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Imagine a World...

19 replies [Last post]
Wed, 04/09/2014 - 15:19
Paintool's picture
Paintool

Where costumes all had unique stats.

I have all these costumes (120+) and so little time to give them all love.
Sometimes I wish the costumes had at least basic or underbalanced stats that would warrant wearing them. Some costumes hardly get used at all.
Can anyone remember the last time someone wore stranger hats or Frankenzom masks?

Are costumes a missed opportunity for new gear?

Wed, 04/09/2014 - 15:27
#1
Dibsville's picture
Dibsville

I don't want to.

Wed, 04/09/2014 - 15:42
#2
Draycos's picture
Draycos

If they were available outside of promotions, and mainly focused on "unique" gear like Polar Coats and Obsidian items as opposed to "recolors" like Hallow and Surge, it'd be great.

Regular gear can be used as a costume anyway.

Wed, 04/09/2014 - 15:45
#3
Bamzalot's picture
Bamzalot
No thanks.

Costumes are costumes for a reason. Besides, what if someone was using full Chaos then put on a full set of Polar Wolf? That would probably give a +low damage bonus for swords. A Chaos user's Brandish just got a bit more powerful.

I'd assume that even the lesser costumes like Hallow would get bonuses too. Due to Hallow being the cheapest costumes, giving them bonuses would just coat Cradle in the most hideous shade of orange known to man kind.

Wed, 04/09/2014 - 15:46
#4
Draycos's picture
Draycos

Wait wait wait hang on a second.

I thought this meant making costumes usable gear items that took regular slots, not costume slots... not making costumes give stats.

I like the former, not the latter. At all.

Wed, 04/09/2014 - 15:51
#5
Paintool's picture
Paintool
What are you talking about

What are you talking about Bamz? If costumes had stats like gear, then they'd be gear. And gear stats don't apply when they are a costume.

This is about costumes getting the chance to be gear with unique stats, but don't.
The bigger issue I think its people perceiving it as P2P or pay 2 win.
If worse comes to worse, they could be limited to 3* items like breaker series.

Point is, costumes could be gear, but they aren't.
I'll even go as far as to say it would be as easy as re-skinning Sudaruska into a Cleaver.

Wed, 04/09/2014 - 16:15
#6
Bamzalot's picture
Bamzalot
I don't quite follow.

I'm unclear as to whether you are saying the costumes themselves give the stats, or costumes being equipment. Like armor.

If it is case B, being equipment, than this would not be a problem. If anything, it would be a fast way to get more armor and maybe variation. (Assuming the gear would be low powered but useable of course.) If you are talking about putting a Wolver Coat over a Skolver Coat and suddenly getting more powerful than before, I don't like this idea.

Which brings me back to my point, can you imagine what it would be like if OOO gave every Hallow costume MSI?

Wed, 04/09/2014 - 19:31
#7
Fehzor's picture
Fehzor

The real issue is coding new and interesting behaviors for all of the items, such that there remains some semblance of balance in the game.

Wed, 04/09/2014 - 23:37
#8
Pandafishie's picture
Pandafishie

So...I could truly be a Fancy Cupcake?

Thu, 04/10/2014 - 01:40
#9
Mystrian's picture
Mystrian

*puts on full chaos*
*puts on skolver as a costume*
*add damage trinkets*
*experiments with new uber hax damage*
"I haz da uber hax"

max would be easier to get to

Thu, 04/10/2014 - 02:38
#10
Paintool's picture
Paintool
I think some people are

I think some people are getting confused. This is not about costume slots being second gear slots.
This is about the costume items themselves getting additional stats and working only under the gear slots we have right now.

The items in question don't even have to have buffs or be 4*-5* items. They could even be capped for Tier 1 use.

I just thought it was strange that we can take an item like Almirian Crusader Helm (with shadow defense), color it yellow and remove the stats, and just leave it as a costume. On one hand it entices people to spend money and buy boxes with real money, but then there's a point when we only wear the newest, shiniest of costume items.

Amongst other rekins/recolors, I thought it would add to the diversity (grindability) of the game if some costumes could have stats that would at least promote them as alternatives to gear selection we have right now. Hell the Storm Crusader Helm could just be Almirian Crusader Helm with shock resist, and that's the only difference.

Thu, 04/10/2014 - 04:28
#11
Mystrian's picture
Mystrian

"Can anyone remember the last time someone wore stranger hats or Frankenzom masks?"

You could wear any costume. Go wear your SH or FM. I wear proto under my chaos (for fun) because pro vs. noob is silly. If my interpretation is right, you are trying to say that skolver would add frost to chaos?

Thu, 04/10/2014 - 05:39
#12
Hexzyle's picture
Hexzyle

If my interpretation is right, you are trying to say that skolver would add frost to chaos?

Your interpretation is wrong. I think Paintool is sick of repeating that he wants to move costume items from the costume category to the Armor and Helm categories, not to change how the costume slot functions.

Thu, 04/10/2014 - 06:50
#13
Paintool's picture
Paintool
This is a question for

This is a question for Fehzor: I'm not sure if it's been done or not, but weren't their a few players who replaced the steam files of some weapons in certain folders as temporary re-skins until the next patch? I don't remember where I heard or read it, but I thought someone was playing with Vana's Mace reskinned over a WRH (only the player using it could see it however).

I also remember seeing some people swapping some music files out for different music files.

I know nothing about coding, but let's take the some of the hallow or frosty costumes for example. Sallets, Brigandines, Tailed-Helms, Culets, etc. for example.
Just as a starting point, would it make sense to replicate proto gear stats or even the 3* breaker sets? Not OP, but at best provide the alternative proto armor colors people have suggested?

Thu, 04/10/2014 - 09:21
#14
Thunderskull's picture
Thunderskull
It doesn't take a jellywing....

It doesn't take an ounce of coding at all to swap model/sound/animation/particle files since those are considered "aesthetic" (normal people can't see sound waves!!!) not sensitive data per say. Since the game apparently loads "aesthetic" resources from the client and runs data on the server which can and does have the capability of modifying aesthetics itself (monsters use animations that don't exist within their concurrent models in the files). You cannot directly modify any mechanics/stats/ai of anything without breaking some part of the game and I wouldn't believe that it wouldn't(yes double negative) reject the client with modified sensitive(not aesthetic :P) data.

Thu, 04/10/2014 - 09:55
#15
Hexzyle's picture
Hexzyle

monsters use animations that don't exist within their concurrent models in the files

Um, they most certainly do, and it's possible to swap these animation files around or even create new animations so that monsters look spastic whenever they perform an attack or do whatever has been altered.

You cannot directly modify any mechanics/stats/ai of anything without breaking some part of the game

You can't modify mechanics/stats/ai of anything because it simply does not exist anywhere in the client files. If you were to modify the hitboxes of enemies, the server would simply correct the locations of things to its virtualized hitboxes (and you'd get rubberbanding)
AI and stats are run and calculated on the server. The server simply tells the client "Zombie #82 walk 247°" or "Gremlin #23 WrenchAttack1 108°" and the client rotates the model to that facing and sets up the animation and movement. If you fiddle with that, then the monsters will be in a different location on your screen than they actually are, resulting in a lot of pain and tears for you when you're missing everything and being hit by invisible monsters.

Thu, 04/10/2014 - 10:56
#16
Thunderskull's picture
Thunderskull
Woops

No no, what I mean is this as you can see the T2 Sparky doesn't use the rocket puppy firing animation, instead it uses the gunpuppy animations which the rocket puppy model does not have within it's concurrent model.

Thu, 04/10/2014 - 12:11
#17
Hexzyle's picture
Hexzyle

So you're saying that monsters within a family use a family animation, rather than having the animation embedded into each and every model file? I'm pretty sure that's just a case of DRY, as is each status variant of monster mostly using different textures rather than being completely remodeled.

Functionally, it'd be no different to if you did actually give every individual monster its own model and animation, but performance/filesize would take a huge hit, and anyone mildly familiar with optimization would punch OOO square on the nose,

I'm confused, what are we debating again? Oh. Right. My point is, I think you were getting "inherit current monster behaviour from last server message" with "animations can't be modified"
If you're not talking about that then... okayface.jpg

Thu, 04/10/2014 - 12:37
#18
Thunderskull's picture
Thunderskull
Okie

I'm just getting at the fact that the server can just modify the animation set of monsters in-game that's all. The other half your last post made sense to me completely.

Fri, 04/11/2014 - 09:05
#19
Hexzyle's picture
Hexzyle

Well yeah, the server can tell the client to use "x animation file" but if you've changed said file to look like something else, the monster will perform that animation instead. (It'll appear aesthetically different, but it'll still function the same)

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