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Diferenças entre edições de "Cosmetic armor"
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− | + | {{Armor cosmetics}} | |
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+ | == Gear appearance == | ||
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+ | {{Gear appearance}} | ||
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+ | == Appearance slots/Transmogs == | ||
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+ | {{Appearance slots}} | ||
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+ | == Racial weapons and armor == | ||
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+ | {{Racial weapons and armor}} | ||
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+ | == Crafted items == | ||
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+ | {{Crafted items}} | ||
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+ | == Skins == | ||
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+ | {{Skins}} | ||
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+ | === Cosmetic store === | ||
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+ | {{Cosmetic store}} | ||
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+ | == See also == | ||
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+ | * [[Armor]] | ||
+ | * [[Cosmetics]] | ||
+ | * [[Skins]] | ||
+ | |||
+ | == References == | ||
+ | |||
+ | [[Category:Armor]][[Category:Cosmetics]] |
Revisão das 18h54min de 7 de dezembro de 2021
Gear appearance
- Gear is intended to be realistic in appearance.[1][2][3]
- Armor will not be overly sexual in appearance.[1][3]
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[2] – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[5]
- There might be sliders, but there are not gonna be naked sliders.[5] – Steven Sharif
- Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[9] – Steven Sharif
- The appearance of crafted gear is influenced by its rarity.[10]
- Crafters are able to influence what their crafted items look like.[12][13]
- Cosméticos can be used by all races but there may be slight variations to make them work with the body builds of each race.[14]
- Dye cosmetics can be used to change gear colors.[15][16][17]
Appearance slots/Transmogs
Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[23][24]
- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[25]
- Cosmetic slots can be toggled on or off on their character by the player.[26]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[27][28]
- Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[27] – Steven Sharif
Racial weapons and armor
Armas and armor are not race locked, but armor will take on a racial appearance.[32][33][34]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[7] – Steven Sharif
- Racial appearance of gear is focused on Armadura. Armas will not change in appearance but will scale in size based on race.[8][7]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[7] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[35]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[35] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[6] – Steven Sharif
Itens criados
Itens fabricados estarão no mesmo patamar dos melhores items.[36]
- Os itens de maior tier serão uma combinação de itens fabricados e adquiridos de chefes.[37]
- A raridade dos itens será medida de acordo com o esforço necessário para coletar, processar e fabricar os itens.[36]
- Talvez seja possível para os artesãos determinar o visual dos itens fabricados.[13]
- O nome do artesão está gravado nos itens que fabricar.[39]
Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[40]
A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[41] – Sarah Flanagan
Skins
Pets, Montarias, Vestuário, Armadura, Edificações e Acessórios vendidos na loja de cosméticos são skins.[44]
- Skins são cosméticos que não garantem nenhum benefício ao usuário.[45]
- Skins serão apenas possíveis de serem aplicadas a itens previamente adquiridas dentro do jogo, crafted ou encontrados dentro Ashes of Creation.[46]
- Skins de Montaria requerem um tipo específico de Montarias adquirida dentro do jogo.[47]
- Textos de imersão estão relacionados à história e passado de criaturas e itens no mundo de Verra.[45]
- Vestuário não incluem quaisquer armas mostradas.[48]
- Skins de caravana mudam a aparência de Montarias e caravanas já existentes dentro do jogo, ligados um ao outro.[49][50]
- As melhores skins serão obteníveis dentro do jogo.[51]
As melhores skins serão obteníveis dentro do jogo (obviamente "melhor" é subjetivo, então eu diria as mais ornamentadas e detalhadas/únicas).[51] – Steven Sharif
Loja de cosméticos
A Loja de cosméticos permite aos jogadores compras de Cosméticos para uso em Ashes of Creation.[15] A loja de cosméticos oferece itens disponíveis por tempo limitado e em quantidade limitada, que ajudam a manter o desenvolvimento sustentável do jogo.[54]
- Cosméticos equitativos, tanto de um ponto de vista de qualidade como de quantidade, são obteníveis por meios dentro do jogo.[54]
- Nada na loja de cosméticos será pay to win.[55]
Nada na nossa loja jamais será pay to win (pagar para ter vantagens no jogo), já que acreditamos que essa prática fere fervorosamente o gênero dos MMORPGS..[55]
- Cosméticos da loja oferecerão uma diversa seleção de visuais únicos. [56]
Eu quero incentivar a compra de cosméticos na loja pela sustentabilidade das expansões que tenho planejadas, já que não temos valor de venda nelas. Eu quero incentivar a compra oferecendo itens limitados: Tempo limitado para compra, quantidade limitada, assim você sente confiança de que quando você compra quaisquer skins, elas não serão oferecidas novamente de alguma outra maneira.[54] – Steven Sharif
- Todos os itens da loja de cosmético serão não negociáveis.[57] Não haverá mecanismo de presentear itens cosméticos.[58]
Eu não quero que itens cosméticos comprados pelo mercado sejam transferíveis... porque essa seria uma possibilidade de transformar dinheiro real em vantagens no jogo.[58] – Steven Sharif
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 Transmissão ao vivo, 2020-05-29 (50:20).
- ↑ 2.0 2.1 Transmissão ao vivo, 2017-05-26 (19:51).
- ↑ 3.0 3.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 5.0 5.1 Transmissão ao vivo, 2021-12-23 (1:34:07).
- ↑ 6.0 6.1 Transmissão ao vivo, 2024-02-29 (1:15:51).
- ↑ 7.0 7.1 7.2 7.3 Podcast, 2018-08-04 (53:43).
- ↑ 8.0 8.1 Transmissão ao vivo, 2022-10-28 (1:41:06).
- ↑ Transmissão ao vivo, 2021-09-24 (1:25:27).
- ↑ Transmissão ao vivo, 2023-11-30 (1:40:11).
- ↑
- ↑ Transmissão ao vivo, 2020-11-30 (1:05:22).
- ↑ 13.0 13.1 Transmissão ao vivo, 2017-05-24 (24:19).
- ↑
- ↑ 15.0 15.1
- ↑ Transmissão ao vivo, 2017-07-18 (54:56).
- ↑ Transmissão ao vivo, 2017-07-28 (9:47).
- ↑
- ↑ Transmissão ao vivo, 2020-10-30 (1:13:22).
- ↑
- ↑ Transmissão ao vivo, 2017-09-03 (48:56).
- ↑ Transmissão ao vivo, 2023-05-31 (58:37).
- ↑ Entrevista, 2018-08-24 (5:28).
- ↑ Transmissão ao vivo, 2017-11-17 (22:33).
- ↑ Transmissão ao vivo, 2020-11-30 (57:50).
- ↑ Transmissão ao vivo, 2018-02-09 (50:29).
- ↑ 27.0 27.1 Transmissão ao vivo, 2020-07-25 (54:10).
- ↑ Transmissão ao vivo, 2019-11-22 (1:08:05).
- ↑ Vídeo, 2020-09-30 (2:44).
- ↑ Transmissão ao vivo, 2020-09-30 (47:47).
- ↑ Transmissão ao vivo, 2019-07-26 (54:06).
- ↑ 32.0 32.1 Transmissão ao vivo, 2022-03-31 (4:57).
- ↑ Transmissão ao vivo, 2017-05-26 (44:11).
- ↑ Transmissão ao vivo, 2017-05-26 (20:46).
- ↑ 35.0 35.1 Podcast, 2018-08-04 (55:17).
- ↑ 36.0 36.1 Transmissão ao vivo, 2017-05-10 (14:45).
- ↑
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Ashes of Creation Store: Cosmetic armor.
- ↑ Transmissão ao vivo, 2020-11-30 (56:02).
- ↑
- ↑ 45.0 45.1 Rime and Regal.
- ↑ Transmissão ao vivo, 2018-12-06 (41:43).
- ↑ Transmissão ao vivo, 2020-11-30 (58:24).
- ↑
- ↑ 49.0 49.1
- ↑ 50.0 50.1
- ↑ 51.0 51.1
- ↑ Ashes of Creation cosmetic store.
- ↑ Transmissão ao vivo, 2020-07-25 (1:53:46).
- ↑ 54.0 54.1 54.2 Transmissão ao vivo, 2018-04-8 (PM) (58:29).
- ↑ 55.0 55.1
- ↑
- ↑
- ↑ 58.0 58.1 Entrevista, 2018-05-11 (32:36).