PC Armor system - what do you prefer?

What do you prefer?

  • I prefere current clothing system

    Votes: 26 74.3%
  • i prefer redesigned clothing system

    Votes: 9 25.7%

  • Total voters
    35
I know very little of the armor system that will arrive. Yes we've had pictures and "concept art", but that doesn't mean anything. Currently I wear cloth armor until I get a vehicle of any kind, then I move back to heavy armor. I mostly play higher difficulties and fast movement is a necessity early game.

I'm not gonna try and think of what the sets entail as some have said "this set gives 10% wood" or some random things like that. As long as my heavy armor is still in the game, and I can actually be protected then I don't care.

My only real concern is how you acquire them. If armor crafting gets removed then I'll be creating mods to craft the sets.

 
As a concept it looks nice, but I'd rather prefer if they could do those things as mods instead. So that players don't have to be locked down to a specific armor set to get the bonuses. 

 
The problem is the UI not the system itself. I like it, but I think heavy armor should not have that much of a speed penalty and light armor should actually have a movement speed increase.

 
I would like a two-slot system, one for actual armor, the other purely cosmetic. This is something I remember fondly from my days in DDO.

Then, using "Farmer" as an example, we would gain the Farmer perks by simply collecting the complete Farmer outfit. The reward would be added to our stats, much like what happens currently when completing a book set.

Those collected pieces could then be applied to the cosmetic slots if we wanted to sport a certain look for MP or role-playing, but we wouldn't be required to wear them or switch sets to benefit from the associated perks.

For those worried about masking armor strength in PvP, simply add an option in server settings for the cosmetic slots. That would be similar to the Persistent Profile thing we have now, where servers have some control over how a player's appearance changes.

Best of both worlds?

Just spit-balling here. I am sure there are things I have not considered, but I want to nip in the bud the "not worth dev's time" argument. The UI needs some love anyway, and any change to the armor system is already likely to involve some UI changes, so why not something like this?

 
  • Dislike
Reactions: Fox
- What does carrying capacity 72 mean? My backpack does not have 72 slots.

You have your backpack plus your toolbelt plus your armor and clothing slots. Should all add up to whats displayed here.


The carrying capacity stat is kinda broken. It adds together the following:

  1. Number of non-encumbrance backpack slots (including the Nightstalker Vol 4 bonus)
  2. Number of clothing pocket mod slots not already included in (1)
  3. Number of armor mod slots not already included in (1)
  4. Number of slots given by Pack Mule not already included in (1)
It does not include any of the paper doll slots nor the toolbelt.

My near-certain guess is that @PoloPoPo has Nightstalker Vol 4 and the stats were taken at night. With fully-pocketed 5 pieces of armor, he gets +15 slots, and with 3 fully-pocketed clothing items he gets +6 slots. Add a point of Pack Mule for +3.

48 from Nightstalker + 15 from armor + 6 from clothing +3 for Pack Mule = 72.

They really should max it out at 45 - the size of the backpack.

 
Last edited by a moderator:
@Boidster I'll retest it sometime but the mods just unlock backpack slots AFAIK. Should be easy, just roll a fresh character and see what it displays right off the bat. 27 base slots + 10 toolbelt + 5 armor slots+ 5 clothing slots. So a fresh character would display 47. Of course there's always room for me to be dead wrong. lol

Edit: Ok, I can't count without it in front of me. Honestly the number it displays is weird.

 
Last edited by a moderator:
@Boidster I'll retest it sometime but the mods just unlock backpack slots AFAIK. Should be easy, just roll a fresh character and see what it displays right off the bat. 27 base slots + 10 toolbelt + 5 armor slots+ 5 clothing slots. So a fresh character would display 47. Of course there's always room for me to be dead wrong. lol

Edit: Ok, I can't count without it in front of me. Honestly the number it displays is weird.


Yeah, that is exactly the test I did. A fresh character displays 27, which is the number of unlocked/non-encumbrance backpack slots.

image.png

As you unlock slots (using mods or Pack Mule), the number starts going up and exactly matches the number of 'unlocked' backpack slots. But it will keep adding to the "Carrying Capacity" stat even for unused 'unlocked' slots - those above and beyond 45. And if you get Nightstalker Vol 4, which unlocks all 45 slots at night, then all of your mods get added on top of the 45.

It doesn't count toolbar and it doesn't count the paper doll slots.

 
Yeah, that is exactly the test I did. A fresh character displays 27, which is the number of unlocked/non-encumbrance backpack slots.

View attachment 22778

As you unlock slots (using mods or Pack Mule), the number starts going up and exactly matches the number of 'unlocked' backpack slots. But it will keep adding to the "Carrying Capacity" stat even for unused 'unlocked' slots - those above and beyond 45. And if you get Nightstalker Vol 4, which unlocks all 45 slots at night, then all of your mods get added on top of the 45.

It doesn't count toolbar and it doesn't count the paper doll slots.
So basically bugged to show more slots than possible?

 
JoeDaFrogman said:
The current system is quite damned good in my opinion


It is good for us playing with it as player characters.

It is not good for the devs in clothing the bandits. A single layer outfit applied to each bandit will make those models much easier and get us the update much quicker.

It is not good graphically as multilayers clip through each other and cause problems and don't look as good. Everyone appears somewhat....puffy in their clothing and armor and we can't look very epic with muscular/toned body conforming armor if the armor as a top layer must be drawn to cover all clothing types without any clothing parts poking through in places. Its kind of going to be like when super hero movies went from 100% costumes to costumes enhanced by CGI. Heroes in costumes look way better today's movies than they used to. We and the bandits will look way better once this change happens than we have been appearing.

So from our perspective we may not want a change-- especially if we're willing to forgive some visual glitchiness and are jonesing for bandits whatever they look like-- but from a developer's perspective there are two big compelling reasons out of three for making a change especially since they know that players will more likely than not get used to the change and be fine regardless of any nostalgia they feel for the old system.

 
Last edited by a moderator:
It is good for us playing with it as player characters.

It is not good for the devs in clothing the bandits. A single layer outfit applied to each bandit will make those models much easier and get us the update much quicker.

It is not good graphically as multilayers clip through each other and cause problems and don't look as good. Everyone appears somewhat....puffy in their clothing and armor and we can't look very epic with muscular/toned body conforming armor if the armor as a top layer must be drawn to cover all clothing types without any clothing parts poking through in places. Its kind of going to be like when super hero movies went from 100% costumes to costumes enhanced by CGI. Heroes in costumes look way better today's movies than they used to. We and the bandits will look way better once this change happens than we have been appearing.

So from our perspective we may not want a change-- especially if we're willing to forgive some visual glitchiness and are jonesing for bandits whatever they look like-- but from a developer's perspective there are two big compelling reasons out of three for making a change especially since they know that players will more likely than not get used to the change and be fine regardless of any nostalgia they feel for the old system.
Well Devs can always make them in in this same way as zombie  models - this would allow  them to keep old clothes system and avoid problem with slots. This solution would be even easier to fix because this wiil be works this same as zombie clothes

 
Last edited by a moderator:
It is good for us playing with it as player characters.

It is not good for the devs in clothing the bandits. A single layer outfit applied to each bandit will make those models much easier and get us the update much quicker.

It is not good graphically as multilayers clip through each other and cause problems and don't look as good. 


My question is which will come first though the outfit overhaul or will it ship with bandits? Cause either way, no clipping clothes would be a godsend. 

 
My question is which will come first though the outfit overhaul or will it ship with bandits? Cause either way, no clipping clothes would be a godsend. 


I'd love to say they will ship together but after 10 alphas of seeing bandits always pushed to "next alpha!" I'm going to go with the safe bet and say clothing overhaul A21 and bandits A22. ;)

Well Devs can always make them in in this same way as zombie  models - this would allow  them to keep old clothes system and avoid problem with slots. This solution would be even easier to fix because this wiil be works this same as zombie clothes


I'm surprised to hear you say this. If they do it the same as zombies where the "clothes" are just the texture of the model itself then they will only ever be able to have the same exact 18 models they create just like it is for zombies. The way zombies are "clothed" is exactly why they don't do one with a red shirt and then the same model but with a blue shirt for some variety.  If they actually clothe the bandits in the way players are clothed then the variety they can have in bandits will increase by thousands-- and not just visually if some of the clothing/armor buffs are applied to the bandits as they are to the players.

 
I'm surprised to hear you say this. If they do it the same as zombies where the "clothes" are just the texture of the model itself then they will only ever be able to have the same exact 18 models they create just like it is for zombies. The way zombies are "clothed" is exactly why they don't do one with a red shirt and then the same model but with a blue shirt for some variety.  If they actually clothe the bandits in the way players are clothed then the variety they can have in bandits will increase by thousands-- and not just visually if some of the clothing/armor buffs are applied to the bandits as they are to the players.
Well that's my point - zombies need to have more variants that human enemies because... they were( most of them) normal civilians before became zombie - so one girl from gym will be barefoot and have yellow shirt , another one will have yogging shoes and pink thirts etc- l4d2  can be example what i mean. But this is diffrent about bandits - we will get 3-4 factions right?  okay so let say we will get - ex military guys, cult  , bikers and  normal bandits.

1. miltary guys- well military uniforms are similiar- this is logical - so they will look almost this same with few changes- one of them will wear gasmask + helmet, another one helmet , guy with with ammo shotgun bellts so let's say 10 variant

2. occult guys even better if look this same- mask + monk robes with symbols on this -  and so let's say 5 variants

3. well bikers are looks similar - jackets , biker helmets bears - so let say 15 variants

4. normal bandits- it depends when you can find them, winter , desert city etc- so lets say 30 variants   

So 10+ 5+ 15+ 30 = 60 variants. Well this is not such big Well hl1  op have 13 variants of hecu soldiers and were made in 1999. 

But i think both of can agree that bandits have to be rarer that zombie right? 

So let say 1 bandit per 10 zombies - so if you will meet 5 bandits per week you will not notice they looks similar. But if you see this same yellow t-shirt  zombie guy in this same building you will notice small number of zombie variants

I think in cod 2 only german soldiers have at least 60 variants. But you have usa soldiers, british and soviet too

 
Last edited by a moderator:
But i mean - 60 is good enough and most of them will be similiar- like cult guy just diffrent colour of robbes and let say 3 types of masks.  biker will looks almost this same just change details- one with beard another one without etc 

It could be done similar to necrovision multiplayer character customisation

 
Back
Top