Adam the Waster
Well-known member
As long as I can change hats and stuff I'm fine. But more importantly.. feet
Yeah, I agree.This is unfortunate. It is a loss of character customization. Sure, the bonus from these items was nice, but being able to customize the look of your character is sometimes more important.
If you are getting rid of all these customization items, not to mention all the clothing options, please at least consider an ability to change how stuff you are wearing looks. Many games give you this option these days and it is a great way to allow customization without needing to have a ton of items. You had a semblance of it before with being able to change hats to look like ball caps, cowboy hats, etc by using a mod. If you give each item a customization slot that lets you choose a good variety of options that aren't necessarily items that are in the game anymore (or ever), it would at least not lead to everyone being exactly the same. Note that I am not referring to the dye slot. You should have both, imo.
Yes, it means you need art for these things, but you can use the old art. And yes, it means that maybe someone is getting a bonus for the lumberjack set out whatever set and yet look like they should not be getting that bonus because of how they look, but is that really a problem?
I don't have stats on it, but I have a string feeling that character customization is one of the top requested/wanted features in any game that has a player character you can see on screen.
Yeah, lighting is definitely backwards. If I stand in a bright spot while I'm a dark room, it should be harder to see in the dark spaces, not easier. If I stand in a shadow, it shouldn't make the brightly lit spaces around me harder to see.
Yeah, I agree.
The thing that weirdly bothers me though, what even is a "strength mod"? Is it just going to be a unexplained mod that boosts strength for no reason? I think it made at least a little bit more sense to have like, certain pieces of clothing/accessories give certain bonuses, like how shades gave perception, not just a item for the sake of a stat boost without any kind of reasoning. It'd feel weird to me if instead of shades, we had more of these mods which are literally just "perception mod" or something. I don't know, it's hard to explain.
Yes, any entity being drawn in the world decreases performance whether dead or alive, so removing them is also good.RE: zombie looting, my understanding is that looting would require the bodies be around longer, which degrades performance immensely.
RE: interior/exterior lighting. Is there any way to make this easily moddable? Perhaps not through XML, but at least through defining some variables in C# that modders could easily change through a simple Harmony patch or something?
I ask because, frankly, the way A21 handles interior lighting is exactly backwards from how our eyes actually work.
If your eyes are adjusted to exterior (brighter) ambient light, then the interior (darker) places should look darker than normal. When crossing into those spaces, the spaces initially look nearly pitch-black, but as your eyes adjust the interior spaces look brighter than normal. (And the exterior spaces look very bright, almost washed-out.)
But in game, when standing outside, dark interior spaces look like they're brightly lit. When transitioning into those spaces, they lose their lighting and look darker. Even worse: if you find a brightly-lit spot in that space and stand in it, the entire space suddenly becomes brightly lit. I find it incredibly annoying, and I have heard others express the same opinion.
Of course, you can make your game's lighting work however you like, I'm just asking for the ability of players or modders to override it.
EDIT: For example - my guess is there's probably some variable that controls how much darker it gets when you are in a dark space vs. a bright space. Simply allowing this value to be set via XML would mean we could just enter a negative number rather than a positive one, and that would solve most of the problems.
Ah, okay. That makes sense, I'm stupid.I imagine it's just a placeholder for now, and will have an actual name and icon by the time A22 is ready.
Consider this.Yes, it means you need art for these things, but you can use the old art.
I never said that. I said it should have a dye slot as well as a customization slot. Right now, if all visualization of the items is removed as they are saying, then all you get is the bonus and can't see any changes. That's what I think is a bad move. If you're going to wear sunglasses, show them. Don't just give us the bonus. If you're going to use the cigar, show it. Don't just give us the bonus. As I said, yes, this requires you to have art for these items, but you can use the old art.Consider this.
What is now -> you EITHER had a bandana OR a cigar in your mouth
What you're asking -> you can hav BOTH a bandana AND a cigar in your mouth
Imagine now of all the weird combinations you could have with "visible" mods that before the change were actual clothing slots.
Sorry, maybe I wasn't clear. That's precisely what I was saying would be an issue.I never said that. I said it should have a dye slot as well as a customization slot. Right now, if all visualization of the items is removed as they are saying, then all you get is the bonus and can't see any changes. That's what I think is a bad move. If you're going to wear sunglasses, show them. Don't just give us the bonus. If you're going to use the cigar, show it. Don't just give us the bonus. As I said, yes, this requires you to have art for these items, but you can use the old art.
Sorry, maybe I wasn't clear. That's precisely what I was saying would be an issue.
For the way you want it done to work, they'll have to custom fit every single possible combination of overlapping models in a way that they don't look weird.
My example about the bandana covering the mouth, having the cigar sticking out if you also equip the cigar, it's the perfect example.
Not to mention that aligning correctly different layers of "clothing" on top of each other would be tricky, to say the least.
I was not suggesting any change from how it works today. You already can't have a bandana and cigar at the same time and I wasn't saying you should. In the same way, you shouldn't have multiple pairs of glasses at the same time.Sorry, maybe I wasn't clear. That's precisely what I was saying would be an issue.
For the way you want it done to work, they'll have to custom fit every single possible combination of overlapping models in a way that they don't look weird.
My example about the bandana covering the mouth, having the cigar sticking out if you also equip the cigar, it's the perfect example.
Not to mention that aligning correctly different layers of "clothing" on top of each other would be tricky, to say the least.
Thank you for the reply. I hope it is as you say. Lack of customization of characters is a pretty significant negative for a lot of people.No. Clothing mods will not show.
I know this sounds like a huge reduction in customization, but you'll just have to trust us that we have a plan and will reveal that plan once it's ready.
We fully understand your concerns. I, Allan, understand your concerns as I'm a player too. I'm on your side. Trust the process.
Like an A22 plan, or down the road plan?I know this sounds like a huge reduction in customization, but you'll just have to trust us that we have a plan and will reveal that plan once it's ready.
This.Trust the process.
I appreciate the transparencyNo. Clothing mods will not show.
I know this sounds like a huge reduction in customization, but you'll just have to trust us that we have a plan and will reveal that plan once it's ready.
We fully understand your concerns. I, Allan, understand your concerns as I'm a player too. I'm on your side. Trust the process.
I don't mind waiting and seeing but yes, this seems like a loss of customization in the short term. Also, having a mod which increases your stats but is just... an unlabelled non-existent object seems very odd and It would be odd no matter what the item's function is. I'm hoping it's as @Old Crow said, that "generic blue square" is just a placeholder and that they'll at least get a name and a thumbnail even if they don't appear on character models; releasing it in A22 as-is would be a really weird decision IMO.
Inside/outside ambient light scaling is already in worldglobal.xml since it was implemented. It is not meant as a simulation of eyes. It was simply to make outside bright and inside dark as ambient light is a global value, so you can't use it to make part of a mesh dark and other part bright. Block ambient occlusion does allow different parts of the mesh at different brightness values, but the implementation had problems and was not fast. The improved version works better.
it would at least not lead to everyone being exactly the same.
Easy fix for that.More likely because it would allow you to bypass land claim blocks.