when you edit an existing character the "clothed" and "geared" checkboxes toggle your current gear - so if you have no gear it toggles...nothing"Geared" toggle is not working in Edit Appearance. I created the character, played a bit, then came back to edit the appearance.
I'm not sure what to tell them here. The graphics overhaul took place in August when we updated to HDRP. When/if we ever move to Unity 2021 the skybox will be replaced which should greatly enhance the sky & clouds and maybe some lighting. I personally think our character models look fantastic so this is a bit disappointing.(1) They asked when the graphics overhaul was going to take place. They think the current graphics already look dated by several years. I think this applies to both the models, as well as the fairly spartan UI.
We've never had plans for much other than humanoids. One of the reasons we offer so many body types is so that you can make characters that resemble elves or dwarves. In regards to the color palettes - our world is relatively "low" fantasy so it wouldn't fit to have blue and green skinned humanoids. And yes, we certainly need more visual options which is something we will continue working on - but as you know our team is small and time is limited.(2) They asked how to make elves and dwarves, or even how to make the humans look like elves and dwarves. They were interested in all the color palettes on the right of character creation, until I told them all the blues, greens, etc. were for eye color, not skin color. Else, they wanted more visual options, enough so they could get lost in character creation for a couple hours.
Dryfoot looks completely different than S/N Newhaven so I recommend you poke around that zone for them next time you get a chance. It still needs a lot of work, but should be visually distinct.(3) They wanted a bit more zone diversity. I.e., S. Newhaven, N. Newhaven, Meadowlands still look awfully similar. The mines, of course, look different.
Well, I'd be inclined to tell them that they're deeply superficial people who are fixated on the appearance of the game when they should be looking at the things that actually matter to players' long-term enjoyment: gameplay and content.I'm not sure what to tell them here.
This is what it is! I knew something was off with this.....Ability Countdown Timers - Currently, a 10s cooldown starts at 9 and counts down each second, thus after it has been at 1 second for a full second, it changes to 0.9. The problem is that it is rounding DOWN for everything until it gets to under 1 second. I believe the industry has standardized on rounding UP, and then transitioning from 2s to 0.9 (basically skipping 1).
At the moment if something is happening TO you (npc hits you, heal hits you) the overhead text is over your head. Likewise, if you do something TO an NPC the floaty text is over their head. Is this not enough to differentiate? How do you propose we differentiate when the colors already indicate dmg vs. heal?Floating Text - Need different colors for floating text damage against myself vs. against the mob. Else I just see floating red number for both, and they don't really tell me much.
The problem is people could theoretically hold a corpse forever. There is a timeout for a reason - maybe we do a better job at displaying that timeout? I can't have corpses held forever for both performance and design reasons.Skinning Another's Kill - I am able to skin other people's kills, which are fine. But I have to wait a while before I can do it, and the corpses disappear not too long after. I pull a mob while waiting for one to give me valid permissions. It was valid like 3 seconds after I pulled the mob, but already gone by the time I had killed the mob I pulled. Please make the corpses stick around a bit longer, if you are going to let people skin others' kills.
Skinning and Corpse Decay - I was in the middle of skinning someone else's kill. I had already started skinning and was about 5 seconds through, when the corpse fell through the world. I would suggest adding something that allows the skinning to succeed if the corpse timer expires while someone is in the middle of skinning or looting.
Hrm - I'll take a look at this. We may need to round up for the seconds but keep everything else rounded down as you suggest.Ability Countdown Timers - Currently, a 10s cooldown starts at 9 and counts down each second, thus after it has been at 1 second for a full second, it changes to 0.9. The problem is that it is rounding DOWN for everything until it gets to under 1 second. I believe the industry has standardized on rounding UP, and then transitioning from 2s to 0.9 (basically skipping 1).
There is a profanity filter on character names but as you said not yet in game. Will add this to the list.Lacking Profanity Filter - There is no profanity filter for chat, nor the corresponding option to toggle it off/on. This is pretty standard, even at release. Similarly, someone asked if you can use profanity in your character name. Nobody checked, but if there is no name filter, you should consider adding one. We've all been adults in Alpha/Beta, but we'll eventually get kids in the game who start trying to use profanity. Please shield us from the teenyboppers and their awful language.
I'll have our character artist take another look. Thanks for the screencaps.Still having problem with shoulders peeking out through Linen Shirt. I bugged it before, but there was a patch message between now and then that suggested it was fixed. First picture is in combat stance and fighting (top of right shoulder). Second one is while skinning (back-bottom of right armpit).
At the moment if something is happening TO you (npc hits you, heal hits you) the overhead text is over your head. Likewise, if you do something TO an NPC the floaty text is over their head. Is this not enough to differentiate? How do you propose we differentiate when the colors already indicate dmg vs. heal?
At the moment if something is happening TO you (npc hits you, heal hits you) the overhead text is over your head. Likewise, if you do something TO an NPC the floaty text is over their head. Is this not enough to differentiate? How do you propose we differentiate when the colors already indicate dmg vs. heal?