since gordias and midas raid gear has been dyable, what was the reasoning behind this gate?
since gordias and midas raid gear has been dyable, what was the reasoning behind this gate?
SE "reasons". Probably something to do with wanting gear to be "iconic" or some nonsense excuse like that.
Certainly no good reason.
Nobody's been wearing the gear with that hideous ceramic off-white colour they keep using, so now they're narrowing down our options.
Not a good reason really. Maybe they went lazy, maybe they just have some "lore" reason for it.
If you ask me, maybe is to make content during 4.0, the same models, color reversed and later crafted dyabled. So from 1 model, you get 2 extras for future content.
Anyway, is kinda sad seeing options being limited like that.
Yeah, they can do replica alexandrian (dyeable) crafted gear later.
How weird, Tank body has a huge variation from normal to savage compared to the other jobs. The main gimmick with each job when it comes to alexander gear is the weird metal piece sticking out on either side or both while tank gear gets an extension to make it look more like a coat.
Because people whined about previous ones being dyable, and they had to put some dev work into making it slightly different from the normal Alex version. Can you guys please decide what you want?
People didn't complain about it being dyeable. They complained that the only difference between the two sets was that one was just dyeable.
So SE made the two sets different this time. Whether they chose not to make them dyeable this time because they mistook what players were complaining about, or the process of making extra assets to make the two sets visually different came at the cost of them no longer being dyeable.
At least the weapons are still dyable. Thought now they preety much became the only thing worth getting for glamour once the stats becomes obsolete
Greetings,
Until the release of Alexander: The Creator, the only difference between the gear design for Normal and Savage modes was that the Savage gear was dyeable.
We received a lot of feedback from players globally who said that they'd prefer the gear design between Normal and Savage to be noticeably different, or to have some slight adjustments to differentiate the two, or to do something to help motivate players to approach Savage content.
For this reason, we focused on changing the gear design between the Normal and Savage modes for the Alexandrian gear, and due to this, we were unable to make it dyeable.
However, after introducing the new Alexandrian gear, we received lots of feedback asking to make them dyeable as well. During the "Please Look Forward to It!" panel at the Fan Festival 2016 in Las Vegas, Yoshida mentioned that the dev. team will look to see if this would be possible to make the gear from Alexander: The Creator (Savage) dyeable.
We'll follow up with you all once we have any update on this!
To be honest wouldn't it being dyeable be better because then it has more potential use for Glamours later?.
Honestly have no idea why you went this route at all Dyeable > non dyeable.
This makes NO sense. You have the ability to make gear dyeable. How does making unique armor models preclude making a piece of gear dyeable??
In any MMO worth its salt, ALL gear is dyeable by default. Why is such a simple thing so difficult for your devs? I honestly don't understand it. We should not have to choose between "new armor models" and "dyeable gear". Those are BOTH things we should have. Your dev team should be knowledgeable enough to do so.
It has nothing to do with knowledge so much as workload.
You may be surprised to know that the dyes affect the texture work on most gear in this game and that there is a good deal more work involved than just using the bucket tool in photoshop to make gear dyable.
We're constantly reminded that the dev team is small and operates on very tight deadlines, so the fact that it was "make it dyable" or "make new gear" doesn't surprise me at all.
Really, just add an item that makes it dyable in 3.45 or 3.5, maybe with a tiny boost in iLVL too. With this being the final tier of Alex, that would keep it relevant for longer.
I speculate that other devoupers had worked out a system where there is one Texture file per gear piece and a filter option to simulate the changing colors. Using the basic sceme as a referince while having programs work on the background to modify the texture image based on RBG variable. They may or may not have separate reference per part of the piece that can be painted to use as Layers. Like one layer for the base and one for the accent colors.
For example, I'll used the Augmented Ironworks Coat of healing. If my speculation this IS true and this game's devs used such thing. then instead of having one Texture gear per dye color, they instead have one per color on the Gear itself (Blue, White and Black), which makes 3 layers. One can then choose to dye the White part Metallic Red, which would change one layer, then they could dye the Blue Parts a contrasting Lime Green color and That layer could be changed.
Again it is just speculation, but it would explain both your question and why the Devs didn't allow multiple parts to be dyed.
The devs said they had a tight schedule and it was either make gear dyable or make the gear unique compared to the tarnished versions. They went for the former and talked about possibly adding dyable versions at a later date.
The only difference they made was add butt spikes to my armor and made the colour ugly...
I'm with you on this. F2P games manage it perfectly fine with even more colour options than we even have.
From what i see Bard get's one of these things added to the chest but well least it has a better colour... One tiny thing added to the gear and now it can't be dyeable, it's just lazy.
It's so they can add a recipe to make the Savage version dyeable next patch, in place of something actually new that wasn't lopped off to be added later.
It's also so that people who like the normal mode default colour highlights (the white trimming for example on the caster coat) and/or the simpler design without the accessory bits, can get annoyed when they inevitably add said recipe for the savage variant and leave the normal with no recipe - and thus - no dyeable version.
I don't want it dyable .
I still have no idea how "We made it look different!" is a good enough excuse for not being dyeable. The gear doesn't look that different, it's more like you designed the Alexandrian pieces, then snipped some stuff off of it and called it Prototype. This is way easier on you guys than having one set of armor that is non dyeable vs dyeable.
It's not about knowledge, it's about development time.
It's not a difficult concept (or shouldn't be, but apparently I'm wrong...) that completing things takes time, and projects budget for a certain amount of time for each aspect to get things done.
And honestly, I'd trust the team actually budgeting that time and working on said project when it comes to what they can and can't get done over whiny forum goers who cry over something they can't control, and whose best comeback is that "MMOs worth their salt do it" while ignoring that those that do have extensive dye systems typically compromised in other areas with said gear (or other areas of the game) to make the "everything dyeable" happen...but then again, that wouldn't fit into their idea that the devs here are stupid or incompetent for not doing what they wanted, now would it?
Personally, when i saw people in dyable armor from savage, I knew it was from savage.
Now when I see the gear, i always forget which was the normal, and which was the savage, unless i examine it.
(And id prefer dyable as well, as id be more inclined to do savage content for glamour, but if i like the normal mode better, i wont touch the savage version. AND I feel the savage version should have required the normal version, to then upgrade it.)
Well, I'm glad I don't main ninja for one thing...that red is horrid. Since some of the normal designs are different it would be nice too if those were also dyeable like mentioned in another post :o