Oct 08, 2007, 08:04 AM // 08:04
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#1
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Krytan Explorer
Join Date: Oct 2006
Location: Granite Citadel
Guild: Post Searing Ascalonian Merchants
Profession: N/Me
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Interchangeable Armor Skin & Style
I was thinking, if we can do this to guild cape, why not to armors as well?
We already know a lot of armors are skin swaps of the previously existing armor styles. I hope that Anet could take this to the next step, make the armors customizable, then again I don't know how much work that is to implement.
Basically armor will consist of several customizable selections.
Style: This determines the size and shape of the armor, which serves as a "paint board" of the clothing which colors and patterns can be applied to. If it is a long coat or a short skirt, a fancy suit or a fur jacket, long sleeve or short, as such.
Pattern:This determines the minor details of the armor, sleeve trim, decoration, design pattern and minor colorable areas.
Material: Different material made item will have a different light effect, react differently to dyes, this also influence what kind of material it requires to make the armor.
There are a lot of things I see Anet has streamlined to increase content productivity, this I see is the most efficient way to increase content, literally if you can add one more component to any of these categories, you increase the selections by a fold.
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Oct 08, 2007, 06:43 PM // 18:43
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#2
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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/notsigned
I think you forgot why there are different armours; they each cost money.
Besides, it just seems silly. Technically when you change your cape you're buying a new one, you don't "upgrade" it.
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Oct 08, 2007, 06:48 PM // 18:48
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#3
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Hes talking about each armor set having many variations within each set.
Like say Templar can have a covered helm or a non-covered helm as a simple example. Its the same armor set, but modified to the user.
You can have a skirt with 3 lengths, but its still the same armor.
Sleeves can be long, short, none.
etc.
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Oct 08, 2007, 06:55 PM // 18:55
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#4
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by lyra_song
Hes talking about each armor set having many variations within each set.
Like say Templar can have a covered helm or a non-covered helm as a simple example. Its the same armor set, but modified to the user.
You can have a skirt with 3 lengths, but its still the same armor.
Sleeves can be long, short, none.
etc.
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As we've all seen, Arena Net would consider each a different armour.
Besides, do you have any idea how difficult this would be to program or how much it would eat up server resources? You would be effectively making a huge number of new skins that would need to be checked for and loaded.
/notsigned, because I prefer to minimize lag.
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Oct 08, 2007, 07:10 PM // 19:10
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#5
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Desert Nomad
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@curse you
lol ..., then the reason behind the lag at servers are the dye mixes >.<
/signed
Maybe not as detailled as yours, but simply tabbing into the armor: Elite Templar > Hose > Short/Medium/Large
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Oct 08, 2007, 07:15 PM // 19:15
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#6
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Krytan Explorer
Join Date: Oct 2006
Location: Granite Citadel
Guild: Post Searing Ascalonian Merchants
Profession: N/Me
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Quote:
Originally Posted by Curse You
As we've all seen, Arena Net would consider each a different armour.
Besides, do you have any idea how difficult this would be to program or how much it would eat up server resources? You would be effectively making a huge number of new skins that would need to be checked for and loaded.
/notsigned, because I prefer to minimize lag.
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eh...i think all graphical contents(which are the skins) are local on your computer.
all the armor style and properties(which is text) are sent online, plus you get buffers.
therefore, the loading part is only pseudo code(LOAD UpperArmor style:1.7.5 color:167)
Yes, I am a programmer myself, I know it is no more difficult than implementing insignia system. It is just the initial work to get the skin, patterns and categorization to work together, which costs some hedious development time.(a lot of artist work hours) But then again, I don't see how this will affect the game mechanics, that's gonna be a lot of time saved.
Last edited by Saphrium; Oct 08, 2007 at 07:21 PM // 19:21..
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Oct 08, 2007, 07:59 PM // 19:59
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#7
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Too late for GW1.
Maybe for GW2...
At least being able to apply 2..4 different colors in armors would suffice for me.
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Oct 09, 2007, 03:34 AM // 03:34
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#8
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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I'd like to be able to choose between long and short skirts for my female characters.
I'll say /signed, but i honestly don't think it will be implemented in GW1
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