Oh geeze, and abilities as well.
Since I saw setting those was also drag and drop...
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Oh geeze, and abilities as well.
Since I saw setting those was also drag and drop...
You could very well be correct. To use The Secret World as an example, that system saves a shortcut to the item, but it doesn't remove the item from your inventory (so it still takes up space). If you don't have the item in your inventory, the slot will be empty when you load the gear set.
If the item is being removed from the inventory entirely, the simple method is just to assign that item to a non-inventory equipment slot and require a new item for each gear set. The more difficult method would be to allow a copy of an item to another gear set but with some restriction that it gets removed from all gear sets when it gets put back into the inventory from any of them. Otherwise, they'd run into rampant item duping.
The biggest problem with the simple method is unique items that you might want to have in multiple sets would have to be restricted to only one set. In order to allow the same unique item in multiple sets, you'd have to go with the difficult method, which would force you to re-add back into each of your sets if you want to put the item back.
I am not entirely sure how gearsets are going to deal with shared gear (such as all my melee jobs wearing the same rings, etc), but I'm interested in finding out.
I'm still slightly weary of this being a separate system than classes. Very few other games allow players to switch classes on the same character, so people are going to get frustrated managing their inventory for each job no matter how convenient it's made. I really would have liked to see each job/class having its gear saved and immediately equipped when changed to.
It'd be nice to have a little FFT style job/class wheel where I can see my character as each job with whatever gear is equipped to it and click on it to activate the job, instead of having to physically equip an item to change jobs.
But I'll give them the benefit of the doubt and hope they've realized most players are not prepared to have to deal with constantly managing their inventory.
Really that's the only thing anyone has ever had against gear swapping?
Not that the system is counter-intuitive, completely foreign both in terms of game design, and beliveability, and it requires the user to write pseudo-code style macros for every single action they take in the game, in order to properly link specific pieces of gear to each ability.
The idea that there are "only a few things wrong" with gear swapping is exactly the opposite of reality. There is only one redeeming quality for gear swapping at all, and that's the fact that gear swapping allowed for a wider variety of gear to be useful. And there are other ways to accomplish this.
Indeed. So as long as they keep true and not allow us to gearswap in the midst of battle, and make it so that one item can be used multiple times, I'll love gearsets!
I find this interesting, too:
Can't we change the class right at the beginning? Do we need to make a quest to unlock the armory system?Quote:
How many type of Gear Set are there to switch gear instantly?
Y: It’s actually quest based and at first you start with 1 and at timing where you learn the armory you get one more where you can use between two classes. Later by clearning quests the gear set will increase.
I think that what Yoshi said he is planning. That a new player will need to complete a series of tutorial quests before he/she can change class.