Armor and the Wardrobe
I’d like to see the outfits changed to separate pieces like the previously sold armor skin sets for more diversity.
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This should have happened ages ago. With outfits that can have the appearance of literally any armor weight, this totally makes sense. really we should have been able to transmute the look (not actual armor value) of any armor in the game to any other piece of armor. Heck, one only need look at that awesome outfit arenanet gave us that looks like a full set of heavy armor. It’d also make having all the cultural sets more attractive as you could transmute the look on to any weight type.
The biggest reason to do this though is because of ArenaNet’s complete unwillingness to keep releasing actual armor sets. At least with this we would have more options for looks even if they aren’t new options.
I recommend you search for previous threads asking for this as the technical hurdles to this are nontrivial as has been explained at length in those threads, over and over and over …
Otoh I was so sure they couldn’t implement gliding in the core maps and I was wrong about that, so perhaps they have been slowly reworking all the armor to the same skeletal rig all along? I won’t believe it’s possible until ANet says it is, though, since ANet themselves said early on that it was the incompatible trio of skeletons that prevented mixing weights.
The difference between all armor sets is very little so what would every one think if Anet just base lined all armor to be the same across all three types?
If you are suggesting that ANet do away with the concept of heavy|medium|light skins, there are plenty of precedents, including outfits (which are already universal). There are two issues, one technical and one philosophical.
I believe the game is engineered to use three different skin models, one for each weight and those are tied to profession. I believe that outfits bypass that by using a fourth model. Even if I’m wrong about the specifics, there are some technical reasons why this wouldn’t be easy to implement.
The philosophical reason is trickier to address. A lot of people (myself included) like the idea that there are distinctions across professions as ‘interesting’ as the difference in armor across races. Many of those folks (myself included) think it’s already an unfortunate compromise to reduce those differences to heavy|medium|light. However, I acknowledge that this is merely a preference; there’s no particular reason that a good game must include profession-related aesthetics.
In short, I don’t know that ANet could afford to do this and if they can, I’d prefer that they don’t. At the same time, I don’t have any objective objection to this change (and I’d certainly take advantage of it).
Before you start to white knight the idea
Maybe you can remove this bit of rhetoric. It’s not “white knighting” to disagree or even disapprove of an idea.
Before you start to white knight the idea
Maybe you can remove this bit of rhetoric. It’s not “white knighting” to disagree or even disapprove of an idea.
Seriously. Since when did disagreeing in general suddenly become white knighting.
It’s a medical condition, they say its terminal….
It’s unlikely they will ever combine the 3 armor weights because of the work involved.
Source (page 18).
(Snip)
When we started looking at bringing more of the clothing back into armor with mix and match styles there are some fundamental incompatible things between weight classes. (part of how we set up every armor to allow many dye channels and styles per piece). There really is no way at this point over six years since we started development to make absolutely everything work together. So we needed something new to continue to grow in the future. (Snip)
ANet may give it to you.
Eh, I like having different looks for the different weight classes and I don’t really see why everyone should be able to use the look of everything. I know outfits already do that but they are completely different from armor and you can’t mix and match them. Having limitations isn’t an inherently bad thing.