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Unread 09-05-2007, 09:44 AM   #1
Keiry
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So, i got all excited becuase I thought there was gonna be a use for the Cloister shield after all (being a horrible shield with a cool graphic). I was gonna use it to overlay my buckler on my zerk so It doens't look like I have a pizza box for a shield, but, it only works for armor....and even with that, they screwed it up with the whole weight/armor type thing. It wuld be nice if SOE didnt make it that complicated and just made anything to be worn in appearance and shield slot, maybe weapon slot too, to be available on appearance as well.
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Unread 09-05-2007, 11:54 AM   #2
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I think the appearance slots are a bad idea.

People will be running around looking like they have full sets of "insert uber armor here" when in fact they only have one piece.

Kinda makes it less impressive for people who actually put the time and effort to get a full set.

So no... i don't think they should put in apearance slots for weapons and shields too.SMILEY

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Unread 09-05-2007, 12:07 PM   #3
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You need to actually own the armour to be able to display it so noone will be running around looking like they own a full set of uber armour unless they actually do!

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Unread 09-05-2007, 12:41 PM   #4
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Kizee@Befallen wrote:

People will be running around looking like they have full sets of "insert uber armor here" when in fact they only have one piece.

You can't equip anything that you don't already own, so if someone has equipped in their fluff slot, then it's because they earned .
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Unread 09-05-2007, 01:30 PM   #5
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Sapphirius wrote:
Kizee@Befallen wrote:

People will be running around looking like they have full sets of "insert uber armor here" when in fact they only have one piece.

You can't equip anything that you don't already own, so if someone has equipped in their fluff slot, then it's because they earned .
I understand that but doesn't it show the whole armor set if they just have 1 piece?
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Unread 09-05-2007, 01:36 PM   #6
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Kizee@Befallen wrote:
I understand that but doesn't it show the whole armor set if they just have 1 piece?
No, I'm not sure where you read that. This is what the new inventory window looks like. You would need 6 pieces of armor to look like you're wearing a set. You would need less for a gi or robe, but that how those always worked.If you want to discuss the changes regarding weight requirements, you should post in the big, 45 page thread.Othesus - Dirge - Lucan DLereVaspar - Fury - Lucan DLere
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Unread 09-05-2007, 02:08 PM   #7
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main thing I wanted was to have the shield slot able to do this, because bucklers either look like dinner plates or pizza boxes....the cloister shield looked preety nice in the dressing room for a zerk.
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Unread 09-05-2007, 02:26 PM   #8
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Kizee@Befallen wrote:
I understand that but doesn't it show the whole armor set if they just have 1 piece?
Hehehehe. No, if you want to show all the pieces, then you must own all the pieces already.
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Unread 09-05-2007, 02:36 PM   #9
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Sapphirius wrote:
Kizee@Befallen wrote:
I understand that but doesn't it show the whole armor set if they just have 1 piece?
Hehehehe. No, if you want to show all the pieces, then you must own all the pieces already.

Ahh ok.

I thought that it was just 1 slot that took the piece and made the rest of the armor look like that certain piece. SMILEY

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Unread 09-05-2007, 02:57 PM   #10
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Keiry@Guk wrote:
main thing I wanted was to have the shield slot able to do this, because bucklers either look like dinner plates or pizza boxes....the cloister shield looked preety nice in the dressing room for a zerk.

Here here. I would like fluff slots for weapon, secondary and ranged as well. Currently, it's only for armor. But there are much cooler looking bucklers, weapons and symbols that I would like to be showing, most notably on my brawler and priests.

I also placed this information into the big fluff armor thread to provide more visibility.

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Unread 09-05-2007, 05:09 PM   #11
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I agree. Queue the people running into to post that you shouldn't be able to have fun playing YOUR character how YOU want to in 5.. 4... 3.. 2.. 1...Let the peeing in the lemonade commence!
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Unread 09-05-2007, 05:46 PM   #12
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Hopefully people aren't thinking about wielding axes that look like swords for appearance, or bucklers that look like tower shields. SMILEY

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Unread 09-05-2007, 05:46 PM   #13
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i agree appearance weapons
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Unread 09-05-2007, 05:51 PM   #14
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rumblepants79 wrote:

Hopefully people aren't thinking about wielding axes that look like swords for appearance, or bucklers that look like tower shields. SMILEY

Why not?  some people think this would be perfectly acceptable. Along with having the appearance of a 2h sword while actually using a 1h axe and shield or maybe duel wielding daggers while actually using a staff. (I think there should be appearance slots for weapons but limited to "type" you are actually using)
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Unread 09-05-2007, 05:55 PM   #15
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Jesdyr@Unrest wrote:
rumblepants79 wrote:

Hopefully people aren't thinking about wielding axes that look like swords for appearance, or bucklers that look like tower shields. SMILEY

Why not?  some people think this would be perfectly acceptable. Along with having the appearance of a 2h sword while actually using a 1h axe and shield or maybe duel wielding daggers while actually using a staff. (I think there should be appearance slots for weapons but limited to "type" you are actually using)
Yep, and those same people I guess would cherish the day this game officially becomes a cartoon. SMILEY 
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Unread 09-05-2007, 05:57 PM   #16
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rumblepants79 wrote:
Yep, and those same people I guess would cherish the day this game officially becomes a cartoon. SMILEY
My lemonade tastes funny...
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Unread 09-05-2007, 05:58 PM   #17
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In one of the pen and paper RPGs I actually GM for, I allow players to describe their weapons however they like. The only rule is: it is a description only, the mechanics for the weapon (advantages, disadvantages, number of hands used, materials, etc) must adhere to the mechanics of a "stock" weapon.  As a GM it works for me because the game's mechanics remain intact with no need to add anything new mechanically.  It works for the players because their characters fit more closely to what they envision their character's look to be.Given the limitations of the system and that complex things tend to be more prone to breaking, I'd think such fluff should be restricted similarly.  As in no substituting a shield and weapon for a two-handed weapon as that introduces some complexities for display that may be prone to breaking or increasing server load.
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Unread 09-05-2007, 05:58 PM   #18
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quasigenx wrote:
rumblepants79 wrote:
Yep, and those same people I guess would cherish the day this game officially becomes a cartoon. SMILEY
My lemonade tastes funny...
Probably because it's been given a dose of common sense.
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Unread 09-05-2007, 06:01 PM   #19
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rumblepants79 wrote:
quasigenx wrote:
rumblepants79 wrote:
Yep, and those same people I guess would cherish the day this game officially becomes a cartoon. SMILEY
My lemonade tastes funny...
Probably because it's been given a dose of common sense.
I just don't understand the sense of entitlement that would lead you to assume you should be able to tell me how to play, especially when it effects you not one whit. Next thing you know, you'll be showing up at my house and telling me to put pants on while I play...Too much info? I don't really care about this topic, this is mostly spill over from the main fluff slot thread...
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Unread 09-05-2007, 06:16 PM   #20
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quasigenx wrote:
rumblepants79 wrote:
quasigenx wrote:
rumblepants79 wrote:
Yep, and those same people I guess would cherish the day this game officially becomes a cartoon. SMILEY
My lemonade tastes funny...
Probably because it's been given a dose of common sense.
I just don't understand the sense of entitlement that would lead you to assume you should be able to tell me how to play, especially when it effects you not one whit. Next thing you know, you'll be showing up at my house and telling me to put pants on while I play...Too much info? I don't really care about this topic, this is mostly spill over from the main fluff slot thread...
How condescending of you. While we're at it why can't we have the option to turn all models into females for us male players (or maybe male if you swing that way) and vice versa for females regardless how their characters and their stories were designed? Surely if we are able to alter the appearances of anything for the mere benefit of our own self gratification then we should have the option to do that as well!
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Unread 09-05-2007, 07:44 PM   #21
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One thing I would like to see in the appearance slots for Weapons are Sheaths while not in battle the weapons look are partialy covered by scabbards hooks for hammers and axes and quivvers for bows.
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Unread 09-05-2007, 07:48 PM   #22
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Zabjade wrote:
One thing I would like to see in the appearance slots for Weapons are Sheaths while not in battle the weapons look are partialy covered by scabbards hooks for hammers and axes and quivvers for bows.
Now this suggestion I like. It would be something new for weaponsmiths to make as well since they are a tradeskill class very much hurting in terms of desireability.
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Unread 09-05-2007, 09:29 PM   #23
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I would think that if they implemented visible quivers and sheaths and they were craftable they would be made by tailors. Tailors make quivers, sheaths, ammo sacks, satchels, bandoliers etc...

It's an interesting idea but I don't think they'll implement it, it might prove to be too tricky or time consuming to code and the load on the server might be too much. Having to code in sheaths and the like for functional weapons - weapons in and out of them - and possibly fluff weapons as well and making the servers determine whats shown to the client ignoring the possible issues that may or would come up with just fluff weapons... I think it's to much to ask.

Armor is vastly much more easy to implement, it moves with your character all the same way as it's determined by the skeleton of the character, but when you're wielding a 1hs and a shield and have a fluff 2hs equipped as well, how does the server determine what animation to call for the weapon? Does it go by what you have equipped in your functional slots and show you slashing and bashing and flinging that 2 hander around like a 1 hander and bashing an invisible shield? Or, does the server draw you swinging that 2 handed sword and ignoring the animation that's called up by your Shield art?

It doesn't take a Soothsayer to fortell a future full of broken graphics, there's a lot of potential for conflict there; it would however be a lot simpler if fluff weapon slots were limited to the type of weapon you have equipped so there would have to be no changes to animations. Although considering the debate over just the existing fluff slots and the restrictions in place now, I dont know well people would like having their fluff weapon choices so strictly limited.

Example: 1 handed bash and a shield in functional weapon slots and 1 handed bash and a shield in fluff weapon slots, no 2handed staff in your functional slot and dual swords in the fluff slots.

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Unread 09-05-2007, 09:31 PM   #24
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Except out of all three outfitter classes, tailors are hurting the least with weaponsmiths hurting the most. I say weaponsmiths for two reasons. One, sheaths were often made of wood or metal, and two, weaponsmiths need recipes that are not only new but add value to their tradeskill class.

A weaponsmith can only make items for two slots: primary and secondary. Most people don't even use secondary weapons. Tailors make cloth and leather armor for 7 slots, hex dolls for 2 slots, ranged weapons for 1 slot, and bags for 6 inventory slots. What's more is that T7 weapons are... well.. let's just say in sad condition. Weaponsmiths have been struggling ever since LU 24, when the ability to make ammunition was taken away and given to woodworkers in order to be "fair" with the recipe count for leveling tradeskill classes. Unfortunately, in their nerfage of weaponsmiths to be fair to woodworkers, they hurt that particular class far more than anyone could have ever imagined.

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Unread 09-05-2007, 09:56 PM   #25
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it might be a bit much to see a wizardusing a massive handed axe lol, but within reason i guess, anyhowsjust wanted to say visible quivers and  scabbards would rock , the weapons just myseriousaly hang off my chars belt, would be a nice change
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Unread 09-05-2007, 10:21 PM   #26
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Sapphirius wrote:
Zabjade wrote:
One thing I would like to see in the appearance slots for Weapons are Sheaths while not in battle the weapons look are partialy covered by scabbards hooks for hammers and axes and quivvers for bows.
Now this suggestion I like. It would be something new for weaponsmiths to make as well since they are a tradeskill class very much hurting in terms of desireability.
My weaponsmith is doing quite well, thank you. Apparently there are plenty of players on AB with a smattering of intelligence.
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Unread 09-05-2007, 10:23 PM   #27
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Swashbuckler_Tisiphone wrote:
it might be a bit much to see a wizardusing a massive handed axe lol, but within reason i guess, anyhowsjust wanted to say visible quivers and  scabbards would rock , the weapons just myseriousaly hang off my chars belt, would be a nice change
Additionally, I'd like to display one-hand/DW weapons and bows at the same time; at least when a shield is not equipped.
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Unread 09-06-2007, 01:44 AM   #28
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Raveller wrote:
Sapphirius wrote:
Zabjade wrote:
One thing I would like to see in the appearance slots for Weapons are Sheaths while not in battle the weapons look are partialy covered by scabbards hooks for hammers and axes and quivvers for bows.
Now this suggestion I like. It would be something new for weaponsmiths to make as well since they are a tradeskill class very much hurting in terms of desireability.
My weaponsmith is doing quite well, thank you. Apparently there are plenty of players on AB with a smattering of intelligence.

And somehow, I should have known that a simple comment about weaponsmiths needing to have more desireable recipes such as these proposed sheaths would draw you out of the woodwork to make yet another crackshot in your AB vs. LDL feud. You, my friend, are in the minority if you think weaponsmiths are fine the way they currently are.

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Unread 09-06-2007, 02:46 AM   #29
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Because of the added factor that animation changes based on your equipped weapon, plus some attacks, like shield bash, would look very very odd if you were weilding a 2h in "appearance," I'd completely agree with the limitation of appearance weapon slots to only the same type as you currently have equipped (a restriction I do not like in armor).

I would, however, request one single exception: Naomi DenMother should be able to weild a rolling pin.

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Unread 09-06-2007, 03:14 AM   #30
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Strangely enough, while I'm in favor of fewer (or no) restrictions on fluff armor, I really don't like the idea being applied to weapons and shields.  I would =much= rather they just created more different shield and weapon designs instead.  Unlike armor, these don't need to be redesigned for each race/gender combination, so there's no excuse for SOE not making more of them.While I can see the potential (for example, I personally like the leafblade graphic but prefer the short spear stats), I think that, unlike armor, this =really= would open up a can of worms.  I can't give a specific, rational explanation for what bothers me about it, though :^P
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