Even if I’m not a PvP player, I totally understand your point! Taking the time to understand your opponent and his build is a key point of any game with player-versus-player mechanics. At the end of the day, it wouldn’t create any problems for me if they kept the transmog system in duels too! The fear is more for those players who could “abuse” the system to put “rags” on themselves, even if they have powerful armor behind them (but, as previously said, they can surely find solutions that satisfy both visions :3 )
yeah but for example i did the week hunts and the armor they give looks amazing but my current armor is millions time better
The use of cosmetics and transmog in games sometimes fits and doesn’t fit the worlds that exist. I respect and admire the visual art direction of NRFTW and would like to keep that in the foundation but also appreciate the player personal expression in their characters. An example is player equips gear with best enchantments/buffs for build but charact looks like raided discount store and doesn’t look like belong to world or class expression. Another issue is player modification lets heavily armored character look like cloth robe with hot pink power puff girl colors, not fitting in world. I would like to suggest compromises of 2 with respect to world setting. Changes in colors of armor, weapon, and items could be called many things. For current example “Dyes” rather than be any color of the rainbow be centered on color palettes already featured in game. Example House Bolin and Sacrament has defined color pallets for their solders, which obtain a Dye called “Dye of House Bolin” or “Coat of Arms: Sacrament” which alters the colors of gear, maybe even finish of armor, of current gear. The equipment could have metal shined or dulled and cloth colors match factions in world (linen being silk or cotton with holes). This could include enemy factions having dyes to match their color pallets. This would allow whole armor sets and mixed sets to feel complete with each other and fitting in world.
Transmog being hot topic with CEO for combat PVP balance I respect as a hazard in design. I would recommend once “blueprint” of gear obtain that only transmog available for armor types, being plate to plate or cloth to cloth. The character and gear design in this game is amazing and if I fully upgraded gear to my build and find a beautiful armor set I want; but now I must do the entire resource grind and random (RNG) enchantments rolls on that new armor set. Transmog could fix that. This would respect PVP balance, player time investment, and world setting. Ultimately, I find the satisfaction of a character that feels has a place in the world and is complete in presentation, armor feels complete which uniform dyes and transmog could accomplish this.
Hello,
Please separate armor stats and all other stats from armor appearance. I want to play in the armor I like, not the parrot costume.
I want to fight with at least an iron sword, not a wooden or rusty one.
Weapon stats can also be adjusted, or a slot can be created to change the appearance of armor or weapons. I guarantee a mod to change appearance will be available before the game’s release.
Thank you.
The devs are quite against transmog, they don’t totally rule out the possibility of adding it but they would prefer to avoid it, the reason is that since they plan to implement pvp they want it to be clear that a player has an armor of a certain weight, so if they introduce it they will have to do so with the restriction that you can transform armors into other armors of the same weight category.
However, I agree that the current situation is rather problematic given that you are essentially forced to choose between aesthetics and functionality, and choosing aesthetics is a matter of hours of farming dictated by the RNG.
I don’t see a problem. It’s just that the appearance changes in single-player, and it resets when switching to PvP.
Let’s say we could do it like this: A player could buy armor they liked with zero stats and level it up to a high level. And essentially, the armor would only differ in class: Light Medium Heavy.
It could work, as far as I’m concerned the simplest solution is that only the player and his allies see the “altered” model, while the opponents see the real model.
And on the other hand, there’s also the fact that in online games there are a lot of “hidden” things in the case of PvP, for example you can’t see the enchantments and the equipment runes, so honestly there’s a lot of work to do from this point of view.
I’d rather suggest (also based on the developers’ point of view) that you simply swap enchantments, gems, and gear levels between one piece of armor and another (of the same type) (this would eliminate 90% of the problems with armor grinding).
From what I could gather from the video, the developers would like people with heavy armor to not fast-roll and essentially want to preserve a certain visual coherence.
I’m not sure this is right, especially since it’s an RPG, and if I want to play as the legendary character who can go fast with very heavy armor, I should be able to do so (also because it doesn’t hurt anyone), but they seem to me to be quite convinced that it is important to set a certain limit even when it comes to purely aesthetic things like this.
I don’t mind armor restricting rolls or players determining the armor class based on its appearance.
I’m just asking for a choice, for example, between five different types of heavy armor, to choose the one I like the look of, but their starting values will be the same and will be adjusted through leveling.
This is an RPG! A role-playing game should offer the player a role they want to play, not force them into a role they don’t want to play. Costume appearance is a fundamental element of a role in role-playing games.
That’s why women dress up as nurses and secretaries because they chose that role because they like it.
Yes, I totally agree with this.
The only thing I would like to specify is that you may still have to find the set first because in my opinion finding a nice set is a prize in itself and therefore the choice options should be among the things you have already found.
Totally agree, in fact if you take a look at my profile a lot of my feedback is that crafting a build in this game should be a better experience, I talk about it a lot here: The RNG Problem, Enchantment System Vs Gem System (Refined).
The problem is that customization shouldn’t be “free”/“zero effort” but at the same time it should also be encouraged and not punished and at the moment between game systems and poorly implemented RNG, customization both aesthetic and in the builds is discouraged, and instead the game tends to force you to use the best items you find and that’s it as if it were a roguelike.
People love to have good looking characters, to the point that there’s a huge ecosistem of microtransactions that provides billions to game companies that monetise that aspect in their games. You’d be shock to know the amount of time, money, energy and passion players put to make their characters look the way they want, which is the reason so many companies montise that aspect. For some strange reason Moon Studios are either not aware of this, or they just ignore it, so we’ll have to acept to have characters that look like a chicken with a pig head.
They know it well, and in fact the CEO has been very vocal about how he hates the idea of microrotations.
It’s just that they’ve copied and pasted some RPG tropes, and one of them is farming for a stupid amount of time to get a RNG based drop, however I hope that if we point it out to them they will realize that this is not the right path.
I’m not saying they should put microtransactions, but it would be a good idea to allow players to customise the appearances of the characters, as it’s one of the most in-demand features of this type of game.
I know, people see how popular other games are that have randomised loot, and they think that the randomisation of the loot is what makes them popular, when it’s actually one of the biggest problems that the Action RPG genre has been dragging along. People play those games because of everything else, not the randomised loot.
Yes don’t worry I understood that it was just an example to strengthen your aregument.
Yes, the problem is these games have a very high amount of hours played by the players and in the eyes of investors this is seen as engagement and therefore a higher possibility of making more money with paid content (microtranslations in the worst cases, and DLC in the best cases).
But in reality, they are predatory tactics not much different from those used in gambling (although obviously they are a little less serious).
I’m not totally against RNG, especially if it is implemented well, as in roguelikes for example.
The problem is that in the context of a game like NRFTW the RNG is very difficult to implement well. Increasing replayability, without introducing problems it’s not easy.
So essentially randomizing the loot is ok but there must also be guaranteed ways to get the loot, if I want a specific loot I must be able to get it in a reasonable amount of time & difficulty (based on the value of what I’m looking for) in a way that does not require the RNG (and this way must also be fun obviously since a game is ment to be fun), if I can also get the same thing with the RNG it is ok but I must have the option to choose.
Another problem with RNG is PvP. Lucky players that got better RNG will have advantage over players but they didn’t have as much luck with their RNG, then at similar levels of skill, wining can be more of a how lucky you were with your drops.
To make a top tiar build you just have to play the game once from start to finish, and even if you’re not lucky you can still make a top tier build if you know what you’re doing, the problem only occurs when you try to change builds (which is obviously a big problem).
But there are many other problems for PvP in my Opinion.
Thomas said that because of how the combat in NRFDW is done (animation-based), PvP will be fun, I’m honestly not very convinced, also because I don’t like the PvP of souls, I’ll try it when they implement it but I’m sure there will be a lot of problems, the only way I see it working is if there are only specific weapons made specifically for PvP, with specific range, AOE, animations for PvP.
Fighting games are already very difficult to balance when they are designed to be PvP from the start.
But maybe Souls-style invasions could work (They might be fun but I doubt they will be fair xD).
I know we have the whole transmog debate….so why not make the same looking clothes, from Tier 1 to Tier 5, and with different stats, so a person can use any clothes and every clothes can be as strong as any other clothes or within those ranges, so no clothes are overpower, the only thing that makes them different from eachother, is the different stats and abilities, maybe perks if you will……
So you can wear any clothes mix and match, but you have the find and reroll stats for those clothes, so if see another player, you can’t tell if he has a Tier 1 or Tier 5 clothes, it may look like a tank clothes, but have weaker stats and the other person may have mesh clothes but have a Tier 5 stats but weak to frost attacks or something like that
So my point is you can use any different clothes and mix and match, but it can have Tier 1 to Tier 5 (for example) of defense and then different perks that makes it better or worse, kind of like the same as with the weapons
Devs have mentioned they want PVPers to know for certain what kind of build they are going up against in the eventual PVP arena.
To use your example, if you potentially make Plate armor stats perform like Cloth armor or ANY armor, that’s not clear if you fighting a Light or Heavy build.
Unless I’m misunderstanding your point and you just want varied spawns of outfit parts with varying levels and varying perks… that’s already how things work in the game.
This game has such amazing art, including for gear. But there’s plenty of styles that don’t fit everyone.
So much so, that me and my friends ended up wearing bad gear just to look awesome instead of silly.
Please add a transmog system.
The following might be blasphemy: regardless of all the things D4 did badly, the transmog system was fantastic. Once you found gear in the style you like, your character looks badass
I asssume if they intend to truly try to change the way ARPG’s are made and played they will add transmogs like d3/4 as well as have purchasable transmogs like poe1/2 to fund the games endless expansion. Though I will admit I’m not 100% what their goal ACTUALLY is, but it does need transmogs lol.
I believe Thomas said there won’t be microtransactions.
However, I don’t know what his plan is for funding the game long term. I do believe he mentioned he’s planning to work on this for 10 years, so I imagine he has a plan for monetisation.
personally, I think MTX skins is a surefire way for your serious game to look like a carnival, because many people that buy skins want to buy skins that look crazy. So I hope they stay away from that, and find another good way to fund the continuous development of the game