Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
That's great!
Just please allow individual piece overloads as well.
Sometimes the way new gear looks with a dye combination is off and we're gonna want to change everything!
But the idea of a base character defined dye slot is fantastic, I'm just worried about the edge cases of when it's not. XD
I think a good balance is allowing you to choose like maybe 2-4 cloth colors (Not too bright) and then a separate type of dye which is a bit more restricted for metal armors to make sure you can keep the matalic feel of the armor.
ex) your regular knight armor grey's raging between white and black, and some more special ones like a orcish type of dark green armor color a bronze type of brown your more royal golds and maybe even something like a rose-tinted gold color as well.
I'm personally not a fan of bright neon colors, but even adjusting the shade of white or brown can drastically change how something looks, and I want the ability to do that! Also, sometimes a small brightly colored accent works really well!
There's also a lot of times that I don't like the channels that were chosen for the boots or helmet, so I end up either not dying those pieces or I choose more muted colors for those. So maybe an option to turn off the dye for certain pieces if we can't dye everything individually?
Please and thank you!
~ By harder to come by as in monster drops the color itself & monster drops mats to craft color, Ideally same rate but different loot tables so still have a decent chance to get it. something like that.
~ Dyeshop/Tailor for general Color purchases. Hell even craft colors there to unlock.
~ Limited range in cash shop option e.g. Metallics/glowing-highlighter. Technically keeping them out of game unless players really want them.
~ Guilds all have access the the guild color regardless of what it is.
~ decent color customizing on gear BUT I don't want to see rainbow warriors!
Exceptions can be legendary items, items Intrepid sees fit and situational items, like wooden shields can't be hot pink.
Crafted gear can only be dyed by the player who crafted that item. It's unique to them. It's their personal touch to the item. Additionally, you can have players, through trade, put up a crafted piece of gear to the player who made that gear and remove their signature, so it can be opened to being dyed, but that will be up to the player who crafted said item.
Additionally, you can make only pieces of gear available to be dyed. Like the hilt of a sword, but not the blade or you can only dye the blade certain colors.
There needs to be a sense of realism, but have some unique freedoms as well.
Too many asshats.
Being able to apply gradients of colors might be cool.
Not only do I want color but possibly also a range of applicable materials that can change the look of armor even further. As well as being able to edit the properties of the material (i.e. dullness, luster, reflectiveness).
BUT, with that being said. GW2 dying was my favorite.
There is a lot of uncertainty here. So much so that I'm sort of shocked Steven even mentioned it without more clarity and I am now more confused than before the question was answered.
Here are assumptions I was making before this discussion thread was posted:
1. Given the way alpha channels and texture lighting models work, all colors are going to be effected by the material they are being dyed by. No matter what color you would have chosen you would simply already have a built in limit in terms of brightness, saturation, and underlying palette unless you explicitly overrode the texture all together.
2. That due to the complexity in modeling certain texture effects like feathers and fur, there would be hard limits on colors depending on the material in question.
3. That we would be limited in what spots on a given gear piece we were allowed to effect due to the above since sometimes it just simply won't look good or stylish.
Given the above three points I had always thought the compromise of 'limiting certain color pallets depending on the material was always the main way to clamp down on the 'rainbow effect' while still allowing for a lot of customization. I was ready and willing to make this compromise. I'm very well aware that certain colors on certain materials can be immersion breaking and as Pyreal aptly put 'there are too many asshats' for there to not be limits.
The route Steven SEEMS to be choosing is explicitly taking all of the implied limitations of 1, 2, and 3 above and adding an entire extra layer of authoritarian control on how 'mismatched' we can look in our style. This seems to imply that Steven is very much against customization if he doesn't agree with you and I had always assumed he was a pretty pro player agency in cosmetics kind of person.
Now personally I think 50% customization is tolerable. The fact that you can't do it piece by piece is absurd to me and totally restrictive, however. Even this I am willing to tolerate however.
The way the 30/20% channels were explained was really unclear nor was the intent behind the way this split in channels will work or how much control we will have relative to where the dye applies on the over all body and if there will be a way to mix and match the layers they are effecting.
I am also confused as to why that 50% of control is not implemented piece by piece. I don't always want to dye every part of my gear and I was already willing to accept material based pallet limitations so why do you feel the need to be this heavy handed? You are stopping me from NOT dying certain parts of my gear as much as you are restricting exactly where I can dye and I think that's kind of silly.
I also don't quite understand why you chose 2 dye channels rather than 3-5. From my understanding a lot of the restrictions people are calling for are built into the fundamentals of modeling in the first place. Is it that it's more work to create the dye mapping for pieces this way rather than doing it piece by piece?
My bigger problem is that 2 channels is just so completely low that I can't even do things like 'create a gradient of orange' to have my accents differ depending on what part of my body they are on and things like that. Not only that but some people just quite frankly have a completely unique take on color theory and have personal patterns that require more than two colors. I feel like 3-5 channels is more acceptable given how little control you are giving us over where this dying is happening. If you aren't even willing to budge that much on this good luck convincing more fashion oriented people you actually care about giving them freedom of customization.
Given how much total control Intrepid wants to have in how we look, I think it's also reasonable to say that we can assume my first 3 assumptions before this was announced are also still present and those are still restriction I feel are reasonable, but combined with the new announced restrictions it's just a really confusingly overwhelming number of limits. That being said I feel like you should definitely let cloth material on gear and outfits be more or less unrestricted in color pallet in exchange for keeping things like leather, metal, hide, and feathers 'realistic' and 'un-immersion breaking'.
I think given the pallet limitations explained above having some sort of control over the brightness on each individual piece is also a fairly reasonable thing to demand so we can at least make sure the colors match the over all piece rather than just being applied haphazardly. I don't even care if you limit how much brightness is allowed in this case, but we definitely need more control than this to make the dyes actually look stylish in symphony with our gear.
I am not happy at all to be clear, but I think the above critiques pose reasonable demands for compromise. This is over controlling to a point that I find completely distasteful and if you do not increase the number of dye channels, make some sort of piece by piece exclusion for the channels and control on brightness for each piece, and have a lower restriction on color pallet for cloth I simply won't buy cosmetics since Intrepid does not seem to value player agency to the minimum level I require before I support their cosmetics.
The real question is if the other side of the debate that drove you(Intrepid) to make this decision in the first place is okay with the compromise. If they aren't even willing to make any of the above compromises and Intrepid goes along with their opinion, then this whole system is a complete nonstarter in my eyes. If that happens then I definitely won't be spending any money on cosmetics since the game has gone to such far lengths to implement a system that does not appear to actually value my(and others') agency and freedom of expression when it comes to cosmetics.
In light of all this and a lack of clarification on cosmetic policies, I'll be closing my wallet until things are clarified. Which sucks since I was really hoping to get the beetle and scorpion, but oh well. That's just how things are right now.
Verra is a diverse and colorful world with glowing mushrooms. That's what I signed up for.
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clown in armor acid green or poisonous purple. I think you can make each race its own kind of individual shade, such that it would resemble their location where they live, for example: snowy location - blue white, jungle - green, desert - sandy yellow, and so on. I hope the translator coped
I hope that together we could find a solution. Surely among all the comments there are interesting proposals.
I like the idea of even only having one or two channels to dye, just to get my armor pieces to match is a huge boon.
I wouldn’t like to see simple access to it. I’d rather the dye system revolve around a profession or crafting recipes. Is it a true mmo if your starting gear doesn’t looks like a mess.
I’d love to be able to apply dyes to a wide range of things on top of gear; accessories for mounts such as saddles, free hold buildings, weapons to some level.
I’d like it to stay grounded in realism, but we should be able to create more exotic colors. I’d imagine there’d be some crazy flowers in a fantasy world.
Maybe glowing materials could make a glow dye? 🤔
Maybe that dye is extremely hard to make?
Is it dangerous to make/obtain?
Does it only grow in one location during a certain season?
Does it need another specific material to create it?
Or can I just mix it with red flowers for a red glow.
Where can I apply this crazy color to my gear, is it restricted to specific slots?
Can dye affect metals and gemstones or do those require different materials?
Do some dyes apply a pattern as well as color?
I’d love to see something fairly involved and grounded to its world. I think it would bring a level of interaction with the world that you would lose when having instant access to it. Plus more items for your team to create later on post launch, y’all could do some wacky stuff I bet.
I trust y’all will make something great.