Seems like a Win-Win, to me.
It would be far easier to manage each Job having a different "look", plus you could use multi-slot items, too (such as Odin's Armor).
Seems like a Win-Win, to me.
It would be far easier to manage each Job having a different "look", plus you could use multi-slot items, too (such as Odin's Armor).
This is what we requested before it came out, their response was "We can't do it." or something like that.
Would love if they made it that simple. But SE never makes anything simple. Except dyeing gear!
Im using ilvl 90/100 on my blm and ilvl 110 on my smn cause I dont want them to look the same...
I have leveled up my sch to 50 an now I am forced to use the same glamour for both my WHM and SCH because they share some gear and it would look awful otherwise, but I don't want them to look the same :(
I would love it if they saved they linked the glamour to the crystal and or to the gear slot, not the actual piece of gear.
SE should bring more job specific gears. Not only 1 gear for healer jobs, but also 1 gear for Whitemage and another gear for Scholar on the same ilevel as the healer gear.
Or just give us a separate slot for a Glamour Crystal which would function in much the same way; wouldn't be tied to Jobs and you could potentially have as many as you want.
I've suggested that numerous times, no idea why it's impossible for them to work out. Hardest thing to do would be making it so the Crystals equipment properties update depending on what is Glamours to them (you Glamour Scholar AF, it can now only be equipped by Scholars, etc.). Heck, doesn't even need to do that, it can just not display Glamours that the current Class/Job cannot use. Then the only remaining difficulty is telling each Glamour Crystal apart.
Some stuff may sound easy to do for the player, but be far more difficult for the designers on the back end.
From what I understand, when they introduced the glamour system they added a tag to the glamourable items in the database that redirects the system to use the tagged item's model instead of the item's original model. To avoid model priority clashes they restricted the system so that you could only glamour a piece with an item that it already has every slot of. Right now I suspect that each piece of equipment has 8 variables that determines how it looks: color/glow, model, glamor redirect, ear visibility, neck visibility, wrist visibility, right ring visibility and left ring visibility.
Game design is an iceberg: the part we see is only a small portion of what is going on.
I understand why players would want this, but it would be overkill from a data perspective and overly complicated from a user experience perspective...
If a player wants a glamour to appear for both jobs, how is that designated? Do I have to glamour twice? Or can I just glamour once? Making me glamour twice would be ridiculous in this case.
If I decide to have a different glamour for another job, how do I designate the glamour to be job specific?
Basically, it would simply just get messy and cumbersome.