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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Armor and Clothing Customization
ArchivedUser
Guest
Hello! I have a question about armor/clothing in the game. The one thing I noticed about other mmorpgs was the cut and paste armor and clothing selection, just add some dye and BAM your look is supposed to be special in some way...will there be armor, dye, accessories ( belts, pouches, buckles, jewelry, emblems, etc.) to help make your character unique? I've always wanted a crafting system that would give me free reign with designing my character's wardrobe, like strappy leather boots, a buckled up leather corset, or a few leather belts with some pouches.
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Comments
1) sleeve, collar, front, back, pockets can be crafted individually, then stitched together. I guess each 'part' would have 10-20 variation (with more added in as the game develops), +X number of dyes. You can possible make over 1 million different shirts
2) Logo, crest, pattern, gradients, particle effects, frills, etc will make the combination over 10 billion.
3) Stats are determined by the quality of the material use and the skill (such as stitching, leather tanning, dye etc).
4) Semi-Heavy armor will require both tailor and blacksmith to work together. Lets say you make a leather shirt, you can add a steel breast plate or steel arm guards, not only for cosmetic purpose but also enhance armor stats.
Edit: This will put different value on apparel, base on both appearance and stats! I know there's a skin system, maybe gear can be classified as 'skin' or actual gear too :) but I do like the idea of combining both aspects, which really gives depth to a tailor class.
1) sleeve, collar, front, back, pockets can be crafted individually, then stitched together. I guess each ‘part’ would have 10-20 variation (with more added in as the game develops), +X number of dyes. You can possible make over 1 million different shirts
2) Logo, crest, pattern, gradients, particle effects, frills, etc will make the combination over 10 billion.
3) Stats are determined by the quality of the material use and the skill (such as stitching, leather tanning, dye etc).
4) Semi-Heavy armor will require both tailor and blacksmith to work together. Lets say you make a leather shirt, you can add a steel breast plate or steel arm guards, not only for cosmetic purpose but also enhance armor stats.
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Well that wouldnt be very immersive to allow players to draw wankers on their tabards...and that level of detail would honestly be a big turn off for me, it shouldnt be overly complicated. It's a video game.
As for the complicated part, you don't have to part take in the fashion aspect. You could very well make 1 decent looking design and improve the quality as a crafter. If you're not into crafting and just PvE/PvP, then yes, searching through an auction with so much variety would be annoying. The devs could just make these purely skins so people who are into fashion can take their time to find a look that suits them best. While other players that are just in it for the action can focus more on stats.