dimgrey(SVG) #696969
 
dimgray(SVG) #696969

 
gray42 #6B6B6B
 
gray43 #6E6E6E
 
gray44 #707070

 
gray45 #737373
 
gray46 #757575
 
gray47 #787878

 
gray48 #7A7A7A
 
gray49 #7D7D7D
 
grey(16 SVG) #808080

 
gray50 #7F7F7F
 
gray(16 SVG) #808080
 
gray51 #828282

 
gray52 #858585
 
gray53 #878787
 
gray54 #8A8A8A

 
gray55 #8C8C8C
 
gray56 #8F8F8F
 
gray57 #919191

 
gray58 #949494
 
gray59 #969696
 
gray60(Safe Hex3) #999999

 
gray61 #9C9C9C
 
gray62 #9E9E9E
 
gray63 #A1A1A1

 
gray64 #A3A3A3
 
gray65 #A6A6A6
 
darkgray(SVG) #A9A9A9

 
gray66 #A8A8A8
 
darkgrey(SVG) #A9A9A9
 
gray67 #ABABAB

 
sgilightgray(Hex3) #AAAAAA
 
gray68 #ADADAD
 
gray69 #B0B0B0

 
gray70 #B3B3B3
 
gray71 #B5B5B5
 
gray72 #B8B8B8

 
gray73 #BABABA
 
gray74 #BDBDBD
 
silver(16 SVG) #C0C0C0

 
gray #BEBEBE
 
gray75 #BFBFBF
 
gray76 #C2C2C2

 
gray77 #C4C4C4
 
gray78 #C7C7C7
 
gray79 #C9C9C9

 
verylightgrey #CDCDCD
 
gray80(Safe Hex3) #CCCCCC
 
gray81 #CFCFCF

 
gray82 #D1D1D1
 
gray83 #D4D4D4
 
lightgrey(SVG) #D3D3D3

 
lightgray(SVG) #D3D3D3
 
gray84 #D6D6D6
 
gray85 #D9D9D9

 
gainsboro(SVG) #DCDCDC
 
gray86 #DBDBDB
 
gray87 #DEDEDE

 
gray88 #E0E0E0
 
gray89 #E3E3E3
 
gray90 #E5E5E5

 
gray91 #E8E8E8
 
gray92 #EBEBEB
 
gray93 #EDEDED

 
gray94 #F0F0F0
 
gray95 #F2F2F2
 
whitesmoke(SVG) #F5F5F5

 
gray97 #F7F7F7
 
gray98 #FAFAFA
 
gray99 #FCFCFC

 
white(Safe 16 SVG Hex3) #FFFFFF
 
 
 

 

Blues and Purples from the Hex Hub
 
 

The chart below shows the hexadecimal color codes for shades of blue, teal, cyan, and similar colors. This page is part of The Hex Hub of The Color Spot at HTML Station. You can use a quick reference table to choose from among the many other color tables available or to see the meaning of the labels (Safe 16 SVG Hex3).

azure4 #838B8B

 
lightcyan4 #7A8B8B
 
azure3 #C1CDCD
 
paleturquoise4 #668B8B

 
lightcyan3 #B4CDCD
 
darkslategray(SVG) #2F4F4F
 
darkslategrey(SVG) #2F4F4F

 
cadetblue #5F9F9F
 
lightblue #C0D9D9
 
darkslategray4 #528B8B

 
azure2 #E0EEEE
 
paleturquoise3 #96CDCD
 
sgiteal #388E8E

 
darkslategray3 #79CDCD
 
lightcyan2 #D1EEEE
 
lightblue #8FD8D8

 
turquoise #ADEAEA
 
mediumturquoise #70DBDB
 
paleturquoise2 #AEEEEE

 
paleturquoise(SVG) #AFEEEE
 
darkslategray2 #8DEEEE
 
teal(16 SVG) #008080

 
darkcyan(SVG) #008B8B
 
cyan3 #00CDCD
 
cyan2(Hex3) #00EEEE

 
cyan(Safe 16=aqua SVG Hex3) #00FFFF
 
aqua(Safe 16 SVG Hex3) #00FFFF
 
darkslategray1 #97FFFF

 
paleturquoise1(Hex3) #BBFFFF
 
lightcyan(SVG) #E0FFFF
 
azure(SVG) #F0FFFF

 
darkturquoise(SVG) #00CED1
 
cadetblue(SVG) #5F9EA0
 
turquoise4 #00868B

 
turquoise3 #00C5CD
 
turquoise2 #00E5EE
 
turquoise1 #00F5FF

 
cadetblue4 #53868B
 
old copper #73B1B7
 
cadetblue3 #7AC5CD

 
cadetblue2 #8EE5EE
 
cerulean #05B8CC
 
cadetblue1 #98F5FF

 
powderblue(SVG) #B0E0E6
 
lightblue4 #68838B
 
lightblue3 #9AC0CD

 
lake michigan #50A6C2
 
lightblue(SVG) #ADD8E6
 
lightblue2 #B2DFEE

 
deepskyblue4 #00688B
 
skyblue5(Safe Hex3) #0099CC
 
deepskyblue3 #009ACD

 
deepskyblue2 #00B2EE
 
deepskyblue(SVG) #00BFFF
 
lightblue1 #BFEFFF

 
peacock #33A1C9
 
skyblue(SVG) #87CEEB
 
summersky #38B0DE

 
steelblue #236B8E
 
skyblue6 #3299CC
 
lightskyblue4 #607B8B

 
lightskyblue3 #8DB6CD
 
lightskyblue2 #A4D3EE
 
neon blue #67C8FF

 
lightskyblue1 #B0E2FF
 
lightskyblue(SVG) #87CEFA
 
skyblue3 #6CA6CD

 
skyblue4 #4A708B
 
cerulean blue #9BC4E2
 
skyblue2 #7EC0EE

 
skyblue1 #87CEFF
 
steelblue(SVG) #4682B4
 
steelblue3 #4F94CD

 
steelblue2 #5CACEE
 
steelblue1 #63B8FF
 
steelblue4 #36648B

 
aliceblue(SVG) #F0F8FF
 
slategray(SVG) #708090
 
slategrey(SVG) #708090

 
lightslategrey(SVG Hex3) #778899
 
lightslategray(SVG Hex3) #778899
 
slategray3 #9FB6CD

 
sgilightblue #7D9EC0
 
dodgerblue4 #104E8B
 
dodgerblue3 #1874CD

 
dodgerblue2 #1C86EE
 
slateblue #007FFF
 
dodgerblue(SVG) #1E90FF

 
slategray4 #6C7B8B
 
heather blue #B7C3D0
 
blueberry #75A1D0

 
slategray2 #B9D3EE
 
slategray1 #C6E2FF
 
lightsteelblue4 #6E7B8B

 
lightsteelblue3 #A2B5CD
 
lightsteelblue(SVG) #B0C4DE
 
lightsteelblue2 #BCD2EE

 
lightsteelblue1 #CAE1FF
 
cornflowerblue(SVG) #6495ED
 
darkturquoise #7093DB

 
cobalt #3D59AB
 
royalblue4 #27408B
 
royalblue3 #3A5FCD

 
royalblue(SVG) #4169E1
 
royalblue2 #436EEE
 
royalblue1 #4876FF

 
aluminum #A9ACB6
 
silver #E6E8FA
 
midnightblue #2F2F4F

 
cornflowerblue #42426F
 
lightsteelblue #8F8FBC
 
richblue #5959AB

 
sgislate blue #7171C6
 
quartz #D9D9F3
 
navyblue #23238E

 
mediumblue #3232CD
 
mediumblue #3232CC
 
midnightblue(SVG) #191970

 
lavender(SVG) #E6E6FA
 
midnightblue(Safe Hex3) #000033
 
navy(16 SVG) #000080

 
darkblue(SVG) #00008B
 
newmidnightblue #00009C
 
mediumblue(SVG) #0000CD

 
blue2(Hex3) #0000EE
 
blue(Safe 16 SVG Hex3) #0000FF
 
royalblue(Safe Hex3) #3333FF

 
neonblue #4D4DFF
 
cobalt(Safe Hex3) #6666FF
 
periwinkle(Hex3) #AAAAFF

 
offwhiteblue(Safe Hex3) #CCCCFF
 
ghostwhite(SVG) #F8F8FF
 
ultramarine #120A8F

 
darkslateblue(SVG) #483D8B
 
slateblue4 #473C8B
 
slateblue(SVG) #6A5ACD

 
slateblue3 #6959CD
 
slateblue2 #7A67EE
 
lightslateblue #8470FF

 
slateblue1 #836FFF
 
mediumslateblue(SVG) #7B68EE
 
cornflower(Safe Hex3) #3300FF

 
mediumpurple4 #5D478B
 
mediumpurple2 #9F79EE
 
mediumpurple3 #8968CD

 
mediumpurple(SVG) #9370DB
 
mediumpurple1 #AB82FF
 
blue safe(Safe Hex3) #6600FF

 
blue deep #380474
 
 
 
 
© 1996 Penny Ladnier

Color in Elizabethan Dress

This list of cloth colors used throughout the 16th and early 17th century was compiled by Penny Ladnier, and is excerpted from her paper “Color Names Throughout the Centuries”.

1500-1580

Documented in: “Costume in England: A History of Dress”

BristolRed: Red used for garments.
Lincoln Green: Color used by archers, also named after the town, Lincoln where it originated.
Yellow: Used for mourning.
Russet: 1512, Reddish brown or grey worn by countrymen.
Ash: 1518, Used for gowns and kirtles.
Rat’s Colour: 1518, Dull grey, worn by poor people.
Puke: 1522, Dirty Brown.
Popingay Green: 1522, Blue-green.
Light Tawney: 1522, Light yellowish tan.
REDDS, PINK, CROYDE, MOSTYNS, BROWN-BLUE, LIGHT GREYE, FRIAR COLOUR, LONG FINE BLUE: All color names used 1522 but more information is needed on them.

Documented in “Costume in the Drama of Shakespear and His Contemparies”:

The following colors were the only colours made in England, during one time in the year 1522 by the order of King Edward VI.
Scarlet: Red
Crimson: Red
Murrey: Mulberry colour
Sheep’s Colour: Natural
Puke: Dirty Brown
Orange-Tawney: Worn often in plays.
Watchet: Blue
Lion’s Colour: Tawney, yellowish tan
Marble, Sad New Colour, Motley, and Iron Grey were also documented on the list, but are in need of more research.
This is a group of King Edward’s VI favorite colors, all from 1547-53:
Incarnate: Red
Carnation: Resembling the colour Raw Flesh
Blod, Turkey,
and Sea-Waterare color names documented in need of more research.
This is a group of Mary Tudor’s favorite color’s names used in 1554:
Ruby, Crane, and Old Medley are documented and in need of more research.
Other color names used during the period:
Gooseturd Green: 1577, Yellowish green.
The Devil in the Head: 1577, Also called Hedge.
Whey: 1553, Pale bluish colour.
Coleur de Roy: 1531, Bright Tawney color worn by the officials and servants of the King of Scotland.
PEASE-PORRIGE TAWNIE, POPONGAIE BLUE, LUSTIE GALLANT and BISCAYEare all documented in the year 1577, but are in need of more research.

1580-1620

Documented in “Elizabethan Costumes from 1550-1580”

BristolRed: A “pleasant” red.
Cane Color: Yellowish tint.
Carnation: Resembling raw flesh
Crane Colour: Greyish white
Dead Spaniard: Pale greyish tan
Gingerline: 1595, Reddish violet
Goose-Turd: Yellowish green
Hair: Bright tan
Incarnate: Red
Isabella: Light buff
Lincoln Green: Bright Green
Lustie-Gallant: Light Red
Maiden Hair: 1605, Bright tan
Milk and Water: Bluish white
Murrey: Purplish red
Orange Tawney: Orangish brown
Peach: Deep pinkish orange
Plunket: Light blue
Popinjay: Bluish Green
Primrose: 1597, Pale yellow
Puke: Dirty Brown
Rat’s Color: Dull grey
Sangyn: Blood red
Sheep’s Color: Natural
Strammel: 1575, Red
Straw: 1578, Light Yellow
Tawney: Brown tinged with yellow
Watchet: Pale greenish blue
Whey: Pale whitish blue
Willow: Light green

Other color names used needing further research from this period: DOVE-GREY, PANSY, SCRATCH FACE, VERDIGRIS, DAWN, WATER-COLOR, BEANS-BLUE, APE’S LAUGH, CRISTALLINE, SMOKED OX, TRISTAMI, FLOWERING RYE, FADING FLOWER, GOSLING GREEN, CANARY, ARGENTINE, MERRY WIDOW, RESURRECTION, KISS-ME-DARLING, CHIMNEY-SWEEP, AMARANTH, FLAX-BLUE, BOTTLE GREEN, JUDAS-COLOR, OX-BLOOD, DYING MONKEY, BROWN BREAD, MORTAL SIN, HAM-COLOR, and LOVE-LONGING.

Documented in “Costume in England: A History of Dress”

CoventryBlue: Very popular color during Elizabeth’s reign

Documented in “Costume in the Drama of Shakespeare and His Contemparies”:

Color names available at mercers and drapers during 1586-87.
  • Gentlemen’s Grey, Partridge, Pheasant,
  • Beggar’s Grey, Rat, and Ginger.
  •  
  • Names of colors that were accounted for in the Great Wardrobe and were popular during 1559.
  • Brasell, Celestial, Clay, Drake, Flybert,
  • Horseflesh, Marigold, Meal, Palme, Pearl,
  • Soppes-in-Wine, Syamon, and Turtle.
  •  
  • Maide’s Blush: 1590, Rose color.

Copyright Notice

“Permission is given to copy and freely distribute this list as long as this header remains intact. No warrenty expressed or implied.” (c) Penny E. Ladnier Send updates, corrections, additions and comments to me: s0peladn@cabell.vcu.edu


 

Authors: The VirRen Team led by C.S.Marszalek & B.Panagakis
Created: 8 August 1996; Modified: 23 August 2004
 
 

Well folks, it was panic time! …this is the color code that was my absolute favorite to use…and when I checked..it was NO LONGER THERE without the 404 error…but luckily I had it in my cache…so I can not take the credit for this..except for saving it for others to find and use
Eve
*note:
2/15/97….I’ve realized for awhile that this color chart did have some errors in the codes..but..being me..I was way too lazy to fix them. Early this morning I got an email from a wonderful gentleman, JimJr, who had taken the time to fix this chart RIGHT! So a great deal of the credit goes to the original authors, and to JimJr, for making this chart more easily used! *smile*

Listed below is a quick reference guide of a few color codes you can usewhen defining the background, text and link colors in HTML 3.0 documents.You should be able to view the actual color in the table listed below.


HTML Code Meanings

  • bgcolor= background color
  • text= color of text (all non-hyperlinked items)
  • link= color of unvisited links
  • vlink= color of visited links
  • alink= color of active links (while being selected)
  • font= color of specific text

 


Color Names and Codes

 

 
Color Name
Code
Color Name
Code
Color Name
Code
AliceBlue
eff7ff
AntiqueWhite
f9e8d2
AntiqueWhite1
feedd6
AntiqueWhite2
ebdbc5
AntiqueWhite3
c8b9a6
AntiqueWhite4
817468
Aquamarine
43b7ba
aquamarine1
87fdce
aquamarine2
7deabe
aquamarine3
69c69f
aquamarine4
417c64
azure
efffff
azure2
deecec
azure3
bcc7c7
azure4
7a7d7d
beige
f5f3d7
bisque
fde0bc
bisque2
ead0ae
bisque3
c7af92
bisque4
816e59
Black
000000
BlanchedAlmond
fee8c6
Blue
0000ff
blue1
1535ff
blue2
1531ec
blue3
1528c7
blue4
151b7e
BlueViolet
7931df
Brown
980517
brown1
f63526
brown2
e42d17
brown3
c22217
burlywood1
fcce8e
burlywood2
eabe83
burlywood3
c6a06d
burlywood4
806341
CadetBlue
578693
CadetBlue1
99f3ff
CadetBlue2
8ee2ec
CadetBlue3
77bfc7
CadetBlue4
4c787e
charTReuse
8afb17
charTReuse2
7fe817
charTReuse3
6cc417
charTReuse4
437c17
chocolate
c85a17
Coral
f76541
coral2
e55b3c
coral3
c34a2c
coral4
7e2817
CornflowerBlue
151b8d
cornsilk
fff7d7
cornsilk2
ece5c6
cornsilk3
c8c2a7
cornsilk4
817a68
Cyan
00ffff
cyan1
57feff
cyan2
50ebec
cyan3
46c7c7
cyan4
307d7e
DarkGoldenrod
af7817
DarkGoldenrod1
fbb117
DarkGoldenrod2
e8a317
DarkGoldenrod3
c58917
DarkGoldenrod4
7f5217
DarkGreen
254117
DarkKhaki
b7ad59
DarkOliveGreen
4a4117
DarkOliveGreen1
ccfb5d
DarkOliveGreen2
bce954
DarkOliveGreen3
a0c544
DarkOliveGreen4
667c26
DarkOrange
f88017
DarkOrange1
f87217
DarkOrange2
e56717
DarkOrange3
c35617
DarkOrange4
7e3117
DarkOrchid
7d1b7e
DarkOrchid1
b041ff
DarkOrchid2
a23bec
DarkOrchid3
8b31c7
DarkOrchid4
571b7e
DarkSalmon
e18b6b
DarkSeaGreen
8bb381
DarkSeaGreen1
c3fdb8
DarkSeaGreen2
b5eaaa
DarkSeaGreen3
99c68e
DarkSeaGreen4
617c58
DarkSlateBlue
2b3856
DarkSlateGray
25383c
DarkSlateGray1
9afeff
DarkSlateGray2
8eebec
DarkSlateGray3
78c7c7
DarkSlateGray4
4c7d7e
DarkTurquoise
3b9c9c
DarkViolet
842dce
DeepPink
f52887
DeepPink2
e4287c
DeepPink3
c12267
DeepPink4
7d053f
DeepSkyBlue
3bb9ff
DeepSkyBlue2
38acec
DeepSkyBlue3
3090c7
DeepSkyBlue4
25587e
DimGray
463e41
DodgerBlue
1589ff
DodgerBlue2
157dec
DodgerBlue3
1569c7
DodgerBlue4
153e7e
Firebrick
800517
firebrick1
f62817
firebrick2
e42217
firebrick3
c11b17
FloralWhite
fff9ee
ForestGreen
4e9258
gainsboro
d8d9d7
GhostWhite
f7f7ff
Gold
d4a017
gold1
fdd017
gold2
eac117
gold3
c7a317
gold4
806517
Goldenrod
edda74
goldenrod1
fbb917
goldenrod2
e9ab17
goldenrod3
c68e17
goldenrod4
805817
Gray
736f6e
Gray0
150517
Gray1
ffffff
Gray18
250517
Gray21
2b1b17
Gray23
302217
Gray24
302226
Gray25
342826
Gray26
34282c
Gray27
382d2c
Gray28
3b3131
Gray29
3e3535
Gray30
413839
Gray31
41383c
Gray32
463e3f
Gray34
4a4344
Gray35
4c4646
Gray36
4e4848
Gray37
504a4b
Gray38
544e4f
Gray39
565051
Gray40
595454
Gray41
5c5858
Gray42
5f5a59
Gray43
625d5d
Gray44
646060
Gray45
666362
Gray46
696565
Gray47
6d6968
Gray48
6e6a6b
Gray49
726e6d
Gray50
747170
Gray51
787473
Gray52
7a7777
Gray53
7c7979
Gray54
807d7c
Gray55
82807e
Gray56
858381
Gray57
878583
Gray58
8b8987
Gray59
8d8b89
Gray60
8f8e8d
Gray61
939190
Gray62
959492
Gray63
999795
Gray64
9a9998
Gray65
9e9c9b
Gray66
a09f9d
Gray67
a3a2a0
Gray68
a5a4a3
Gray69
a9a8a6
Gray70
acaba9
Gray71
aeadac
Gray72
b1b1af
Gray73
b3b3b1
Gray74
b7b6b4
Gray75
b9b8b6
Gray76
bcbbba
Gray77
bebebc
Gray78
c1c1bf
Gray79
c3c4c2
Gray80
c7c7c5
Gray81
cacac9
Gray82
cccccb
Gray83
d0cfcf
Gray84
d2d2d1
Gray85
d5d5d4
Gray86
d7d7d7
Gray87
dbdbd9
Gray88
dddddc
Gray89
e0e0e0
Gray90
e2e3e1
Gray91
e5e6e4
Gray92
e8e9e8
Gray93
ebebea
Gray94
eeeeee
Gray95
f0f1f0
Gray96
f4f4f3
Gray97
f6f6f5
Gray98
f9f9fa
Gray99
fbfbfb
Green
00ff00
green1
5ffb17
green2
59e817
green3
4cc417
green4
347c17
GreenYellow
b1fb17
honeydew
f0feee
honeydew2
deebdc
honeydew3
bcc7b9
honeydew4
7a7d74
HotPink
f660ab
HotPink1
f665ab
HotPink2
e45e9d
HotPink3
c25283
HotPink4
7d2252
IndianRed
5e2217
IndianRed1
f75d59
IndianRed2
e55451
IndianRed3
c24641
IndianRed4
7e2217
ivory
ffffee
ivory2
ececdc
ivory3
c9c7b9
ivory4
817d74
Khaki
ada96e
khaki1
fff380
khaki2
ede275
khaki3
c9be62
khaki4
827839
lavender
e3e4fa
LavenderBlush
fdeef4
LavenderBlush2
ebdde2
LavenderBlush3
c8bbbe
LavenderBlush4
817679
LawnGreen
87f717
LemonChiffon
fff8c6
LemonChiffon2
ece5b6
LemonChiffon3
c9c299
LemonChiffon4
827b60
LightBlue
addfff
LightBlue1
bdedff
LightBlue2
afdcec
LightBlue3
95b9c7
LightBlue4
5e767e
LightCoral
e77471
LightCyan
e0ffff
LightCyan2
cfecec
LightCyan3
afc7c7
LightCyan4
717d7d
LightGoldenrod
ecd872
LightGoldenrod1
ffe87c
LightGoldenrod2
ecd672
LightGoldenrod3
c8b560
LightGoldenrod4
817339
LightGoldenrodYellow
faf8cc
LightPink
faafba
LightPink1
f9a7b0
LightPink2
e799a3
LightPink3
c48189
LightPink4
7f4e52
LightSalmon
f9966b
LightSalmon2
e78a61
LightSalmon3
c47451
LightSalmon4
7f462c
LightSeaGreen
3ea99f
LightSkyBlue
82cafa
LightSkyBlue2
a0cfec
LightSkyBlue3
87afc7
LightSkyBlue4
566d7e
LightSlateBlue
736aff
LightSlateGray
6d7b8d
LightSteelBlue
728fce
LightSteelBlue1
c6deff
LightSteelBlue2
b7ceec
LightSteelBlue3
9aadc7
LightSteelBlue4
646d7e
LightYellow
fffedc
LightYellow2
edebcb
LightYellow3
c9c7aa
LightYellow4
827d6b
LimeGreen
41a317
linen
f9eee2
Magenta
ff00ff
magenta1
f43eff
magenta2
e238ec
magenta3
c031c7
Maroon
810541
maroon1
f535aa
maroon2
e3319d
maroon3
c12283
maroon4
7d0552
MediumAquamarine
348781
MediumBlue
152dc6
MediumForestGreen
347235
MediumGoldenrod
ccb954
MediumOrchid
b048b5
MediumOrchid1
d462ff
MediumOrchid2
c45aec
MediumOrchid3
a74ac7
MediumOrchid4
6a287e
MediumPurple
8467d7
MediumPurple1
9e7bff
MediumPurple2
9172ec
MediumPurple3
7a5dc7
MediumPurple4
4e387e
MediumSeaGreen
306754
MediumSlateBlue
5e5a80
MediumSpringGreen
348017
MediumTurquoise
48cccd
MediumVioleTRed
ca226b
MidnightBlue
151b54
MintCream
f5fff9
MistyRose
fde1dd
MistyRose2
ead0cc
MistyRose3
c6afac
MistyRose4
806f6c
moccasin
fde0ac
NavajoWhite
fddaa3
NavajoWhite2
eac995
NavajoWhite3
c7aa7d
NavajoWhite4
806a4b
Navy
150567
OldLace
fcf3e2
OliveDrab
658017
OliveDrab1
c3fb17
OliveDrab2
b5e917
OliveDrab3
99c517
OliveDrab4
617c17
Orange
f87a17
orange1
fa9b17
orange2
e78e17
orange3
c57717
orange4
7f4817
OrangeRed
f63817
OrangeRed2
e43117
OrangeRed3
c22817
OrangeRed4
7e0517
Orchid
e57ded
orchid1
f67dfa
orchid2
e473e7
orchid3
c160c3
orchid4
7d387c
PaleGoldenrod
ede49e
PaleGreen
79d867
PaleGreen1
a0fc8d
PaleGreen2
94e981
PaleGreen3
7dc56c
PaleGreen4
4e7c41
PaleTurquoise
aeebec
PaleTurquoise1
bcfeff
PaleTurquoise2
adebec
PaleTurquoise3
92c7c7
PaleTurquoise4
5e7d7e
PaleVioleTRed
d16587
PaleVioleTRed1
f778a1
PaleVioleTRed2
e56e94
PaleVioleTRed3
c25a7c
PaleVioleTRed4
7e354d
PapayaWhip
feeccf
PeachPuff
fcd5b0
PeachPuff2
eac5a3
PeachPuff3
c6a688
PeachPuff4
806752
peru
c57726
Pink
faafbe
pink2
e7a1b0
pink3
c48793
pink4
7f525d
Plum
b93b8f
plum1
f9b7ff
plum2
e6a9ec
plum3
c38ec7
plum4
7e587e
PowderBlue
addce3
purple
8e35ef
purple1
893bff
purple2
7f38ec
purple3
6c2dc7
purple4
461b7e
Red
ff0000
red1
f62217
red2
e41b17
RosyBrown
b38481
RosyBrown1
fbbbb9
RosyBrown2
e8adaa
RosyBrown3
c5908e
RosyBrown4
7f5a58
RoyalBlue
2b60de
RoyalBlue1
306eff
RoyalBlue2
2b65ec
RoyalBlue3
2554c7
RoyalBlue4
15317e
salmon1
f88158
salmon2
e67451
salmon3
c36241
salmon4
7e3817
SandyBrown
ee9a4d
SeaGreen
4e8975
SeaGreen1
6afb92
SeaGreen2
64e986
SeaGreen3
54c571
SeaGreen4
387c44
seashell
fef3eb
seashell2
ebe2d9
seashell3
c8bfb6
seashell4
817873
Sienna
8a4117
sienna1
f87431
sienna2
e66c2c
sienna3
c35817
sienna4
7e3517
SkyBlue
6698ff
SkyBlue1
82caff
SkyBlue2
79baec
SkyBlue3
659ec7
SkyBlue4
41627e
SlateBlue
737ca1
SlateBlue1
7369ff
SlateBlue2
6960ec
SlateBlue3
574ec7
SlateBlue4
342d7e
SlateGray
657383
SlateGray1
c2dfff
SlateGray2
b4cfec
SlateGray3
98afc7
SlateGray4
616d7e
snow
fff9fa
snow2
ece7e6
snow3
c8c4c2
snow4
817c7b
SpringGreen
4aa02c
SpringGreen1
5efb6e
SpringGreen2
57e964
SpringGreen3
4cc552
SpringGreen4
347c2c
SteelBlue
4863a0
SteelBlue1
5cb3ff
SteelBlue2
56a5ec
SteelBlue3
488ac7
SteelBlue4
2b547e
Tan
d8af79
tan1
fa9b3c
tan2
e78e35
Thistle
d2b9d3
thistle1
fcdfff
thistle2
e9cfec
thistle3
c6aec7
thistle4
806d7e
tomato
f75431
tomato2
e54c2c
tomato3
c23e17
Turquoise
43c6db
turquoise1
52f3ff
turquoise2
4ee2ec
turquoise3
43bfc7
turquoise4
30787e
Violet
8d38c9
VioleTRed
e9358a
VioleTRed1
f6358a
VioleTRed2
e4317f
VioleTRed3
c12869
VioleTRed4
7d0541
Wheat
f3daa9
wheat1
fee4b1
wheat2
ebd3a3
wheat3
c8b189
wheat4
816f54
Yellow
ffff00
yellow1
fffc17
YellowGreen
52d017
 
 
 
 

  Color Names in – English – Czech – Hungarian – French – German – Spanish

White
bílá
fehér
Blanc
Weiß
blanco
WhiteSmoke
kouřová bílá
halványszürke
Fumée blanche
rauchiges Weiß
gris blanquecino
Gainsboro
bledě šedá
Gainsborough
Gainsborough
Gainsboro
azul gainsboro
LightGrey
světle šedá
világosszürke
Gris clair
Hellgrau
gris claro
Silver
stříbrná
ezüstszürke
Argent
Silber
plata
DarkGray
šedá
szürke
Gris foncé
Dunkelgrau
gris oscuro
Gray
tmavě šedá
sötétszürke
Gris
Grau
plata
DimGray
kouřově šedá
tompaszürke
Gris pâle
mattes Grau
gris suave
Black
černá
fekete
Noir
Schwarz
negro
 
 
 
LightSteelBlue
světlá ocelová modrá
világos acélkék
Bleu acier clair
helles Stahlblau
azul acero claro
NavyBlue
šedomodrá
szürkéskék
Bleu marine
Marineblau
azul marino
LightSlateGray
světlá břidlicová šedá
világos palaszürke
Gris ardoise clar
helles Schiefergrau
gris pizarra claro
SlateGray
břidlicová šedá
palaszürke
Gris ardoise
Schiefergrau
gris pizarra
SteelBlue
ocelová modrá
acélkék
Bleu acier
Stahlblau
azul acero
RoyalBlue
královská modrá
királykék
Bleu roi
Königsblau
azul real
CornflowerBlue
chrpově modrá
búzavirágkék
Bleu barbeau
Kornblumenblau
azul maíz
MediumSlateBlue
střední břidlicová modrá
közép palakék
Bleu ardoise moyen
mittleres Schieferblau
azul pizarra intermedia
LightSlateBlue
světlá břidlicová modrá
világos palakék
Bleu ardoise clair
helles Schieferblau
azul pizarra claro
SlateBlue
břidlicová modrá
palakék
Bleu ardoise
Schieferblau
azul pizarra
DarkSlateBlue
tmavá břidlicová modrá
sötét palakék
Bleu ardoise foncé
dunkles Schieferblau
azul pizarra oscuro
MidnightBlue
půlnoční modrá
éjsötét
Bleu nuit moyen
Mittelnachtsblau
azul medianoche
Navy
námořnická modrá
tengerészkék
Marine
Marine
marino
DarkBlue
tmavě modrá
sötétkék
Bleu foncé
Dunkelblau
azul oscuro
MediumBlue
středně modrá
középkék
Bleu moyen
Mittelblau
azul intermedio
Blue
modrá
kék
Bleu
Blau
azul
DodgerBlue
jasně modrá
hupikék
Bleuté
Dodger-Blau
azul regata
DeepSkyBlue
sytá nebeská modrá
mély égszínkék
Bleu ciel intense
tiefes Himmelblau
azul cielo oscuro
SkyBlue
nebeská modrá
égszínkék
Bleu ciel
Himmelblau
azul cielo
LightSkyBlue
světlá nebeská modrá
világos égszínkék
Bleu ciel clair
helles Himmelblau
azul cielo claro
LightBlue
světle modrá
világoskék
Bleu clair
Hellblau
azul claro
PowderBlue
bledě modrá
galambkék
Bleu léger
Taubenblau
azul pálido
 
 
 
Azure
azurová
halvány égszínkék
Azur
Himmelblau
azul celeste
LightCyan
světle tyrkysová
világos kékeszöld
Cyan clair
helles Zyanblau
cían claro
PaleTurquoise
bledě modrozelená
halvány türkizkék
Turquoise pâle
blasses Türkis
turquesa pálido
MediumTurquoise
středně modrozelená
közép turkizkék
Turquoise moyen
mittleres Türkis
torquesa intermedio
LightSeaGreen
světlá mořská zelená
világos tengerzöld
Vert marin clair
helles Seegrün
verde mar claro
DarkCyan
tmavě
sötét zöldeskék
Cyan foncé
dunkles ZyanBlau
cían oscuro
Teal
šedozelená
szürkészöld
Sarcelle
Entenbraun
azul cerceta
CadetBlue
šedomodrá
kadettkék
Bleu cadet
Kadettblau
azul cadete
Aqua/Cyan
vodní modrá
vízkék
Vert d´eau
Blaugrün
agua
DarkTurquoise
tmavá modrozelená
sötét türkizkék
Turqouise foncé
dunkles Türkis
torquesa oscuro
Turquoise
modrozelená
türkizkék
Turquoise
Türkis
turquesa
Aquamarine
vodní zelená
kékeszöld
Bleu vert
Aquamarinblau
aguamarina
MediumAquamarine
tmavší vodní zelená
közép akvamarin
Bleu vert moyen
mittleres Aquamarinblau
aguamarina intermedio
 
 
 
DarkSeaGreen
tmavá mořská zelená
sötét tengerzöld
Vert marin foncé
dunkles Seegrün
verde mar oscuro
MediumSeaGreen
střední mořská zelená
közép tengerzöld
Vert marin moyen
mittleres Seegrün
verde mar intermedio
SeaGreen
mořská zelená
tengerzöld
Vert marin
Seegrün
verde mar
DarkGreen
tmavě zelená
sötétzöld
Vert foncé
Dunkelgrün
verde oscuro
DarkSlateGray
tmavá břidlicová šedá
sötét palazöld
Gris ardoise foncé
dunkles Schiefergrau
gris pizarra oscuro
DarkOliveGreen
tmavě olivově zelená
mélyzöld
Vert olive foncé
dunkles Olivgrün
verde oliva oscuro
Olive
olivově zelená
olajzöld
Olive
Olivegrün
olive
Green
zelená
zöld
Vert
Grün
verde
ForestGreen
lesní zelená
levélzöld
Vert foręt
Waldgrün
verde bosque
OliveDrab
olivově hnědá
olajbarna
Olive terne
olivfarbiges Graubraun
verde oliva
LimeGreen
limetkově zelená
hársfazöld
Citrone vert
Gelbgrün
verde lima
YellowGreen
žlutozelená
sárgászöld
Jaune vert
Gelbgrün
verde amarillento
Lime
jasně zelená
élénkzöld
Tilleul
Zitronengelb
lima
Chartreuse
jasně zelená
Chartreuse
Chartreuse
Hellgrün
cartuja
LawnGreen
trávová zelená
fűzöld
Vert herbe
Grasgrün
verde césped
GreenYellow
zelenožlutá
zöldessárga
Vert jaune
Grüngelb
amarillo verdoso
PaleGreen
bledě zelená
halvány zöld
Vert pâle
Blassgrün
verde pálido
LigthGreen
světle zelená
világoszöld
Vert clair
helles Grün
verde claro
SpringGreen
jarní zelená
élénk kékeszöld
Vert printemps
Frühlingsgrün
verde primavera
MediumSpringGreen
střední jarní zelená
közép tavaszizöld
Vert printemps moyen
mittleres Frühlingsgrün
vedre primavera intermedio
 
 
 
DarkKhaki
tmavě khaki
sötét keki
Kaki foncé
dunkles Khaki
caqui oscuro
Gold
zlatá
aranysárga
Or
Gold
oro
LightGoldenrod
světle béžová
világos aranybarna
Verge d´or clair
helles Goldrute
dorado claro
Khaki
khaki
keki
Kaki
Khaki
caqui
PaleGoldenrod
bledě béžová
halvány aranyszínű
Verge d´or pâle
blasse Goldrutenfarbe
dorado pálido
BlanchedAlmond
mandlová
halvány mandulaszínű
Amande blanchie
Mandelweiß
blanco almendra
Moccasin
mocca
őzbarna
Mocassin
Mokassin
mocasín
Wheat
pšeničná
búzaszínű
Froment
Weizen
trigo
NavajoWhite
světle krémová
drapp
Blanc navajo
Navajoweiß
blanco navajo
SandyBrown
písková hnědá
homokbarna
Brun sable
Sandbraun
marrón arena
Tan
tmavě krémová
sárgásbarna
Tan
Gelbbraun
tostado
Burlywood
krémová
tejeskávé színű
Bois brut
grobes Braun
madera fuerte
GoldenRod
béžová
aranybarna
Verge d´or
Goldrute
dorado
Yellow
žlutá
sárga
Jaune
Gelb
amarillo
RosyBrown
růžovohnědá
mályvabarna
Brun rosé
rosiges Braun
marrón rosado
DarkGoldenrod
tmavě béžová
sötét aranybarna
Verge d´or foncé
dunkle Goldrutenfarbe
dorado oscuro
Sienna
světle hnědá
vörösesbarna
Terre de Sienne
Ocker
siena
SaddleBrown
hnědá
dióbarna
Brun selle
Sattelbraun
marrón teja
Chocolate
čokoládová
csokoládébarna
Chocolat
Schokolade
chocolate
Peru
karamelová
világosbarna
Pérou
Peru
perú
DarkRed
tmavě červená
sötétpiros
Rouge foncé
Dunkelrot
rojo oscuro
Maroon
kaštanová
gesztenyebarna
Marron
Kastanienbraun
marrón
Brown
hnědá
barna
Brun
Braun
marrón
Firebrick
cihlová
téglavörös
Brique feu
Ziegelfarbe
ladrillo fuego
 
 
 
Orange
oranžová
narancsbarna
Orange
Orange
naranja
IndianRed
indiánská červená
rozsdabarna
Rouge indien
Indischrot
rojo indio
LightCoral
světle korálová
korallpiros
Corail clair
helles Korallenrot
coral claro
Salmon
lososová
lazacszínű
Saumon
Lachs
salmón
DarkSalmon
tmavě lososová
barnás lazacszínű
Saumon foncé
dunkle Lachsfarbe
salmón oscuro
LightSalmon
světlá lososová
világos lazacszínű
Saumon clair
helle Lachsfarbe
salmón claro
Coral
korálová
korallszínű
Corail
Koralle
coral
Tomato
tomatová
narancspiros
Tomate
Tomatenrot
tomate
DarkOrange
tmavě oranžová
sötét narancsszínű
Orange foncé
dunkles Orange
naranja oscuro
OrangeRed
oranžovočervená
narancsvörös
Rouge orangé
Orangerot
anaranjado
Crimson
karmínová
karmazsinvörös
Cramoisi
Karmesinrot
carmesí
Red
červená
piros
Rouge
Rot
rojo
DeepPink
temně růžová
sötét rózsaszínű
Rose soutenu
Tiefrosa
rosa oscuro
Magenta/Fuchsia
fuchsiová
sötét vöröseslila
Fuchsia
Fuchsie
fucsia
HotPink
jasně růžová
élénk rózsaszínű
Cuisse de nymphe émue
leuchtendes Rosa
rosa cálido
Pink
růžová
rózsaszín
Rose
Rosa
rosa
 
 
 
LightPink
světle růžová
világos rózsaszínű
Rose clair
Hellrosa
rosa claro
MediumOrchid
středně orchidejová
közép orchideaszínű
Orchidée moyen
mittlere Orchideenfarbe
orquídea intermedio
PaleVioletRed
bledě fialovočervená
sápadt lilásvörös
Rouge violet pâle
blasses Violettrot
violeta pálido
Purple
tmavě fialová
mályvaszínű
Pourpre
Violett
morado
MediumVioletRed
středně fialovočervená
közép lilásvörös
Rouge violet moyen
mittleres Violett-Rot
violeta intermedio
VioletRed
fialovočervená
lilásvörös
Rouge violet
Violettrot
rojo violeta
DarkMagenta
tmavě fialová
sötét bíborvörös
Magenta foncé
dunkles Magentarot
fuchsia oscuro
MediumPurple
středně fialová
közép mályvaszínű
Pourpre moyen
mittleres Violett
morado intermedio
BlueViolet
modrofialová
kékeslila
Bleu violet
Blauviolett
azul violeta
Indigo
indigově modrá
indigókék
Indigo
Indigo
anil
DarkViolet
fialová
sötét ibolyaszínű
Violet foncé
dunkles Violett
violeta oscuro
DarkOrchid
tmavě orchidejová
sötét orchideaszínű
Orchidée foncé
dunkle Orchideenfarbe
orquídea oscuro
Orchid
orchidejová
orchideaszínű
Orchidée
Orchidee
orquídea
Violet
světle fialová
ibolyaszínű
Violet
Violett
violeta
Plum
světle fialová
szilvakék
Prune
Pflaume
ciruela
Thistle
bodláková
halvány mályvaszínű
Chardon
Diestel
morado
 
 
 
Lavender
levandulová
levendulaszínű
Lavande
Lavendelfarbe
lavanda
GhostWhite
modravě bílá
halvány kékesfehér
Blanc fantôme
Geistenweiß
blanco ligero
AliceBlue
modravě bílá
Alizkék
Bleu Alice
Alice Weiß
blanco Alicia
MintCream
mátový krém
mentazöld
Creme de menthe
cremige Pfefferminzfarbe
crema menta
HoneyDew
zelenkavě bílá
halvány dinnyezöld
Miellé
Honigmelone
flor de rocío
LightGoldenrodYellow
světle žlutá
aranydrapp
Verge d´or jaunâtre
helles Goldrutengelb
amarillo dorado claro
LemonChiffon
světle žlutá
világos citromsárga
Mousseline citron
Chiffongelb
gasa limón
Cornsilk
režná
szalmaszínű
Barbe de mad´s
Mais
maíz
LightYellow
žlutavá bílá
világossárga
Jaune clair
Hellgelb
amarilo claro
Ivory
slonovinová
elefántcsontszínű
Ivoire
Elfenbein
marfil
FloralWhite
květinově bílá
világos lenszőke
Blanc floral
Blütenweiß
blanco floral
Linen
lněná
lenszőke
Linon
Leinenfarbe
lino
OldLace
světlá béžová
sárgás krémszínű
Vieille dentelle
Altgold
galón antiguo
AntiqueWhite
krémově bílá
ófehér
Blanc antique
antikes Weiß
blanco antiguo
Bisque
bledě krémová
csontporcelán színű
Bisque
Bisquitporzellan
bizcocho
PeachPuff
broskvový závan
halvány baracksárga
Fleur de pęcher
Pfirsich
melocotón
Beige
bledě žlutá
zöldes krémszínű
Beige
Beige
beige
MistyRose
růžovobílá
halvány rózsaszínű
Rose fané
Altrosa
rosa brumoso
PapayaWhip
papájová
papayahabszínű
Mousse a la papaye
cremiges Papaya
papaya
Seashell
lasturová
gyöngyházfényű
Coquillage
Muschel
concha de mar
LavenderBlush
levandulová růžová
halvány levendulaszínű
Bleu lavande
rosige Lavendelfarbe
rosalavanda
Snow
sněhová
hófehér
Neige
Schneeweiß
nieve
 

Reagent Bank FTW and How to Get Rid of Your New Nasty Face

For my poor overloaded crafters this is a game changer. Poof and insta-bank and inventory space.  The non-crafters don’t need a reagent bank, and they gain personal bank space they never had because they were little pack mules for the “big guys”.

Sort of a House Elves situation.

The big thing I’m seeing in general/trade chat is people are horrified by their new faces.  I sure changed all mine to the un-updated models. (Shiver).

Yikes, RUN!!!!

Shrugging off the yucky face.

To get your old face back:  Game Menu/System/Advanced/Uncheck Show New Character Models

Blackwater Raiders had more people in Stormwind than I’ve seen since I first created a character there.  Nice to see.

Galaxies Tuesday: IBTL

Ha ha, In before the lock!

Speaking of the Combat Upgrade, here from “The Mechanic” we have Combat Upgrade, The Leak

Combat Upgrade:  The Leak

By The Mechanic

 

PROFESSION ROLES:

 

Why are roles important?  Having a solid, well defined role serves many purposes.  It gives a player a clear understanding of how they are supposed to play the game and what strengths or weaknesses their character has.  In an MMO it also helps define group play.  Every distinct role that exists opens possibilities for more varied and interesting group gameplay dynamics.  Without roles every character is essentially the same with a different appearance, this leads to a shallow game experience.  On the other hand, well defined roles add strategic and tactical possibilities and allow for interesting and dynamic gameplay.

 

Ok, so roles are important, but doesn’t SWG already have well defined roles?  The profession roles are fairly well defined at a high, theoretical level but the actual implementation of those professions didn’t end up with the roles as well defined as we would truly desire.  Many professions share similar abilities confusing the concept of who would fill a specific role.  Additionally many profession abilities don’t complement each other correctly and in some specific instances actually work opposed to each other.  This results in unclear group roles and some cases creates situations where certain professions are unable to work together at all.

 

One of the strengths of Star Wars Galaxies is its skill based system.  This system allows players to customize their character to fit the exact gameplay role and style they prefer.  The very flexibility of this system led to many difficulties when creating and defining the professions.  It’s easy to look at a profession skill set and think of it in terms of a complete class, but this is not how the system works and would be an incorrect assumption.  In a skill based system each skill should give a clearly defined bonus or ability and these abilities should not be duplicated if at all possible and doing so only dilutes the skills and creates potential problems.

 

Professions were not intended to be complete character classes; they are only logical groups of similar skill sets with a common prerequisite.  Going back to this original philosophy made defining the profession roles a much easier task.  It also gave us the added benefit of allowing the bonuses from taking multiple professions to work together in a much more meaningful way.  The hard part was deciding how to adjust the professions so that each has a strong role and does not share key abilities with other professions.

 

To more easily map out the profession roles we decided to create a visual map that helped set up the broad role definitions and then set the profession within it where they best belonged.

 

But what exactly does this picture mean?  We started with the broad gameplay elements that would define a role, Tanking (defensive ability), Damage Dealing (offensive ability), Crowd Control (battle flow abilities) and Healing.  Then we decided what actual key abilities would exist in that core role.  For example we broke Damage Dealing up into 3 key abilities, long range damage ability, short range damage ability and utility damage ability (namely damage over time-DoT and area attacks).  By doing this we were able to give multiple professions the same core role but in different manners.  This also worked perfectly with our goal for profession stacking because no one profession had all abilities related to a core role.  If someone wanted to make a profession template that was the master of a specific role then they could take multiple key abilities in the same role to be the best at that specific role.  Conversely a player could take abilities from separate core roles for a better rounded character that is more versatile and less specialized.  We also knew that this design gave us enough key abilities that no one character could have them all and a truly well rounded group would need multiple players to cover all bases.

 

We realized as we were defining the new roles that we were going to need to come up with several new abilities.  We needed new abilities to allow the new roles to function as well as new abilities to counter and interact with those roles.  We realized that the counters were going to be critical to allow some of the more controversial role, like Crowd Control, to work properly in PvP.  These counters will also be critical to support the highly tactical combat interaction that we were aiming for. 

 

With the diagram in hand for the core roles and key abilities all we had left to do was fit the profession into the key roles.  We started fitting the professions that made the most sense or would need the least changes to fulfill a specific role.  Near the end we had to make some hard decisions about which professions would go into which roles and how that would impact the professions abilities.  Some professions didn’t fit anything well at all based on their current abilities and would require an entirely new set of abilities to fill their role while a couple of others required nearly a fundamental shift in their role for where the profession was currently at.

 

Using the balance diagram we began defining the strengths and weaknesses of each profession.  We decided on key abilities that would define that profession and would not belong to other professions, though access to that ability would always be available as long as the skill that gave the ability was know.

 

It’s important to keep in mind that we used the diagram as a guideline not a strict rule.  Professions that were closer to a secondary role got slight enhancements for that role.  No profession ever fit perfectly but this gives us a great starting point to work from.

 

Novice professions were not considered during this balance pass because they should not define a role in themselves.  Novice professions enable access to the elite professions which actually defined the roles.  For example, Marksman are not given a specific role since they are a novice profession, but Commandos and Bounty Hunters are.

 

Below is a summary of each elite profession followed by a brief description.  The primary and secondary role definitions are high level concept intended to carry the basic idea of the profession.  The core role rankings were decided on to give a guideline on where that profession fits in relation to the other professions for that specific core role.

 

Rifleman
Primary Role:  Long Range Damage Specialist

Secondary Role:  Long Range Crowd Control (Position Control)

 

Offense:  Very Strong  (5)

Defense:  Minimal  (1)

Crowd Control:  Moderate  (3)

 

The Rifleman is an expert at long distance damage (note that one objective of the Combat Upgrade is to raise the range of combat from the current 64 meter maximum). Riflemen have a few support abilities to help them in this role including abilities to conceal themselves and keep opponents at a distance for a short while.  Once an opponent has closed the distance however the Rifleman is extremely vulnerable.

 

The idea for the Rifleman is that they are the embodiment of long range damage dealing.  They should have abilities that allow them to maneuver at the edges of combat setting up devastating long range attacks and shots from hiding.  Other ranged profession abilities such as Carbineer or Pistoleer could be used to expand and enhance a Rifleman’s ranged combat options or melee profession skills like Teras Kasi may be desired to allow the Rifleman to better deal with opponents who would eventually close with them.

 

Swordsman
Primary Role:  Close Range Damage Specialist

Secondary Role:  Melee Tanking (Mitigation)

 

Offense:  Very Strong  (5)

Defense:  Moderate  (3)

Crowd Control:  Minimal  (1)

 

The Swordsman is the heavy hitting melee damage dealer.  Up close there is no one that can dish it out like a Swordsman.  The Swordsman has decent defensive abilities but is unable to hold out for the long haul.

 

The Swordsman is the close combat equivalent of the Rifleman.  They are much less about stealth and tactics though and more about raw brute force.  Swordsman abilities are all about increasing damage output and delivering powerful crippling strikes.  When combined with other close range offensive abilities (like the area attack abilities of a Pikeman) a Swordsman can become a truly frightening force to be reckoned with.  Alternatively a Swordsman may desire increased defensive abilities and take skills from some of the tanking professions like Teras Kasi or Bounty Hunter to make a well rounded template.

 

Fencer
Primary Role:  Close Range DoT Specialist (Bleeds)

Secondary Role:  Close Range Crowd Control (Position Control)

 

Offense:  Strong  (4)

Defense:  Weak  (2)

Crowd Control:  Moderate  (3)

 

The Fencer is a lighting fast attacker who specializes in hit and run combat.  Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent.  Fencers have various abilities that help them reduce their need to stay within range of their target.

 

Fencer was a very tricky profession to fit into the balance scheme.  Under the current system, Fencers have some of the highest defensive abilities.  Putting them where Teras Kasi Artists (TKA) ended up might seem to make sense but that opened the question of what to do with TKA.  That would also have meant giving up a significant amount of the Fencer offensive ability particularly their bleed attacks and we felt that this was a very interesting and defining ability of the Fencer.  Instead we decided to emphasize the offensive bleed abilities of the Fencer and make them the master of melee DoT attacks.  While this change wasn’t ideal it definitely felt right in the big picture and left the Fencer profession with a very interesting and unique role.

 

As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman however their attack style is very different and unique.  Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics.  Basic Crowd Control abilities support their role as a hit and run combatant making them a very potent combatant.

 

Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.

 

Teras Kasi Artist
Primary Role:  Melee Tanking Specialist (Avoidance)

Secondary Role:  Close Range Damage Dealer

 

Offense:  Moderate  (3)

Defense:  Very Strong  (5)

Crowd Control:  Minimal  (1)

 

Teras Kasi Artists are experts at avoiding damage.  TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy.  Their damage output is only moderate however making them less than ideal for taking opponents on their own.

 

Teras Kasi was another profession that needed more significant adjustments to fit in the profession role balance.  Currently Teras Kasi are fairly powerful in nearly every aspect of combat.  This was just unacceptable for creating a balanced role distribution so we had to settle on retaining only some of their current abilities and reducing or removing the rest.  First and foremost TKAs seemed to be about agility and avoiding damage which sets them up as being the primary Tanking profession.  When combined with other professions that have strong defensive abilities such as Pikeman and Bounty Hunters, a very powerful defensive template is possible.  We needed to reduce to the offensive ability of the TKA to preserve the balance however.  This is not to say that they don’t have any offensive ability but nothing like the primary Damage Dealing professions have.  Teras Kasi can take profession skills from some of the more offensive related professions to round out their combat abilities, such as Fencer or Swordsman.

 

Bounty Hunter

Primary Role:  One on One Combat Specialist

Secondary Role:  Medium Range Tanking (Mitigation)

 

Offense:  Strong  (4)

Defense:  Strong  (4)

Crowd Control:  Minimal  (1)

 

The Bounty Hunter excels at one on one combat.  They specialize in hunting and destroying their targets.  The Bounty Hunter’s arsenal includes a fairly well rounded set of abilities covering both offensive and defensive abilities.  Their only real weakness is that they have little in the way of crowd control abilities.

 

While the Bounty Hunter does excel at one on one combat their lack of diverse abilities does limit their tactical opportunities when facing a group of opponents.  The Bounty Hunter profession is a solid foundation for combining with nearly any other combat profession so that you have the ability to remove many of those tactical deficiencies depending on the player’s specific playstyle preferences.

 

Pikeman
Primary Role:  Melee Opponent Control (Attacker Mods)

Secondary Role:  Melee Crowd Control (Attacker Control)

 

Offense:  Weak  (2)

Defense:  Strong  (4)

Crowd Control:  Moderate  (3)

 

The Pikeman specializes in controlling and tanking groups of opponents.  In addition to a generally strong defensive ability the Pikeman has the ability significantly reduce their opponent’s combat ability.  These defensive abilities combined with some decent area attack capabilities makes for a strong combatant.

 

The Pikeman tanking ability is mostly based in their abilities reduce an opponents ability to deliver damage.  This abilities combines exceptionally well with other defensive profession abilities such as Teras Kasi.   A Pikeman who is not specialized in defensive skills is still extremely useful in a group situation as their ability add perfectly to the defensive skills of other players allowing them to stay alive longer than they ever could on their own.  While Pikeman are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skill, like those from Swordsman, allowing for some devastating combinations.

 

Smuggler
Primary Role:  Crowd Control Specialist

Secondary Role:  Medium Range Damage Dealer

 

Offense:  Moderate  (3)

Defense:  Minimal  (1)

Crowd Control:  Very Strong  (5)

 

All’s fair in love and war is the motto most Smugglers live by.  Smugglers use what is generally perceived as dirty fighting to keep their targets off balance while they defeat them.  Smugglers have very low defensive ability and only moderate offensive ability, but when combined with their unique fighting style they can comfortably hold their own.

 

Smugglers are the preeminent Crowd Control profession.  No existing profession fit well into this combat role so we needed to decide on a profession that could fill the role with minimal adjustment.  The role concept seemed to fit well with the idea of Smuggler combat and added some additional depth to the profession.  Smugglers will be receiving a whole new line of abilities that allow them to temporarily remove an enemy combat threat so that it can be dealt with at a later time.  Smugglers abilities combine well with many other profession abilities and will be vital in dealing with high end group content.

 

Carbineer
Primary Role:  Medium Range Crowd Control (Position Control)

Secondary Role:  Medium Range AE Damage Specialist

 

Offense:  Strong  (4)

Defense:  Minimal  (1)

Crowd Control:  Strong  (4)

 

The Carbineer is a medium range control specialists.  He has potent abilities to keep targets at a distance and reduce their combat effectiveness.  The Carbineer also has powerful area cone attacks allowing them to effectively fight groups of targets.  Once an opponent is able to close with the Carbineer however they’re quite vulnerable.

Carbineer crowd control skills are specialized in controlling an opponent’s position.  Slowing an opponent’s movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat.  These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents leave the player with a very potent set of skills.  Adding additional ranged skills from other professions only increase a Carbineers power and options on the battlefield.  An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.

 

Pistoleer
Primary Role:  Close Range Crowd Control (Attacker Control)

Secondary Role:  Opponent Damage Reduction (Attacker Mods)

 

Offense:  Weak  (2)

Defense:  Moderate  (3)

Crowd Control:  Strong  (4)

 

The Pistoleer is a lightweight combat specialist.  They move quickly around the field of battle softening up targets and reducing their effectiveness.  The damage output of the Pistoleer is fairly low but given time and careful tactical control they are still fully capable of taking out targets on their own.  The Pistoleer’s abilities truly shine though when combined with a well organized group.

 

Pistoleers are fairly similar in function as a Pikeman.  They are more potent in their ability to reduce a targets combat effectiveness and make them slightly weaker in defensive ability.  While Pistoleer skills may not create a significant power increase when added to many other professions skill abilities they do create a significant increase in tactical opportunity.

 

As a versatile close to medium ranged combatant Pistoleer can benefit greatly from other similar ranged professions.  For added defensive abilities a Pistoleer can add Teras Kasi or Bounty Hunter skills or for increased offensive and crowd control ability they may want to add Carbineer skills.

 

Commando
Primary Role:  Heavy Weapon Specialist

Secondary Role:  Medium Range Damage Specialist

 

Offense:  Very Strong  (5)

Defense:  Moderate  (3)

Crowd Control:  Minimal  (1)

 

The Commando is the specialist of Heavy Weapons.  An entire line of unique heavy weapons are available in the Commando’s arsenal.  The Commando also receives many bonuses making them more proficient with standard weapons when combined with other profession skills.  Whatever the damage dealing requirement the Commando has the answer.

 

Commandos are intended to be the weapon specialists and are the final heavy damage dealing profession along with Rifleman & Swordsman.  Commandos sacrifice a significant amount of utility and some defensive ability for their potent damage dealing capability.  Adding additional ranged profession skills to a Commando creates a very potent damage specialist.  Alternatively Commandos may decide to increase their tactical flexibility by learning skills from other professions.

 

Squad Leader
Primary Role:  Group Enhancement Specialist

Secondary Role:  Medium Range Combatant

 

Offense:  Moderate  (3)

Defense:  Moderate  (3)

Crowd Control:  Moderate  (3)

 

A Squad Leader’s power shows through the bonuses they are able to bring to their group members.  Squad Leaders have many various abilities to improve the coordination and effectiveness of their group.  Even outside of a group the Squad Leader is a decent combatant, but their offensive and defensive capabilities are only average with no special abilities setting them aside.

Squad Leaders did not receive any specific combat specialty as they’re true strengths only show when working in a group.  We wanted the base profession to still be a valid a balanced combat profession however so all Squad Leaders will have the default suite of combat modifiers.  Squad Leader can add any other profession abilities to fit their preferred playstyle.

 

Creature Handler
Primary Role: Pet Handler

Secondary Role: Versatility

 

Offense:  N/A (Defined by Pet)

Defense:  N/A (Defined by Pet)

Crowd Control:  N/A (Defined by Pet)

 

Creature Handlers are the ultimate in combat versatility.  While they have no innate combat capabilities of their own they are able to fulfill almost any needed role as long as they have a pet with the necessary abilities.

 

The Creature Handler was a very difficult profession to determine the proper role for.  Throughout the history of the game Creature Handlers roles and abilities have shifted quite a bit.  We will protect the role of Creature Handler and make sure that they are balanced and have a solid position, however historically we know that many people become upset when a “pet” is required for a key primary role like tanking.  Because of this reason we felt that it would be ideal to allow Creature Handlers to be the jack-of-all-trades and have their actual role in a group be defined by their pets.  Depending on the abilities of the pet called would determine the role that the Creature Handler can fulfill in the group.  We do recognize that right now only minimal specialization of pet abilities is possible through Bio-Engineer Cloning.  We plan on enhancing Creature Handler taming and training abilities so that a Creature Handler can shift a growing pet’s abilities to better fulfill a tank, damage dealing to crowd control role, however this task will not be able to fit within the scope of the initial Combat Upgrade publish.

 

Combat Medic
Primary Role: Medical Combatant

Secondary Role: Combat Healing

 

Offense:  Strong  (4)

Defense:  Weak  (2)

Crowd Control:  Moderate (3)

 

Combat Medics are the natural progression of Medics into the combat field.  Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless.  They also have the ability to competently heal their allies while in the thick of battle.

 

Combat Medic was an interesting profession to define.  The initial design intent of the Combat Medic was to be the field healer.  Doctor’s healed in the hospital and CMs healed in the field.  The addition of DoTs to the CM medicine line near the end of Beta changed everything.  Over time Combat Medics have become more and more about their offensive abilities and less and less centered on their healing.  The concept of Doctors staying in the hospital never worked as expected either because they had several key abilities that required their presence on the field.  The split of medical duties on the field between Doctors and Combat Medics left some Doctors feeling underutilized.

 

We discussed several options and finally settled on emphasizing the combatant elements of the Combat Medic.  Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.  Over time additional combat medicines that increase a Combat Medics tactical opportunities and power will be added however this will not be able to fit within the scope of the initial Combat Upgrade publish.

 

Doctor
Primary Role: Medical Support

Secondary Role: Single Target Healing

 

Offense:  N/A

Defense:  N/A

Crowd Control:  N/A

 

Technically Doctors are not a combat profession but have included them here because they are required to be in the field of combat fulfilling a support role.

 

Doctors are the primary healing profession with the widest range of healing abilities for both short-term and long-term ailments.  Damage healing abilities of the Doctor are specialized in single target heals while Combat Medics will remain the most versatile field healer with their wide range of area effect and ranged healing medicines.  Doctors are also vital in the long term support of combat units.  Large combat groups engaged in lengthy battles will find their effectiveness dwindles over time due to accumulation of wounds and loss of combatants without a Doctor in their rear bases to heal wounds and revive patients.

 

ARMOR REVAMP

 

Currently in SWG we have a situation in which the majority of the playerbase can be invulnerable to most content in the game.  A good portion of this invulnerability factor comes from the extreme defenses that players gain from their armor.  Most players find it very easy to equip themselves with a set of armor that reduces eighty to ninety percent of incoming damage.  There exists a few exceptions but this has become the standard for most players exploring in SWG.

 

Armor appearance is also an issue that irks many of the players.  We have a multitude of excellent artwork styles of armor available for use, unfortunately due to the extreme power levels of certain armor only one or two types of armor are ever used.   This is also a sore spot with many of the designers and artists.  We have come up with a system that will encourage players to use all of the armor appearances.   

 

For the combat upgrade to be successful we must change the way armor functions in SWG.  We will also upgrade some outstanding issues with the entire crafting process.  The goals driving the changes to armor in the combat upgrade are:

  • We want armor to protect players, while at the same time providing a series of tactical choices that can be made both prior to and during combat
  • We want to normalize the degree of protection that armor provides as well as add a heightened incorporation of factional armor into the field of play.  
  • We would like to distinguish profession roles through armor appearances by the use of various hindrances and profession skill modifiers that mitigate those hindrances. 

The new system provides a much more interactive series of choices than currently exists with armor.  These choices will begin with preparation, as players decide which armor to wear, and will end in quick, on the fly decisions on the battlefield over which weapon modes to use.  Dividing armor into new categories and normalizing the degree of protection offered when the armor is crafted will alter the past situation where there was a clear “always best” and clear “always worst” armor choice.

 

Defining Basic Weapons Changes:

 

In the combat upgrade we have decided to alter the interaction between weapons and armor to provide some interesting tactical choices. To accomplish this end we have added several new features to weapons and armor.  The primary change seen in weapons is the removal of the armor piercing system and addition of an energy level setting on a player’s weapon.  This energy level plays a very significant role when used against the various armor types.  Below is a new chart illustrating the new energy levels:

 

Energy Level Value
Ranged Mode Type
Melee Mode Type
Mode
 
Hand to Hand
Mode 1 – Standard Damage
Pulse-Wave
Standard
Mode 2 – Coherent Damage
Coherent Bolts
Vibration
Mode 3 – Focused Engergy
Focused Beam
High Intensity

 

Weapons all have an energy level value and we will enable the players the ability to change this value for certain weapons on the fly.  To provide different weapons with different utility certain weapons will have a mode switching option.  While some weapons will have mode options many will remain single mode of fire weapons.  The goal is to avoid a “one best type” of weapon or armor evolving.  The mechanism to change the value will be through a radial menu option while weapon is unequipped.  The terminology is slightly different on melee weapons yet the game play model will remain the same.  For example a focus beam which is designed to punch through assault type armors will share the same benefits as a melee vibro weapon set to high intensity versus assault type armor.  Both are designed to puncture assault armors.  Basic Hand to Hand damage when not wielding a weapon at all is slightly different from the other 3 modes in that it will have no inherent advantage or disadvantage versus armor. 

 

Armor Catagories:

 

Under the new system, armor will be divided into four new categories: None, Reconnaissance, Battle, and Assault.  Each category has its own set of unique appearances.  Currently there are three appearances for each category, but under this system we will be able to add as many as we would like later on.  Each category will mitigate damage to a greater or lesser degree based on the weapon mode of the attack it is currently defending against.  In all cases, however, the armor will reduce the damage received by some amount- there will be no situations in which wearing armor actually results in the wearer suffering more damage than an unarmored person would.

 

Armor Types:

None – Provides no additional damage mitigation

Reconnaissance – Designed to disperse focused energy (mode 3), but weak against standard damage types (mode 1).

Battle – A general purpose style of armor that is not as good as either of the extremes against specific damage types but which has a lesser weakness.

Assault – Hardened armor designed to protect against standard damage (mode 1).  Its drawback is that it is weak against focused energy damage types (mode 3).

 

Below is a chart that maps the way the different armor categories relate to the weapon modes being used against them.  The interaction between the armor categories and the different damage types provides an opportunity for very tactical combat.  For instance, if a player sees that his opponent is wearing a form of assault armor, they can change the energy setting of their weapon to the mode that will provide them with the highest damage potential (in this case, a focused beam or high intensity setting, if that option is available on the weapon they’re using).  This will add another facet to switching armor and weapons around in battle and encourage thinking on how to best defeat an opponent.

 

Energy Level Values vs Specific Armor Types
Damage Modifier
-50% Armor Value
-25% Armor Value
Standard Armor Effectiveness
+25% Armor Value
Armor Type
 
 
 
 
None
 
 
Pulse-Wave(m1), Focused Beam(m3), Coherent(m2)
 
Reconnaissance
Pulse-Wave(m1)
 
Coherent(m2), Hand to Hand(m0)
Focused Beam(m3)
Battle
 
Coherent(m2)
Pulse-Wave(m1), Focused Beam(m3)
 
Assault
Focused Beam(m3)
 
Coherent(m2),Hand to Hand(m0)
Pulse-Wave(m1)

 

 

Armor Stats:

 

The old armor system is comprised of Special Protections, Protections and Vulnerabilities.  We have altered the names and meaning of them in the combat upgrade.  We felt it was definitely necessary to rework the system based on knowledge gained from the old system.

 

The damage mitigation stats on armor are being changed completely in the combat upgrade.  While the names of the stats will remain the same, we have devised a new number range and backend meaning.  The new types are General Protection and Specific Protections.  General protection will range from 0 to 6,000. The general protection of armor will be the baseline stat that reflects how much absorption armor can take against all incoming damage.  The Specific Protections will be broken out into familiar damage types of kinetic, acid, heat and so on that ranges from -1200 to +1200.  The sum of the general protection and specific protection will provide final damage protection of your armor.  For an example, armor with 5320 general protection and 300 acid protection would have a total protection of 5620 vs. acid.

 

How exact amount of damage mitigation that provided at each protection amount is something that will be looked at very closely in our Combat Upgrade testing.  Based on these initial numbers, however, one can see that most of armor’s protective value will be made up by general protection, while the specific protection portion will provide about 20% of the armor’s value.

 

Encumbrance, the second functional characteristic of armor, will continue to have an impact.  We have redefined how encumbrance works as we were not happy with the severe potential punishments that were possible by wearing armor.  Rather than reducing both drain and regeneration stats, it will now only reduce the relevant drain stat.  We have also added four new hindrance types that will be mitigated by various profession skills.  These hindrances will not be able to be altered during the crafting process and will remain a fixed value on the armor.  This will enable us to envision what level of armor we see everyone wearing at a specific stage of their advancement.  A player will take full set armor hindrances for wearing any piece of armor of a particular type and the highest hindrance stat will take precedence.  We wanted to ensure people do not try and beat the system by mix and matching high and low hindrance items, hence why we added the rule about the highest hindrance value determining your overall hindrance level.  Encumbrance to the drain stat however will remain cumulative for the total amount of pieces you actually wear.

 

Race Normalization:

 

Armor in SWG is also subject to a unique problem that is due to movie canon limitations.  According to movie canon, certain player races cannot wear certain pieces of armor.  For example, Trandoshans cannot wear gloves or boots, and Wookiees cannot wear boots.  This has led to a situation where these races can get one-shot killed in combat because they have a form of what is commonly known as an “armor hole.”  This happens because; in the code the body was divided into multiple hit locations.  Once a target has been determined to have been hit by a weapon the engine determines what portion of the body has been hit, for example, the hands, bracer and biceps were all valid and separate hit locations      

 

The proposed system will remove the hands and feet as valid hit locations.  Since they are no longer valid hit locations, we can turn glove and boot armor into a special armor type that has no stats other than durability.  We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components.  These pieces will still remain crafted by armorsmiths.  This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage.

 

HAM REVAMP:

 

The current HAM system was designed to allow variety in the combat styles and tactics of the various professions.  While it has a learning curve for the novice player it does provide a broad potential for tactical interactions.

The current HAM system has two key issues which lower its contribution to interesting combat.  The first problem has to do with the nature of special abilities doing damage to your character and the second is the unique nature of the Mind bar when it comes to damage and healing.

The primary current HAM system problem is that it is no fun to kill yourself through doing required combat actions.  To be most effective in combat special actions must be used.  These special actions essentially do damage to your character in the current system and if overused will guarantee the death of your character.  While most players can accept a certain amount of damage done in this manner the amount they are willing to accept is dramatically different per person.  Finding a common ground that is acceptable to all players is virtually impossible and makes balancing the special action costs extremely difficult.

The second current HAM system problem came about due to the evolution of implementation during late Beta.  Doctors have the unique ability to heal the damage they do to themselves through special action costs.  Their ability to heal is supposed to be limited by size and regeneration rate of their Mind pool, but this is completely negated by the ability to heal that pool.  During Beta, Doctor’s could use their healing ability (and any other ability for that matter) indefinitely.  For this reason Mind healing was removed.  This has created a situation where Mind damage combat tactics are completely unbalanced with any other tactic in the game.

The intention of the HAM revamp is to remove both of these current problems while remaining true to the initial vision of the HAM system.  It is important to reiterate that, we want to address the shortcomings of the current HAM system while remaining true to the initial vision of the HAM system.  There are many things that are good about the current HAM system especially the tactical complexity that it lends to.  We want to preserve the integrity of the HAM system and keep this deep tactical interaction and as such we are not willing to completely redesign the HAM system to some simplified or different system. 

Some amount of player discomfort will be unavoidable as they adjust to no longer being able to use their old combat tricks and have to learn new combat tactics.  Ideally this learning curve will be minimal with a resulting game dynamic that is much more challenging and fun to play.

Overview:

The basis of the HAM revamp is to add a Special Ability layer to each pool.  Each Health, Action and Mind pool will then have a Wound, Damage and Special Ability layer. 

The maximum value of the pool is what is available as both damage and ability points when a player is completely undamaged.  As the player takes wounds, the total amount of damage to be inflicted until incapacitation is reduced until they have those wounds healed.  As the player takes damage the total amount of ability points available for special actions decreases.  These special ability points will regenerate at a much faster rate than normal damage regenerates and will not healable in any manner.

This change keeps the core interaction of combat the same.  Damage done to a pool reduces the available tactical options used by that pool.  The key differences will be that use of ability points in a pool no longer risks death and healing damage done to a pool will not immediately allow a player to take more special actions.  Healing damage only increases the maximum potential ability points possibly giving access to more powerful special abilities.  The only way to regain ability points to perform a special action will be to wait for them regenerate naturally.

Issues:

Interface

Some way to display this new layer of the HAM bar will need to be implemented.  This interface needs to be easy to comprehend and quick to digest during a frantic battle.

Because the special ability layer will be draining and regenerating fairly quickly during combat it should not be necessary to display hard numbers.  A graphical method incorporated into the existing HAM Bar UI should be sufficient.

The following mockup was created for a how the new HAM system would look:

In the image above you can see the Health, Action and Mind bars in three separate states.  The Health bar currently displays some damage with full available ability points.  The Mind bar has received some damage and is still recovering ability points.  Finally you can see that the Action bar has damage as well as wounds and is recovering ability points.

Hopefully you can see in this mockup how the bottom portion of the Heath, Action and Mind bars will be depleting and filling back up during combat.  Clearly the maximum amount of ability can never go higher than the current damage level.  Damage a wounds readouts are virtually identical to the way they read in the game currently though effort has been taken to clean up the overall appearance to make it visually pleasing and easy to read.

Regeneration & Drain Attributes

With the change to the new HAM system the actual affects of the Drain and Regeneration Attributes should be evaluated.  Since these attributes primarily influence the cost and reuse time for special abilities they will need to be adjusted to be correctly balanced within the system.  The regen attribute for each pool will also directly influence natural healing rates but at an order of magnitude slower than ability point regeneration.  Total natural healing time should be comparable to the current Live game.

A secondary problem with the Regeneration & Draing attributes that can potentially be addressed is the progression of affect as the attribute gets larger and larger.  Currently it is possible to get the drain and regeneration stats so high through various buffs that players have essentially no special ability costs.  This should not be allowed in the new system.  A non-linear progression method will have to be defined so the ever increasing values provide smaller and smaller benefits.  This causes an effective soft cap where high numbers are increasingly ineffective while still allowing players to push they numbers high if they desire and rewarding them at least minimally for doing so.  However, these numbers will not be allowed to get to a state that invalidates the core tactical interaction of combat.  Ultimately this means that there will be a practical limit to the maximum reduction in HAM cost for an action and a maximum regeneration rate no matter how high the regeneration or drain attribute is taken.

Summary:

What exactly will the result of these changes be? 

The modified HAM system lays the groundwork to enable tactical situations where players need to monitor Health, Action & Mind levels in order to be most effective in combat.  The simple act of performing an action will never create a risk of death however the choices of actions taken could easily result in losing a battle. 

Taking damage to a specific HAM pool will still result in reduced tactical options.  Gauging ability regeneration rates and action costs and controlling the pacing of actions will give a skilled player the tactical control and opportunity to turn the battle in their favor.

Finally, the change to how the numbers work internally also creates a more stable system that is less likely to break down as the game continues to evolve and advance.

 

COMBAT REVAMP pt 2

 

End Armor Appearance – This final combine is to determine the appearance of the armor. At this point option enhancements can also be added to the armor if the Armorsmith so desires. At this stage of the process the crafter combines the Core with some specific appearance parts, tailor components, and various optional potential future loot items. Since the stats were already set in the previous step, a Core can be combined with any appearance allowed for that type of Core. This allows us to easily add factional and quest armors equal to any other armor type back into the game.

 

The following Types of armor will be eligible to match up with the appearances shown below.

 

Type
Appearance
 
 
 
 
 
 
Reconnaissance
Ubese, Tantel, Mabari, Kashyyykian Ceremonial, (Factional)
 
 
Battle
 
Padded, Maruader, Bone, Kashyyykian Black Mountain, (Factional), (Quest) RIS
 
Assault
 
Chitin, Composite, Kashyyykian Hunting, Mandalorian, (Factional)

 

 

SLICING:

 

In the existing armor system, it is possible for a Smuggler to increase the resistance of armor by as much as 35%. In addition, the higher the resistances on the pre-slice armor, the greater the effects of the slice. At the high ends this can result in armor that is nearly invulnerable, while at the low end the slice barely has any effect. This is highly undesirable from a balanced game play standpoint.

In the new armor system, we will drop the benefit provided by slicing armor down to a much more reasonable value and to institute a method by which lower end armors can get a higher slice percentage than higher end armors. We felt that it was similar to someone making a tweak to an older car would give you a big improvement whereas the same tweak to a sports car would not yield as big an improvement. In addition, remember that as a general rule of thumb, any time general protection is raised by any method, the hindrances will also rise by a corresponding amount.

ENCUMBRANCE:

The combat upgrade overview document describes the specific profession roles we are trying to achieve with the combat upgrade. In order to facilitate that goal, we have limited the types of armor that professions can use effectively. Note that the differences between armor categories have more to do with the hindrances associated with each type of armor than with the degree of protection offered by armor. Each category of armor can achieve the same level of protection as the other two. The differences come in the weaknesses of each category and the hindrances associated with wearing that category of armor without the relevant profession mitigation skills. The initial armor distribution is as follows:

Professions
Armor Max
TKA
None
Smuggler
Advanced Recon
Rifleman
Advanced Recon
Pistol
Advanced Recon
Fencer
Advanced Battle
Swordsman
Advanced Battle
Pikeman
Advanced Battle
Carbine
Advanced Battle
BH
Advanced Assault
Commando
Advanced Assault
SL
Advanced Assault
 
 
Ranger
Advanced Battle
CH
Advanced Battle
CM
Advanced Battle
Bio-Engineer
Basic Recon
Doctor
None
Crafters
None
Entertainers
None
Novices
None


In order to channel particular professions into particular types of armor, we have devised the following hindrance chart. Each armor category has three hindrances associated with it: movement, accuracy, and rate of fire. The degree of the hindrance depends on the type of armor- for instance; Assault has a very high movement hindrance but low rate of fire hindrance, while recon armor has a low movement hindrance but a high rate of fire hindrance. The hindrances will be hard coded into the armor and will not be able to be experimented on, except indirectly by adjusting the degree of protection provided by the armor segments and core. The TKA hindrances refer to the decrease in TKA defenses that will occur as a result of donning armor.

 
Basic Recon
Std Recon
Advan Recon
Basic Battle
Std Battle
Advan Battle
Basic Assault
Std Assault
Advan Assault
Movement Hindrance
0-10%
0-10%
0-20%
0-20%
0-30%
0-40%
0-30%
0-40%
0-60%
Accuracy Hindrance
0-20%
0-30%
0-40%
0-20%
0-30%
0-40%
0-20%
0-30%
0-40%
Rate of Fire Hindrance
0-30%
0-40%
0-60%
0-20%
0-30%
0-40%
0-10%
0-10%
0-20%
Defense Hindrance(TKA)
0-50%
0-75%
0-100%
0-50%
0-75%
0-100%
0-50%
0-75%
0-100%

 

To encourage various professions to wear the different armor types, new skill modifier reductions have been devised to reduce the affect hindrances. These hindrance reductions will be distributed at the appropriate boxes for each profession and will mitigate the hindrances that are hard written into the armors.

The following skill modifiers will be added throughout the specific professions where it is deemed necessary.

New Skill Mods
Basic Recon Armor Certification
Recon Movement Mitigation +20%
Recon Accuracy Mitigation +30%
Recon Accuracy Mitigation +40%
Recon Rate of Fire Mitigation +40%
Recon Rate of Fire Mitigation +60%
 
Basic Battle Armor Certification
Battle Movement Mitigation +30%
Battle Movement Mitigation +40%
Battle Accuracy Mitigation +30%
Battle Accuracy Mitigation +40%
Battle Rate of Fire Mitigation +30%
Battle Rate of Fire Mitigation +40%
 
Basic Assault Armor Certification
Assault Movement Mitigation +40%
Assault Movement Mitigation +60%
Assault Accuracy Mitigation +30%
Assault Accuracy Mitigation +40%
Assault Rate of Fire Mitigation +20%


Armor Hindrances will not be cumulative per piece like encumbrances are; the entire maximum hindrance will be assigned for even a single piece of armor being worn. This will remove any potential balance problems from min/maxing armor pieces. Additionally it should not be beneficial to mix and match armor pieces from different set types even when the player is certified to wear both types as the maximum hindrances from each individual piece will be applied potentially creating a hindrance that they can not mitigate.

 

FACTIONAL ARMOR:

 We could not revamp the entire armor process without taking into consideration for the Galactic Civil War factional armor sets. As one can see in the crafting process, a player Armorsmith will be able to insert a crafted core into an appearance schematic. We plan on adding these factional appearance schematics as limited use draft schematics to the factional vendors. The Armorsmith will be able to go and purchase for faction points from the faction recruiter the appearances he desires, and place armor cores within the specific appearance types. From this point he will place the completed factional armor onto an npc factional merchant from whom other players can come and purchase the armor from for credits and faction points. The credits will go the smith and the faction will be absorbed by the system. We felt this created a nice niche for the crafters within the GCW to support their factional side and was requested by the GCW correspondent.

With the addition of the three new armor classifications we of course need new appearances for the different varieties of armor. The three types of armor will each get a different appearance.

 

 

 

Alan Wake: a Peek

My son has Alan Wake and it always looked intriguing story wise.  The combat with the flashlight to highlight, then shoot (?) looked really tricky. But at least if I die, die, die only I will know.  No metrics.

Getting off to a good start I began the tutorial and the guy I ran over (in my pseudo dream) popped up by me all of a sudden and I panicked and ran into him wherein he killed me on the spot with his wee ax.

This is going to be good.

World of Warcraft Update Tuesday

World of Warcraft is patching in the new game changes this morning.

The inventory changes are awesome.  Class changes are going to be a challenge.  I tested my Druid, Hunter, Warlock, Mage and Death Knight in Draenor.  All but the Frost Mage handled Draenor fine despite class/skill changes.  My test (Template) Shadow Priest did fine too, except she has the weakest heals ever.  Her debuffs are still great so she can handle herself.

The Frost Mage got crushed in Draenor (removal of Living Bomb, Arcane Explosion, Evocation hurt) so I’m trying to up her armor by visiting the Timeless Isle and Isle of Thunder, places I’ve never done.  She is getting crushed in those places too, on live, still having those skills.  Will have to have my spouse come to Timeless with me to get some of that gear.  Isle of Thunder…ouch, ouch. I reek at scenarios.  No question.

I’m excited for the updates anyway, I can always adapt to skill changes, and the grand land of Draenor is now weeks closer.

Since nobody really reads this I can say I predict great success for the Draenor expansion, people will love it.  I am never wrong about how a new game or update will be received.

Draenor has the best storyline I’ve seen Blizzard do.  Entering the world with Khadgar and his pals and running into those folks throughout the world really makes you feel like you’re part of something larger than yourself.  You help them, they help you. 

Some of your favorite characters from the “old world” like Fiona become your Followers.  You send them on missions, they come back with booty, they hang out in your garrison. 

It is just your garrison, but as you enter Draenor it is also the first encampment of your ragtag little group from the Tanaan Jungles.

The garrison has so much to offer, particularly at level 3.  This last character set, I just moved my Druid to 100 then went back and had all these quests to do, including some for the garrison buildings such as the Stables where I need to go out and tame a variety of Mounts.

I will say I’m not a fan of the new character models so I turned that feature off.  I think that will give Blizzard some real work, tweaking that.

The Crafting system and the Work Orders is really uninteresting.  Way too many materials are required to make anything at all.  I do like the quest lines they put in for each craft.  They really need to work on crafting. 

Otherwise, it’s all good and I will be able to grit my teeth and send characters through still detestable Pandaria now, knowing Draenor awaits them.