Deep Rock Galactic
Nosteru Nov 8, 2020 @ 12:28pm
Skins for tools
There is alot of frameworks, paintjobs for weapons. There is alot of armors and paintjobs for them. There is buttload of facefur all around and helmets/headwears.
However there is nothing for class tools like platformgun, flaregun etc.
Why? There is any plan in future to alter these tools? It would be great.
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Showing 1-15 of 29 comments
Digman Nov 8, 2020 @ 1:04pm 
Actually I think about it recently, traversal tools could use armor paintjob.
V0lcanF1re Nov 8, 2020 @ 2:17pm 
yeah would be cool as well and nice to have.
as we upgrade weapons to unlock 3 Unique skins, Can be cool to unlock skins for tools ;P
Landor Nov 8, 2020 @ 3:11pm 
The problem is, usually your support tools don't get a lot of screen-time, you only hold them for as long as you need to use them to solve a problem, so even if they had skins, you wouldn't see them very often. That begs the question of if it would be worth the time and effort to implement skins and frameworks.

Of course, it's not the case with all of your tools, the Driller's drills and the Engineer's Sentry for instance, they get a fair amount of screen-time, but introducing cosmetics just for them runs into the problem of favored treatment of one class over another.

Frameworks seem unlikely, as it's a buttload of new models for each tool for each framework set. Skins, less unlikely, but still uncertain because of the above issues.
Mochan Nov 8, 2020 @ 3:40pm 
In a first person game you don't even see your character but everyone wants skins. It's okay even if they don't get much screen time the drive for cosmetics transcends screen time.
Landor Nov 8, 2020 @ 4:14pm 
Originally posted by Mochan:
In a first person game you don't even see your character but everyone wants skins. It's okay even if they don't get much screen time the drive for cosmetics transcends screen time.
It doesn't transcend development time though, you have to ask for every suggestion, "is this worth the time, money, and effort spent to implement this feature, when said resources could be used elsewhere to satisfy a larger portion of the playerbase?" because I'd bet anything the developers do.

Your dwarfs are always on screen, if not yours, then the screens of other players on your team, a majority of your time will be spent holding or using a weapon, and your pick is your heart, mind, and soul as a miner, ready to extract some valuable ore, the face of a Glyphid, or the heavens themselves when you cry "Rock and Stone!"

But your utility tools? They're... there?

I dunno, I'm not against cosmetics for utility tools, I'd most certainly use them if they were offered, and I'd enjoy having my tools match my weapons... But I'm not convinced it's worth it, and I don't see it being very high on the priority list for the devs.
Nosteru Nov 8, 2020 @ 4:37pm 
Originally posted by Landor:
Originally posted by Mochan:
In a first person game you don't even see your character but everyone wants skins. It's okay even if they don't get much screen time the drive for cosmetics transcends screen time.
It doesn't transcend development time though, you have to ask for every suggestion, "is this worth the time, money, and effort spent to implement this feature, when said resources could be used elsewhere to satisfy a larger portion of the playerbase?" because I'd bet anything the developers do.

Your dwarfs are always on screen, if not yours, then the screens of other players on your team, a majority of your time will be spent holding or using a weapon, and your pick is your heart, mind, and soul as a miner, ready to extract some valuable ore, the face of a Glyphid, or the heavens themselves when you cry "Rock and Stone!"

But your utility tools? They're... there?

I dunno, I'm not against cosmetics for utility tools, I'd most certainly use them if they were offered, and I'd enjoy having my tools match my weapons... But I'm not convinced it's worth it, and I don't see it being very high on the priority list for the devs.
Not high priority, but instead of another dozen of headwear I rather have some new framework and paintjob on my tools also. Atleast two paintjob gain when you max out the tool, similar way as weapons. There is existing paintjobs I think it would be easy to implement on tools. Not a big resource, or any existing paintjob we can craft for weapons. Then later maybe some frameworks even as paid DLC so they will gain from the extra work.
Mochan Nov 8, 2020 @ 4:41pm 
Oh I'm not arguing for or against them. I'm just saying that desire for cosmetics is all-encompassing and gamers will always want them no matter how little screen time they get.

In Guild Wars 2, there are people who craft legendary weapons for their off hand weapon, a weapon that typically might have less screen time than a dwarf's traversal tool.

It takes like 4 months of hardcore dedicated realworld gameplay to craft a Legendary, yet Guild Wars players happily do it just so they can get another shiny skin.
Originally posted by Landor:
The problem is, usually your support tools don't get a lot of screen-time, you only hold them for as long as you need to use them to solve a problem, so even if they had skins, you wouldn't see them very often. That begs the question of if it would be worth the time and effort to implement skins and frameworks...
I agree that there is no need to implement frameworks for tools, as I see it.
But it can be jarring to, as an example, have black/blue weapons and pickaxe and then you swap to your tool and it's bright yellow.

I don't think color skins for tools is a high priority, but I'd certainly like to see them implemented at some point.
Again, I have no desire to see frameworks designed for them.
Landor Nov 8, 2020 @ 5:01pm 
Originally posted by Nosteru:
Not high priority, but instead of another dozen of headwear I rather have some new framework and paintjob on my tools also. Atleast two paintjob gain when you max out the tool, similar way as weapons. There is existing paintjobs I think it would be easy to implement on tools. Not a big resource, or any existing paintjob we can craft for weapons. Then later maybe some frameworks even as paid DLC so they will gain from the extra work.
You, I, and any other community members can say "it's easy." but that's always going to be an assumption, only the devs know how difficult a feature is to implement, no matter how simple it seems on the surface. And they have the desires of thousands of players to consider, while a few new hats may not mean much to you and me, they could be gold for others.

I guess I'm saying to just not get your hopes up, I don't think anyone is really against this, but at the same time, I don't think there's really enough 'for' either. (The only real gameplay issue I see arising is that the Engi's Sentries are distinguished by color, MK I is green, while MK II is red, while not a major issue, it's something that may need to be addressed.)

Originally posted by Mochan:
Oh I'm not arguing for or against them. I'm just saying that desire for cosmetics is all-encompassing and gamers will always want them no matter how little screen time they get.

In Guild Wars 2, there are people who craft legendary weapons for their off hand weapon, a weapon that typically might have less screen time than a dwarf's traversal tool.

It takes like 4 months of hardcore dedicated realworld gameplay to craft a Legendary, yet Guild Wars players happily do it just so they can get another shiny skin.
Of course, that does not surprise me at all, people spend thousands of dollars on skins in triple-A titles too. Those thousands could have bought all kinds of wonderous things, but instead get used on a skin you may never use twice.

Originally posted by Optimist Prime (the Gray):
I agree that there is no need to implement frameworks for tools, as I see it.
But it can be jarring to, as an example, have black/blue weapons and pickaxe and then you swap to your tool and it's bright yellow.

I don't think color skins for tools is a high priority, but I'd certainly like to see them implemented at some point.
Again, I have no desire to see frameworks designed for them.
That's kinda what I was getting at with the end of my first post. Skins seem significantly more probable, and them alone would likely be more worthwhile than the whole kit and kaboodle of cosmetics, but the issue of if it's worth it to begin with is still very much present.
Nosteru Nov 8, 2020 @ 5:46pm 
Originally posted by Landor:
You, I, and any other community members can say "it's easy." but that's always going to be an assumption, only the devs know how difficult a feature is to implement, no matter how simple it seems on the surface. And they have the desires of thousands of players to consider, while a few new hats may not mean much to you and me, they could be gold for others.
Dont say that is hard to implement and already existing skins/paintjobs on tools, cus I eat my last bought dwarven hat. Yeah it need tailoring abit to what part should use the 2 or 3 scheme skins, but that should be not too hard. Atleast they should give us the 3 Mastery skin (First Stripe, Deepcore and The Company Special).
Also my main the Scout's Grapling Hook is very often in my hand for long period, mostly when I explore dangerously height huge caves with many ways in, because of accident fall fast hook save.
Potato Stew Nov 8, 2020 @ 6:25pm 
Originally posted by Nosteru:
Dont say that is hard to implement and already existing skins/paintjobs on tools, cus I eat my last bought dwarven hat. Yeah it need tailoring abit to what part should use the 2 or 3 scheme skins, but that should be not too hard. Atleast they should give us the 3 Mastery skin (First Stripe, Deepcore and The Company Special).
Also my main the Scout's Grapling Hook is very often in my hand for long period, mostly when I explore dangerously height huge caves with many ways in, because of accident fall fast hook save.

As someone who has done a bit of 3D modeling in the past, it can get rather difficult and take a lot of time. They need to not only make the skins look good, but also make sure the hitboxes aren't too extreme so as not to run into clipping issues.

That said, I'd love to see skins for tools, and part of me feels the devs would at some point like to implement those as well, but they probably put them on the backburner as they do seem rather low priority in comparison to everything else. I'm not in their shoes so I can't say for sure, but that would be my assumption.
Landor Nov 8, 2020 @ 6:26pm 
Originally posted by Nosteru:
Dont say that is hard to implement and already existing skins/paintjobs on tools, cus I eat my last bought dwarven hat. Yeah it need tailoring abit to what part should use the 2 or 3 scheme skins, but that should be not too hard. Atleast they should give us the 3 Mastery skin (First Stripe, Deepcore and The Company Special).
Also my main the Scout's Grapling Hook is very often in my hand for long period, mostly when I explore dangerously height huge caves with many ways in, because of accident fall fast hook save.
I'm not saying it'll be hard, I'm saying nobody knows how difficult it is aside from the devs, that making the assumption it'll be easy from how simple an idea it seems is not a good idea.
Originally posted by Landor:
Originally posted by Nosteru:
... There is existing paintjobs I think it would be easy to implement on tools. Not a big resource, or any existing paintjob we can craft for weapons...
You, I, and any other community members can say "it's easy." but that's always going to be an assumption, only the devs know how difficult a feature is to implement, no matter how simple it seems on the surface.
Originally posted by Landor:
I'm not saying it'll be hard, I'm saying nobody knows how difficult it is aside from the devs...
Two accurate statements.

I'd personally imagine that a decent amount of work goes into setting up a paintjob, especially on a frame that hasn't used them yet, and even if you know ahead of time what colors you'll be using. Though assuming that tools get paintjobs at all, and assuming they use the same color schemes that we can currently acquire for weapons/armor/pickaxes, I'd bet that the devs won't use -exactly- the same colors; the devs seem to tailor each paintjob, and if that is true I think it's pretty cool.


But as Landor points out, there's no way for us to know how easy or difficult something is. We can still talk about it, even theorize, but saying "it's easy" or "it's hard" isn't based in fact. Only the developers involved with making the game could say definitively, one way or the other.
All we can do is say, "Hey, it'd be sweet if we could have this" and let the developers decide if / when / how to implement it.
Last edited by 0ptimistPrime (the Gray); Nov 8, 2020 @ 6:51pm
Azure Nov 8, 2020 @ 7:01pm 
It would be nice if they could share the Pickaxe colours.
Nathiri Nov 8, 2020 @ 11:14pm 
I tend to keep the stock frameworks and really like the roughneck paint job for weapons. It's s nice, clean colour combo that I do appreciate when playing, even if I can't see the rest of my snazzy outfit,

It would be nice if the sentry could share the colour scheme, or even match Bosco's paint job but I can understand why it doesn't.
Last edited by Nathiri; Nov 8, 2020 @ 11:14pm
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Date Posted: Nov 8, 2020 @ 12:28pm
Posts: 29