Mechanist Gregory [BEER]
Arondight Unfading [ZB]
Well, like I said, the Tome Of The Rubicon is silver, so that’s pretty visible. I’ll check the other books in-game tonight and see if there are any differences.
Yeah, I checked it out on Friday (but lost my link to this thread). Looks like someone on the Wiki put up the wrong image for the one book, and all the others I was able to find in the game looked identical too.
Must have just been someone messing up on the wiki that I’m thinking about. Sorry.
Well, like I said, the Tome Of The Rubicon is silver, so that’s pretty visible. I’ll check the other books in-game tonight and see if there are any differences.
Items without skin unlockitem name – item ID – chat link
- Koss on Koss
The skin Koss on Koss ([&C0gJAAA=]) is NOT unlocked from the following items:
- Book of Secrets – #37009 – [&AgGRkAAA]
- Book of Secrets (Infused) – #49370 – [&AgHawAAA]
- Symon’s History of Ascalon – #37005 – [&AgGNkAAA]
- Symon’s History of Ascalon (Infused) – #37014 – [&AgGWkAAA]
- Tome of the Rubicon – #37007 – [&AgGPkAAA]
- Tome of the Rubicon (Infused) – #37016 – [&AgGYkAAA]
These items do look similar to Koss on Koss, but perhaps should have their own skins. Tome of the Rubicon is a different color than KoK, and the wiki picture for Book of Secrets is actually just a copy of the one for KoK, so you can’t be sure if it’s really the same.
Are you sure? They all look the same to me… I assumed they all use the same model like the Quivers do.
Some of them are definitely different skins. Tome Of The Rubicon, for example, has its details in silver instead of gold.
Symon’s may or may not be different, there’s no image for it on the wiki at all.
I don’t remember which one it is, but there is one other different one in the game, where the design on the book itself is different. I’ll have to look it up later when I get the chance. I think the image on the wiki for one of them may just be wrong.
@whiteflowers: If you’re just going by who bought gems on that day, they’d be giving far more people gems than the people who actually bought the trans charge packs.
Just because you bought gems on, say, Monday, it doesn’t mean you only bought things that were on sale that day…
I think what Branden is saying is that the camera doesn’t know the difference between ground and, say, tree, or barrow, or anything else solid. They are all just collidable objects. So the tricky thing is not to end up smart-pivoting off of the tree you were just running past as you were adjusting your camera angle.
So, essentially, they would have to break down certain objects to be “ground”, and certain objects to be “miscellaneous terrain”. They’d use the “ground” objects for pivot points, and the “miscellaneous” would just be clip-through?
Either way, right now, EVERYTHING works like “ground” in this regard, and I think that’s part of the overall problems with the camera.
@Branden Gee: Wouldn’t it be possible to just say, “when coming into contact with a plane on the X (or whichever) axis”. I dunno if that would work with the system.
Can I ask why the camera doesn’t know what “ground” is?
A lot of my issue with the camera is when I’m doing jumping puzzles. A lot of times, I’ll swing my camera around to try to get a better look at where I’m jumping — just for me to roll it in front of a rock, which makes the camera zoom so far that literally the only thing I can see is the middle of my back. It’s frustrating, especially when dealing with something as sensitive as a jumping puzzle.
Is there any way to make the camera clip through walls/rocks/terrain? I know a lot of games that do this (though I think they’re mostly single-player).
@Smokey: This is an MMO. We’re going to have zone pileup as the game lives on anyway. Season 1 and Season 2 both added all new zones, not just modified versions of old zones. As the game keeps going, we’re going to keep getting new content regardless, and there’s nothing that ANet will be able to do to stop the bloat size. It’s an MMO, it happens, and that’s fine.
Just… don’t throw out the baby with the bath water. You know the install will grow in size eventually, so don’t throw out solutions now just because you don’t want to get to that point just yet.
@MatthewMedina:
Why would you have to cache the entirety of maps just to have them for story instances? Just take cookie-cutter pieces out. There is no story instance that takes up an entire map. Each one is already segmented off by the red-zone. Just take the pieces that are within the red-zone, and hack out what will never be needed. This will reduce the size of the map space actually used to just a tiny fraction of what the entire map itself would be. You’re cutting out a ton of assets that there is no need to copy over.
Am I wrong here? I’m sure we can reduce that “dozens of gigabytes” to a much, much smaller number (considering the entire game install is only about two dozen Gigabytes anyway, and I don’t think there’s any need to completely replicate every single map piece that already exists).
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