Different Costumes for Different Builds


BBhumeBB

 

Posted

Hello,

Recently I transferred my lvl 32 Arachnos Soldier to the Test Server to experiment with the 2nd build allowed with i13. I'm pleased to say that I got more than what I had ever expected as I could have a Bane and Crab Spider with the same character. But this posed in interesting (minor) problem. Both builds had to use the same set of costumes (and a bug that I had reported of the Crab back costume piece wasn't removable in any costume slot).

My idea is that both builds should have the exact number of costume slots (i.e. when you earn more they are available to the other build so you don't have to earn them twice). But each build would have different costumes for each spot. So, in the case of the Arachnos Soldier for example, your first costume slot could be the Bane Spider outfit while the first costume slot of your 2nd build could be the Crab Spider armor.


 

Posted

Not sure what this would mean in terms of database overhead (storage is cheap. so not much) or more to the point, code and database record structure changes to swap the list of costume slots around as one flips builds.

But it does seem to me that we have numerous costume slots available, and that players can already decide which costume goes with which build (if indeed they want to link costumes to an alt-build).


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

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(and a bug that I had reported of the Crab back costume piece wasn't removable in any costume slot).


[/ QUOTE ]

Not a bug. You get the Crab Spider Backpack immediately upon picking Crab Spider powers. You still have the powers, regardless of which build you happen to be using. This has been commented on, and we are told that it is working as expected.


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Posted

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[ QUOTE ]
(and a bug that I had reported of the Crab back costume piece wasn't removable in any costume slot).


[/ QUOTE ]

Not a bug. You get the Crab Spider Backpack immediately upon picking Crab Spider powers. You still have the powers, regardless of which build you happen to be using. This has been commented on, and we are told that it is working as expected.

[/ QUOTE ]

I believe that you misunderstood me. I could not remove the backpack, even after selecting the "none" option. I reported this and they said that it was indeed a bug and that they will be working on it.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
(and a bug that I had reported of the Crab back costume piece wasn't removable in any costume slot).


[/ QUOTE ]

Not a bug. You get the Crab Spider Backpack immediately upon picking Crab Spider powers. You still have the powers, regardless of which build you happen to be using. This has been commented on, and we are told that it is working as expected.

[/ QUOTE ]

I believe that you misunderstood me. I could not remove the backpack, even after selecting the "none" option. I reported this and they said that it was indeed a bug and that they will be working on it.

[/ QUOTE ]

If any one of your two builds still has Crab Spider powers selected (as opposed to repeccing out of Crab, and making Build 1 a Wolf Spider and Build 2 a Bane Spider and not being able to get rid of the backpack), then this may be an unfixable problem. Your character still has Crab Powers, which automatically gives you the Crab backpack. Switching builds does not remove the Crab powers from the one build that has it, which is still attached to your character information.

I was under the impression that this was working as expected.

I say, make the Bane a PVP build, let your victims think you are going to lay down the wall of AoE, and then go all Ninja on them. Revel in their curses as the burly Crab Spider fades from view and nails them with an Executioner's Strike. Enjoy the taste of their sweet tears as they cry home to their mommas.


New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
(and a bug that I had reported of the Crab back costume piece wasn't removable in any costume slot).


[/ QUOTE ]

Not a bug. You get the Crab Spider Backpack immediately upon picking Crab Spider powers. You still have the powers, regardless of which build you happen to be using. This has been commented on, and we are told that it is working as expected.

[/ QUOTE ]

I believe that you misunderstood me. I could not remove the backpack, even after selecting the "none" option. I reported this and they said that it was indeed a bug and that they will be working on it.

[/ QUOTE ]If either of your two builds have even a single Crab Spider power, this is not a bug.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

if i respec out of the crab powers, does it let me remove the backpack then?


 

Posted

Yes. You must respec one or both builds so that you have ONLY Wolf and/or Bane powers, with NO crab powers in EITHER build, regardless of which is active, to make the backpack go away.


@Roderick

 

Posted

Heh, that kind of puts a rain on my Lv.24 Parade. But thank you.


Maybe they could like... i dunno, give the backpack the same properties as the Zero-G Jump Jet, and just have it dissappear when you change builds?

Other than that, im really getting ready to level up another VEAT soldier


 

Posted

According to the redname post, costumes have no way of telling what build you're wearing, and the crab backpack only knows whether or not you have a crab power, not whether or not the power is available.

Theoretically, if a dev used their magical dev powers and added [Crab Spider Armor Upgrade] to your blaster or defender, you would suddenly sprout a crab pack, and be unable to get rid of it.


@Roderick

 

Posted

I always thought it would be neat if changing costumes actually meant something in terms of game mechanics. Like say your second costume slot is a big burly armored version, like Iron Man's Hulkbuster armor, and you linked it to a second build that's more geared toward damage resistance, so that whenever you change to that costume it always uses that build as well. (Holy run-on sentences, Batman!)

But I quickly realized that such a mechanic would place unnecessary restrictions on us, and those of us that want to RP such a thing can just do it manually without having to force it on anyone else. (Although of course we can't just change builds in the field whenever we want.)


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Posted

Hard wiring a costume slot to a build is an interesting concept, but as you point out that would really only be a limitation on us if we were somehow forced to play that way.

As it is now we can have up to 5 costumes 'apply' to either build whenever. If you want to "roleplay" that you only use your "big burly armored" costume in slot #2 when you switch to your damage resistance oriented build you are free to do so. But as you say that should really be an RP thing, not a built-in mechanics thing.

Ideally I'd love to be able to have 5 costume slots for each build so that with our current two builds each character could potentially have access to up to 10 costume slots. Oh well...


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