====Main Proposal====
Allow Knights to set different loadouts for both Armor (including shield) and Weapons (also trinkets!), and be able to switch between them with one simple click.
We'd be able to give names to these loadouts, such as: FSC, IMF, JK, Regular, Wolvers, look-cool-in-haven, BN outfit, etc etc.
(Also, please add a hotkey possibility for "Gate Map")
====Why it is a valid proposal====
Usually people will always bring the same gear for the same runs (or at the most, a slight variation of it). Right now there are 4 bosses in SK.
As we expand our inventories with increasingly varied shiny weapons/armor (as the gameplay intends it to be!), they get very cluttered.
Right now, to switch an entire set to what we want, we first have to open up CHARACTER, then ARSENAL, then make sure every slot is correctly filled with the weapons we want. That's a possible total of:-
- 2 x Armor (Helm, Body)
- 2 x Costume (Helm, Body)
- 1 x Shield
- 2 x trinkets
- 4 x weapons
=> total of 11 switches.
More importantly however, how much of the player base has experienced the following before?:
- Bringing wrong weapons into the boss because of a simple overlook?
resulting in either: a) Having to spend CE to head back up to change to the proper loadouts? b) say "screw it" and just play with the wrong weapons through the level, thereby lowering their gaming experience?
- a friend wants you to help them out pronto at a boss but you have to waste time making sure that you have the right weapons?
- Bringing a fire prone suit / helm into fiery depths?
- You were playing around in ATH earlier testing some weapons but hit "JOIN" before you had time to, or forgot to switch out your weapons?
====Expanded thoughts on the proposal====
- The loadouts would not be "set in stone", you'd be able to modify the contents as you get new gear.
I would propose being able to rename them as well, but I don't see much of a need for it (others might disagree).
- Also, when for example I put on my "FSC" loadout, I should be able to still switch different gear on top of my "loadout", if I were to say... switch out my Leviathian Blade for a Nitronome on a whim just for this run, I should be able to do that.
- Obviously they should only be useable in subtowns, Basil etc just like the current equipment changing system.
- Gonna be very realistic here in saying that if something like this were to be implemented, it would probably not be for free (as much as I'd like it to be). Considering that it is going to take up some memory of some sort or other... In that case, do you think you could make it a crown sink instead of a CE sink? Also, do you think that it could be a one-time payment to unlock a "loadout setup" instead of a continuous payment? What do the forum-goers think of this problem?
I personally think this is a issue that ties in with fundamental gameplay and will improve the gaming experience for people that run bosses all the time or just other regular players, for group and solo players alike :)
Speaking of fundamental gameplay, do you think you could give a warning to players perhaps 1hour or 30 mins before a weapon/trinket slot is about to go poof?
Nothing says fustration like being in the level before Vana and then suddenly the slot that you carry Shivermist on goes poof, and you have no way to remedy it. I know the time of the expiration is in the mouse-over of the slot, but most people tend to forget the exact time they opened it at or other reasons...
(Apart from the increased lag issues since the last update, and random disconnects from the game, but that is another story entirely)
Thanks for reading :D Comments and criticism welcomed :D
I wouldn't imagine them charging for it. But one catch would be how to handle multiple items of the same type in your inventory. It might not be an issue if items already have a GUID, allowing the load out to simply refer to it. Another issue would be deciding if storage should be local or server side. Server side would obviously take up space in the database. Having the profiles stored locally would allow a lot more slots, but opens the game to potential exploits if anyone finds a weakness in the data structure.