Vine Touched Destroyer Glider Combo

Vine Touched Destroyer Glider Combo

in Guild Wars 2 Discussion

Posted by: Tom.6478

Tom.6478

I was gonna buy this and would have been very happy to do so.

Luckily, I realized the dyeing part was only for the glider. WTH…..why is that?

Its a beautiful skin, but if you can only dye the glider part, and not the back pack part…..again why? You only glide for a small percentage of the time. I want wings that I can dye and see it when I’m just standing there.

If its some kind of technical thing, then OK. But its too bad that can’t be overcome, I would pay good money for dye able back piece wings.

(edited by Tom.6478)

Vine Touched Destroyer Glider Combo

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

Its a technical thing. Backpacks were not designed to be dyeable, and unfortunately in order to be able to dye even a single backpack, the entire system would have to be redone, and every backpack in the game would have to be redone to allow for dye channels (even those that wouldn’t let you dye them).

The closest thing we are likely to see is a “dye set” for specific, luxury backpacks which are just a bunch of skins of the same backpack but with different color palettes. Not nearly as fulfilling as the full dye system, but its the closest we would get.

Vine Touched Destroyer Glider Combo

in Guild Wars 2 Discussion

Posted by: Kal Spiro.9745

Kal Spiro.9745

I don’t get why the glider is dyeable when there is a backpack, that’s just silly.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

Vine Touched Destroyer Glider Combo

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Here’s the posts where an ANet staff person discussed dyeing backpacks.

Substance E.

[Citation Needed]
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.