Change the color backpack.

Change the color backpack.

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Posted by: Satuno Zeus.3107

Satuno Zeus.3107

Why there are golden fractal weapons and I can not change the color of my backpack to golden. I liked being able to change the color of my fractal backpack to golden.

Change the color backpack.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Unfortunately, that is not possible at this time due to technical limitations.

Good luck.

Change the color backpack.

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Posted by: suicidalspectre.8106

suicidalspectre.8106

Unfortunately, that is not possible at this time due to technical limitations.

Good luck.

Such a lazy response. They have the capability, just not the desire to write the little bit of code. Heck, the whole system could use a Dx update anyways.

Change the color backpack.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Here’s the dev answer as to why. (And no, it’s not writing a “little bit of code”)

Substance E.

Back items also take damage like armor and thus are not the same thing as accessories or weapons. They never got dye channels likely for the same reason that we only had the guild backpack at launch, it was never finished.
Backpacks will remain un-dyable so Anet can sell black and white wing sets. Plain and simple.

If you need citation, then look no further. I’m the dev who concepted this glider! Granted, I’m an artist so I couldn’t give you the full technical rundown like Josh Petrie, but I do handle our engine daily.

Whether or not the equipment takes damage or not has no bearing on how the engine separates items. The engine sees armor as what is called a composite, it sees things attached to your characters like weapons and backpieces as items, and it sees gliders as a sort of middleground item/effect. Our file structure separates gliders as items, but because of how they pop into view, layer, and more easily allow for dyes it makes sense to basically treat them as effects. Now I’m not positive on this, but I’m going to hazard a guess that if we decided to make gliders as items, we’d have to retroactively alter the system in a way that would allow for weapons/backpieces to be dyed.

On its face doing this sounds like a great idea, since this is what fans want. As a fellow player I’d like this as well, but unfortunately our systems were not designed with this in mind. Not only would we have to go back and code each item so it can have dye channels/sufficient UI and prepare for the veritable bugfest that would ensue from altering a system that has years of work built on top of it, but we’d also have to retexture these items. Why? Our dye system is balanced around a red base color which has an impact on how every other color will appear when a channel shifts to it. Anyone who has played with dodging/burning in photoshop will know that red has some strange properties when it comes to shifts in values. Many dyes would have blown out/dull/oddly saturated textures as a result.

That’s just the tip of the iceberg. There’s SO much more to the process that I don’t have a firm grasp on.

The devs here are gamers and we love what we do. We want fans to get excited about what we make because we’re fans, too. However, we have players clamoring for every fix/feature under the sun so we have to do a ton of prioritizing. Game development is never plain and simple.

Edit: Thanks Aikawa! I designed it but Chelsea M. modeled it. She’s a rockstar!

I rarely post on the forums so I just had my account upgraded to a developer one. So Tidgepot is indeed a dev because I’m Tidgepot! My posts earlier in this thread still stand. I’m sorry about the confusion :P

Like I said before, I’m just an artist so I’ll elaborate on what I understand as best as I can, but I’m no engineer.

This sounds like a it could be good idea, but it doesn’t sidestep the issue of categorization and what certain types of assets can do. The older assets would still be affected. We’d still encounter a ton of programing challenges and bugs from altering a core mechanic of the game and the years of code built on top of it. Every player and many npcs use items, so the wrong bug slipping through can have a major impact on everyone in the game. Not to mention finding that bug could be like searching for a needle in a haystack because of how fundamental this part of our system is. We’d still probably end up having to re-author and retexture all old items (which would take a ton of resources) and even if we did do that, more players may end up upset by the minor texture changes to their current gear than those who can’t dye backpacks.

Maybe(?) a workaround could be a new asset type, but our engine is old and finicky— it would certainly take a lot resources to teach it to parse through something so fundamental.

Be careful what you ask for
ANet may give it to you.

Change the color backpack.

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Posted by: suicidalspectre.8106

suicidalspectre.8106

Sounds to me like some artist time is mostly what is needed. If they programmed correctly everything should be object oriented. If not it’s their own dang fault and should probably be corrected anyways under the guise of optimization. As far as the wings already in game, given them renewed art differences.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Though… If you are really passionate about this problem we’re always looking for good people to join the team https://www.arena.net/#careers.

-Raymond Lukes
Gameplay Programmer

Good luck.

Change the color backpack.

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Posted by: Conncept.7638

Conncept.7638

Unfortunately, that is not possible at this time due to technical limitations.

Good luck.

Such a lazy response. They have the capability, just not the desire to write the little bit of code. Heck, the whole system could use a Dx update anyways.

It is something in my opinion that they should do, but it’s less a matter of coding, than a matter of going through each backpack skin and cutting/modifying its existing maps as well as creating new maps for the dye channels. None of which is incredibly difficult, just tedious and very time consuming.

That being said, this would have been a simple matter at or before launch, and players stated so back then, but ANet refused to address the issue until three years in, by which time the workload had basically quintupled with new skins.

(edited by Conncept.7638)