Sep 30, 2007, 02:39 PM // 14:39
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#1
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Krytan Explorer
Join Date: Apr 2007
Location: Albuquerque, New Mexico
Guild: Paradoxa Zoloft Asylum [PXZ]
Profession: W/R
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Spectacles: Dye Options
All three versions of the Asuran spectacles should be dyable. For the thin and regular specs, the rims would be effected, while the tinted specs would receive a light version of the color applied to them, ie pink would create rose colored shades and black would just make the specs even darker, allowing those who wished the tint to be darker to begin with the option to do so.
A simple suggestion, could probably be done with relative ease. Who's with me?
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Sep 30, 2007, 03:00 PM // 15:00
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#2
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Krytan Explorer
Join Date: Sep 2006
Location: Pennsylvania
Profession: E/
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I am.
/signed for sure.
That would be really cool.
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Sep 30, 2007, 03:06 PM // 15:06
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#3
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Ascalonian Squire
Join Date: Sep 2007
Location: Schuyler Lake, NY
Guild: Blue Screen Of Death [BSoD]
Profession: N/Me
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/signed.
That's the first thing I went to do the moment I even got my Asuran, to be sadly disappointed. Alas, I'd love to see something so simple happen. :]
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Sep 30, 2007, 03:24 PM // 15:24
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#4
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Desert Nomad
Join Date: Mar 2005
Location: Bellgium
Profession: W/E
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5 secs off textmod.....done.
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Sep 30, 2007, 03:35 PM // 15:35
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#5
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Krytan Explorer
Join Date: Apr 2007
Location: Albuquerque, New Mexico
Guild: Paradoxa Zoloft Asylum [PXZ]
Profession: W/R
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Quote:
5 secs off textmod.....done.
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Well, I was thinking more in the lines of an actual in-game update, something officially supported by ArenaNet and available to everyone that plays the game.
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Sep 30, 2007, 03:52 PM // 15:52
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#6
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Jungle Guide
Join Date: Mar 2006
Guild: The Hand of Omega [WHO]
Profession: E/
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/yup. I'd like to see this ingame.
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Sep 30, 2007, 10:14 PM // 22:14
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#8
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Lion's Arch Merchant
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I think they already answered this when telling why the blindfold could not dye.
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said.
I bet they say the same in response to this.
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Sep 30, 2007, 10:59 PM // 22:59
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#9
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Wilds Pathfinder
Join Date: Jul 2006
Profession: Mo/Me
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Quote:
Originally Posted by Mork from Ork
I think they already answered this when telling why the blindfold could not dye.
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said.
I bet they say the same in response to this.
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Yep. Gaile has already given ANet's position on the GW:EN headpieces.
They can't, won't, and don't even want to think about fixing it.
There's about 3 or 4 locked threads with Gaile's response floating around Guru... Or you could always just go hit Wiki.
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Sep 30, 2007, 11:34 PM // 23:34
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#10
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Krytan Explorer
Join Date: Nov 2006
Location: Sol 3
Profession: R/
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Anything can be done with the right coding and editing, so "they can't" is irrelevant. With Guild Wars 2 in progress they just don't have the time for it, which people seem to take as that they don't really care.
Last edited by RSGashapon; Oct 01, 2007 at 12:03 AM // 00:03..
Reason: Reworded to not sound so negative
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Oct 01, 2007, 12:20 AM // 00:20
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#11
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Krytan Explorer
Join Date: Sep 2006
Location: Pennsylvania
Profession: E/
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I understand, and respect the coders for that discision. But still, wouldn't it be nice to be able to dye the new gwen headware?
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Oct 01, 2007, 12:49 AM // 00:49
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#12
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Quote:
Originally Posted by Mork from Ork
Those special masks which do not remove the toons hair use a different model base than the ones that cover the whole head and the model can not be made dyable. I don't exactly understand why that it but that was what they said.
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Monk head tats do not remove a characters hair and are dyeable. Ritualist helms which do remove a characters hair are also dyeable.
My assumption about the implementation of the class-independent headgear is that there are actually 8 different items, one for each class. We only get to see one at a time because ANET is using the filter implemented with prophesies so that we only see armors for our current class. I made this assumption because it seems the easiest way to do things because it relies on well tested existing code.
Under that assumption, the only difference between the class-independent headgear and class-specific gear is the +1 to applied runes att thing. To me (with no knowledge of the actual implementation) this seems like it should be separate to what the item looks like, so it shouldn't be causing a problem.
/signed
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Oct 01, 2007, 07:07 AM // 07:07
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#13
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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/signed
would like to see that thx for starting this thread
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Oct 01, 2007, 07:19 AM // 07:19
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#14
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Academy Page
Join Date: Feb 2007
Location: Bendigo - Australia
Guild: Search For Gwen Foundation
Profession: E/Mo
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Not to mention Assassin and Ranger masks are dyeable too and don't bald you.
/signed
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