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View Full Version : Transmuting weapons, can we actually SEE them change colour?



Chaosprism
09-16-2009, 07:44 PM
After you hit a creature that needed a special material to bypass the defence, i'd like to see my weapon change colour to the material of that sort.

Hit a wraith? Bang your scimitar turns to silver. Not sure if theres a colour mapping system in there, though right now we do have different colour metals for weapons so i'm thinking it must exist.


Also there seems to be some irregularity between adamantite weapons (which are black) and armor which seems to be grey.

Adamantite Defenders look the same as mithril ones or iron ones, can we get them doing a little colour mapping to reflect their materials?
The only difference seems to be screaming defenders that have a completely different skin (in aurum quests)

Aranticus
09-16-2009, 08:16 PM
/not signed

i'd like turbine to fix the bug rather than put in some fanciful graphics that really does nothing apart from looking nicer (*beauty is in the eye of the beholder)

Chaosprism
09-17-2009, 10:13 AM
Wouldn't be that hard if the code for colour changing is already in.


Test creature damage reduction.

If creature is resistant to all but silver , change weapon to silver pallette.
If creature is resistant to all but byesk , change weapon to byesk pallette.
etc.

It would also go a way to making the weapon behave like it's pen and paper counterpart and only transmute AFTER it actually hits the creature. So first blow is going to be resisted (probably) as your weapon will be whatever type of material it last changed to.

zulrasha
09-17-2009, 10:15 AM
/not signed

i would much rather see transmutting handwraps introduced to the game long before they change the colour of your weapon when you swing

BMFingSOB
09-21-2009, 01:34 AM
sounds like a cool idea /signed

uhgungawa
09-21-2009, 02:24 AM
Bah, I just want them to put the antarctic burst visual back in. :) PLEASE, PRETTY PLEASE

Lithic
09-21-2009, 02:30 AM
The only material that currently has a different graphic is adamantine (blade is turned black). Greensteel is dark green, but a transmuter wouldn't copy that anyway as it's an alignment property (bypasses dr /evil).

Same problem with this as with people asking for cloaks to show. Theres just no point in the current game as every weapon (or cloak) would be almost identical and it would take a ton of effort to add in all the different skins required to make such options worthwhile.

Chaosprism
09-21-2009, 06:53 AM
Byesk turns a weapon pinkish also.


I assume it's a colour mapping routine of some sort, and green steel does it also.

So the code is there to colour any weapon .

Darkwood weapons/shields are also a different colour wood. (and that other type of wood)


There just needs to be colours for all the metal types I guess.

Steel (normal)
Alchemical Silver (shinier lighter grey than steel)
Mithril (White/ subtley goldy colour)
Adamantine (black)
Byesk (pinkish)
Cold Iron (much darker grey but not quite adamantine black)


You could also have

Brass weapons (yellowish)
Bronze weapons (brown)
Meteoric Iron (Black with colour glints)






Then theres the wood's for quarterstaffs, clubs, great clubs

Wood (normal)
Densewood (lighter colour wood)
Darkwood (mahogany darker wood)
Obsidian (black with coloured glints) (actually a type of glass)

In fact we could even have some other types of materials for "wood" stuff:

Bone/Ivory (white/beige)
Stone (mid -> Dark grey)

Milamber69
09-21-2009, 06:54 AM
After you hit a creature that needed a special material to bypass the defence, i'd like to see my weapon change colour to the material of that sort.

Hit a wraith? Bang your scimitar turns to silver. Not sure if theres a colour mapping system in there, though right now we do have different colour metals for weapons so i'm thinking it must exist.


Also there seems to be some irregularity between adamantite weapons (which are black) and armor which seems to be grey.

Adamantite Defenders look the same as mithril ones or iron ones, can we get them doing a little colour mapping to reflect their materials?
The only difference seems to be screaming defenders that have a completely different skin (in aurum quests)

...and then you woke up.

Slugitt
09-21-2009, 06:54 AM
lol fix all the bugs before you add more, we are not an ant colony, we will not win with more bugs! lol

Boldrin
09-21-2009, 07:02 AM
/not signed fix the real problems first, then make new content, then if you have a steady stream of new stuff coming in, fix pretty little graphics things.

MagicianBlade
09-21-2009, 07:11 AM
/not signed fix the real problems first, then make new content, then if you have a steady stream of new stuff coming in, fix pretty little graphics things.

boldrin, starting all your posts with "/not signed" is not doing .. whatever you think it's doing.

Cleitanious
09-21-2009, 07:16 AM
lol fix all the bugs before you add more, we are not an ant colony, we will not win with more bugs! lol

lol. Love it.

Chaosprism
09-21-2009, 08:12 AM
Unlike bugs of the insect variety you cant get rid of them with flamethrowers either ;)


Geez if I had just a dollar for everyone that said: fix the bugs before adding new stuff I'd be pretty rich, and if they did what you said you'd all be much poorer for it, they'd be little new stuff about the game at all.

You have to realise what an amorphous entity a game this size becomes, with new stuff being added, old stuff that hangs off it, some stuff cant even be fixed without it affecting other stuff too.

Thankfully I don't let the naysayers get me down, they might exasperate me a little, but they're only replying because they care isn't that right? :rolleyes:

GlassCannon
09-21-2009, 08:13 AM
/not signed

i'd like turbine to fix the bug rather than put in some fanciful graphics that really does nothing apart from looking nicer (*beauty is in the eye of the beholder)

I'd rather not go looking at Beholder Eyes thanks...

I'd like to see some transmuting handwraps already.

shores11
09-21-2009, 08:18 AM
/signed

I like this idea I am never a fan of fix something else first before you work on this. Boo to those that think so linear. It is possible to put many ideas in the bucket and work toward their implementation by assigning priority to them.

I will agree that fixing some bug or unintended game play interaction would have priority over making an adjustment on an existing item or interaction that is not broke. However that does not mean it can not nor should not be done.

Having the transmuters after the first swing appear like the metal that is required to penetrate that monsters DR, great idea. Any idea that helps to enhance both the actual gameplay and visual gameplay - PRICELESS.

Chaosprism
09-21-2009, 08:54 AM
I posted an idea quite a long time ago that talked about re-doing the way weapon effects are displayed and generated it went something like this:


+2 adamantine true chaos great axe of pure good

Theres 3x descriptors on this weapon, a prefix , a suffix and a material.

To display ALL of them so that the weapon becomes more unique as compared to say a +2 adamantine true law great axe of pure good you need to display them in a way that they DONT override each other.

Using how it's done at the moment, you have a METAL colour for the material, over top of that you have a blade shimmer that moves up the weapon but this must be partially transparent in spots so the metal colour can still be seen underneath.
And then a particle effect that come OFF from the weapon to the space outside the weapon.

I suggest the PREFIX be the outside particle effect and the SUFFIX be the weapon shimmer.

so a +3 flaming silver longsword of pure good would have flaming coming from the silver looking weapon with a shimmering aura around the silver itself coming from it's pure good.

A Holy weapon of pure good would have BOTH good like effects... the pure good shimmer on the blade itself and the holy white flame coming off the weapon into the air above.


Yes it's just eyecandy, and yes it's not broken but it would be a good visual improvement. Again just an idea so dont get all defensive.

We could also then see visual effects for other prefixes like KEEN (sparks of light off the blade edge) or suffixes like WOUNDING (blood drops shimmering on the blade)