Oct 12, 2008, 03:56 PM // 15:56
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#1
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Ascalonian Squire
Join Date: Aug 2007
Location: netherlands
Profession: W/E
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Isle of the nameless skill change
I don't know if it is suggested before, searched sticky and forum but could'nt find any. I like testing skills/builds on isle of the nameless, but when I want to make some changes i have to go back to the temple. I think it would be nice if iotn would be the only explorable where you can change skills. I don't know if that would give probs. What do you guys think?
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Oct 12, 2008, 04:30 PM // 16:30
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#2
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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I'm sure there's some programming reason why it wouldn't work, but I like the idea in theory.
For the record though, it's not like it's an insane walk, and they've even got the guys that cast Windborne Speed on you.
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Oct 12, 2008, 05:24 PM // 17:24
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#3
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Ascalonian Squire
Join Date: Aug 2007
Location: netherlands
Profession: W/E
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I know the walk is'nt long, but I'm a bit lazy . But it would be nice when you can makes some fast changes just to check, without going through 2 loadscreens.
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Oct 12, 2008, 08:59 PM // 20:59
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#4
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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I think the programing of the game wouldn't allow that, no matter what the makers do to it. If they do that for IoTN then it will happen for all areas, so there's no use of trying. What I would really want to change in IoTN is put more hostile NPCs in there and make them a big challenge. Heck, we don't even have sin spikers, or ele nukers in there. I say, put in some hardcore practice guys that will really test us. We have them in the Bison Tournaments, but that's only for PvE guys. I say, make our PvP characters suffer the beating too and come out better. Nothing like good old pain to win the gain.
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Oct 12, 2008, 11:27 PM // 23:27
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#5
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Furnace Stoker
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I dunno where people get this is a programming issue, it's easily possible and at no point does doing something in one explorable automagically make it happen in them all. It's called setting a tag so that it only happens there.
We can't change the skill bars in the Costume Brawl outpost, it's not like that occurs in every outpost, no? Exactly.
EDIT:
All for this /signed signed signed signed
Last edited by DarkNecrid; Oct 12, 2008 at 11:31 PM // 23:31..
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Oct 13, 2008, 12:44 AM // 00:44
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#6
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by DarkNecrid
I dunno where people get this is a programming issue, it's easily possible and at no point does doing something in one explorable automagically make it happen in them all. It's called setting a tag so that it only happens there.
We can't change the skill bars in the Costume Brawl outpost, it's not like that occurs in every outpost, no? Exactly.
EDIT:
All for this /signed signed signed signed
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You'd be amazed at how horribly GW is programmed. We suggest a lot of seemingly simple changes to skills (not even map related or anything complicated), and Izzy says that to make an edition, a lot of the times the programming team has to rework a good chunk of the code.
Just like how one of the last few updates messed up the GvG AT rotation and had it reset to what it was the last month. You'd imagine that making changes and a new patch wouldn't affect that, but it does. Everything's so intricately tied together and it's a pain to make changes because of rushed programming to begin with.
I wouldn't be surprised if they tried to tag it so that skill changes only work there, that it'd end up affecting some other areas as well (switching skills mid-GvG? )
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Oct 13, 2008, 01:13 PM // 13:13
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#7
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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This behaviour is probably too deep into the game engine basics for a quick fix.
But if it can be easily changed: /signed.
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