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What I want in this gear dying thingy is to make us players look special in our own way(like kickstarter players or from previous beta likes to equip some wep/armor to show new players that they have rares..
And you can have all that without having to go through a process like rare dye drops with a chance of failure on top of it (personally had enough of that in Dynasty Warriors Online, when not counting Ore costs). And to say the least, dye systems like that aren't often seen in even higher-budget MMOs, and sometimes didn't work for every gear type. Aura Kingdom, for example, allows you to change armor colors however you like, with dyes adding additional color options, but it only works for Orange-grade Head and Body costumes that can be customized. With Dynasty Warriors Online, any non-crafted gear except capes could be dyed (though changes each dye type made depended on the gear), there were only three dye types, two of them were difficult to get (one involved S-ranking certain quests that had long refresh times, one had a low chance to drop in melees, and one could only be obtained at a low rate when failing a dye attempt), and dying gear typically had a decent chance to fail with high-level gear, even with the best crafting furniture and a high crafting level (meaning you'd likely burn a good few materials/gold/cash before you had full set of +6 or higher gear tailored exactly the way you wanted it (in both appearance and elemental resistances)).
With AQW's system, all you need is some color-custom equipment and an idea of what parts change with each color option to create a set of gear you like, and there are enough colors to choose from (without having to unlock them) to tailor it to your liking and still look different (unless going for Chaos-style coloring, in which case you're going to look like every other Chaos fan). And as I pointed out, it will be less taxing on the mobile version (since having specific color-customizable gear with AQW's customization takes up much less memory than a dye system that works for every single gear in the game (since for the latter every single piece of gear, much like hair, would need a file created for each color/color combination in order for it to be rendered properly)) and won't require going back through the game and finding every single piece of gear in the game to make them all dyeable.
Edit: As for the Kickstarter/Alpha/Beta comment, people are going to show off perma-rares anyway, regardless of whether or not they're exclusive to certain people, and regardless of whether or not color customization is a thing. They ARE perma-rare equipment, after all. And it's the same thing with the Chronomancer set. It's a rare set that's only available if you buy the special calender. Why WOULDN'T people show it off? If you're that worried about new players being triggered by older players having perma-rares/special rares, a dye system isn't going to fix the problem. Those kinds of people will still be triggered by those who have stuff that will never be available again, and there's really nothing that you can do to change that. As for the guys that equip rares in front of newer players to show off, nothing you can do to change that, either. Even if they weren't perma-rares, those guys will still show off to try to impress newer players/boost their own ego. That's just how they are.
No I'm not worried about new players being triggered by old players...
There's alot of rares in the future updates just like AQW so new players can have a piece of the pie...
This can even make players gonna go back to an area that had been already adventured xD cuz there's a dye drop from monsters a player wants and adventure with new players..Some may help new players with their quests cuz they both want to hunt the same mob..
I didn't play those mmo games you mentioned above so I don't know how much effort and stress you felt.. ima go try it...
Well, you can't play Dynasty Warriors Online NA, as it was shut down three years ago (I think the JPN version is the only version left, if it's still running). But let's just say there were a good few parts of item/weapon/gear enhancing/crafting that required spending money if you wanted good success rates and/or the ability to work with higher-grade equipment/item recipes (though higher-level crafting furniture than what the game gives you by default) without the risk of losing the materials used upon failure.
As for Aura Kingdom, initially it was a pain in the rear to get even custom head or body costumes in general (since most were exclusive to the cash shop and, on top of color customization, gave a 1% boost to all stats, with dyes being initially stuck as prizes in the game's chance system) and auction house prices for them were understandably high due to their rarity, but it was somewhat lessened after some costumes and dye packs (which give 1 random dye each) were added to the game's Loyalty Shop (which uses Loyalty points earned in-game to purchase select untradeable cash shop items).
Anyway, as I pointed out, a dye system for AQ3D that works with ALL gear would likely require the team to 1) create the system and tools that would be needed to make it work in the first place, and 2) go back through every single gear file in the game and create new files to fit every single possible color combination for each dye (can't just throw color options in there. The game has to know what all's going to change and how). For example, using a 23-color system (and that's being generous since they'd likely want to use more color options), with three possible color slots (basically, three options that would change, for example, main body/trim/extra), AND the ability to repeat color choices, that would leave a grand total of 12,167 possible color options that they would have to create and program for ONE piece of equipment (*6 for a full head/body/shoulder/gloves/belt/boots set). And, again, they'd have to do that for EVERY piece of gear they already have, as well as every piece they release in the future. I'll leave it up to your imagination as to how long the process would take to be fully completed (and approved by Google and Apple, and Valve if necessary for the Steam version), AND how much space that would take up on a mobile device. And while you're at it, the first part's not even taking into consideration the possibility that they'd have to delay everything else content-related in order to make all the changes necessary for a dye system in a timely manner, or future changes in development time to ensure future gear follow the same trend.
To say the least, there's a reason most MMOs either stick to default armor/costume appearances (ex: Dragon Nest, where most costumes have 2-3 different versions that can't be altered), restrict color customization to certain items (such as color-custom equipment for AE's games, and most orange-grade Head/Body costumes for Aura Kingdom), or allow every equipable item to be customizable, but with very limited color options (such as DWO only having 4 versions (Regular + 3 dyed) for each piece of equipment). And it goes way down to the development/programming level.
Yes, they would have to do the process anyway for color customization in general. The only difference is: in AQW, color customization only works with equipment that are compatible with the system. For example, most equipment (i.e classes, armor (such as most Black Friday shop armor and Dragonlord/Dragonlord Prime), head, weapon, and capes) can't have their appearance changed in any way unless specifically stated that they're color customizable (usually in the description). Furthermore, I've been playing AdventureQuest Worlds since it went live day 1, and outside of head equipment that changed color based on your hair color (i.e. color customization in its simpliest form), armors/equipment that were fully color-customizable weren't added until AFTER the system was implemented, and no previous gear was altered in any way. Instead, color-customizable versions of armor were added (and were originally upgrade-only until later on) while leaving the original gear untouched, so all they had to do was implement the system and make it compatible with the new color-custom equipment, with minimal time going back through the files (really if they had to, it was only to make sure color customization would work in the first place).
Your idea, on the other hand, affects the color (with base/trim/accessory categories) of ALL gear in the game. That would require a LOT more memory/space than simply having specific gear be customizable. And as I said, 23 color choices was being generous. If they use the same color options as in AQW, DragonFable, etc, we're looking at more than 50 color choices, which means that EACH AND EVERY piece of gear would have 125000 color combinations MINIMUM (much larger than the 23-color example I gave). And we're only going to get more gear in the future, which would also have to be adjusted accordingly, meaning that even more memory would be required in the future (more memory would likely be required anyway (just the nature of MMOs), but the idea would increase the amount of memory at a faster rate).
Furthermore, as I pointed out, AQW simply added color-customizable equipment to the game without having to back through the game files to alter older equipment. The main purpose of the dye system, on the other hand, is to give color customization to ALL equipment without creating separate color-custom versions. That would mean they would have to go back through the game and add the function to every single piece of equipment (including Alpha/Pre-Beta special/perma-rare equipment) MANUALLY. That involves finding the equipment, loading up their files, making alterations to fit in the ability to change their color (even if it's all compressed into one file, it would still increase the amount of space that file requires), and then putting it back into the game AFTER making sure that doing so wouldn't break the game by not being recognized by it. That would mean two things if they wanted to do it right: 1) they'd need all hands on deck to make sure it finishes quickly and with minimal errors, and 2) they would have to put EVERY OTHER project for AQ3D on standby and only continue work on them AFTER the system is implemented to minimize the amount of complications that would ensue (much like they would have to bring everything on halt to add a trading system to AQW). That means that if they were to start working on the dye system right now, Frost Labyrinth would have a SLIGHT chance of still being released, but Ashfall would have to be delayed for about another month, if not longer.
On the other hand, adding a color customization system like AQW's and adding in equipment that works with it afterwards wouldn't require delaying other parts of development, and they can maintain their regular update schedule (since they can develop the customizable equipment alongside everything else rather than giving it higher priority). It would also mean that they'd be able to add in customizable equipment while also respecting the space limitations of mobile devices, as only those equipment would require more space (as opposed to all equipment requiring more space to load). The only other work-around that would make a dye system like that work would be to make the system a PC/Steam-exclusive system (forcing equipment to have their default appearance for mobile versions), and even then they would have to limit the color options to avoid having gear take up much more space (i.e. 75% of the total game size) than every other game aspect combined.
Well it is still in beta...Who knows if AE wants to add this...