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Cosmetic Armour Poll


Kuritho

Cosmetics Question  

42 members have voted

  1. 1. What type of Cosmetics should be allowed?

    • Industrial-Looking / Nomadic-Rustic (Think Fallout's art style)
    • Allow making custom suits for corporations (Uniforms!)
    • Hilarious / Non-Serious (Hello Kitten, Various Cartoons, Of course not copyrighted)
    • Modern (Modern as in today's militaristic and casual clothing)
    • Scientific (Such as lab suits, pressurized elemental protection suits)
    • Medieval/Stone Age (Knights, Archers, Primitive Hunters)
    • Tron-Like (Dark/White suits with various shining outline colors)
    • Star-war's Clones / Snow-Troopers like (As in the general idea, NOT a direct copy)
    • Robot-Like (Chappie for a well-known example, or iRobot)
    • Wizard/Witch (I had to separate it from Medieval/Stone due to 2 separate roleplay groups)
    • Futuristic Explorer
    • Scavenger Like (Similar Rey from Starwars: Rouge One)
  2. 2. How should they be distributed

    • Paid with DACs/Real Money
    • Craftable
    • Completely Free (Simply changing it in a medbay or something similar)
  3. 3. Other Concerns

    • Should Companies be allow to pay Novaquark to put their suits in for advertising?
    • Should the armors/cosmetics provide buffs/debuffs
    • Should there be a cosmetic/armour remover? (If you are in a SOI [Sphere of Influence] it makes your cosmetics transparent)
    • I want armor that is simply cosmetic, with no commercial bias.


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It depends on how you reason it. If you say that there are a group of people who have devoted themselves to some sort of deity and go around wearing futuristic knight armour, that might work. For non-human looking characters, either genetic modification, cyberware or holograms could work. Its just that a lot of this stuff will likely not happen for a while, and even then only if a quantifiable amount of people want it to be there. Who knows, everyone could start worshipping hello kitty (just as an example).

 

EDIT: Also, craftable armour does not have to be functional, it could be cosmetic. Assume that this poll is only talking about cosmetic items since that will make the discussion easier to understand.

There's no reasoning whatsoever, they have spoken.  Like it or not, official cosmetics will not involve such things if they have a cosmetic store.

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There's no reasoning whatsoever, they have spoken.  Like it or not, official cosmetics will not involve such things if they have a cosmetic store.

'They have spoken' along with the 'will of the people' is only relevant for a certain amount of time. The vision of the game will change over time, so dealing in absolutes is inaccurate. This is why I said "a lot of this stuff will likely not happen for a while", alluding to the devs capable of changing their minds.

 

Basically, you should say "Official cosmetics will not likely involve such things..."

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'They have spoken' along with the 'will of the people' is only relevant for a certain amount of time. The vision of the game will change over time, so dealing in absolutes is inaccurate. This is why I said "a lot of this stuff will likely not happen for a while", alluding to the devs capable of changing their minds.

 

Basically, you should say "Official cosmetics will not likely involve such things..."

 

You sir sound like a sore loser here lol.

 

From NQ regarding a similar discussion...

"Hi everyone,

 
There is currently no plan of creating cosmetics related to Hello Kitty, My Little Pony on any related furry stuff.
 
Two reasons for that:
- We have so many things to make having a higher priority before that. It couldn't be a priority for years, even after official release.
- While we don't plan to restrict the creativity freedom of the players on this topic, we have currently no plan of creating such cosmetics because it simply doesn't fit with Novaquark's vision of the game. 
 
We understand that some of you might be disappointed by this news, but as we never promised anything about this in the past and as we don't think this kind of cosmetics is compatible with the immersion we are aiming for (but not enforcing), there's very little chance this decision will be reversed.
 
Regarding symbols like the Swastika: 
Although origins of this symbol can be found in Hinduism and Buddhism with no evil meaning, as it has been promoted by the Nazis in Europe and used as their emblem, this has been a symbol a lot of people don't want to see anymore in Europe because as it has been now tied to the concept of real life genocid. Letting such kind of symbols propagating in the game would be interpreted as promotion of the Nazism or to the very least a certain complicity with it. That's why we won't create cosmetics for such symbol, and we will take action if a player spots such thing in-game and report it.
 
Best Regards,
Nyzaltar."
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You sir sound like a sore loser here lol.

Just a bit, yeah...

 

I was trying to making the point that just because it currently isn't in the plan does not mean it will never happen unless they say "There will never be [insert thing here]"

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Just a bit, yeah...

 

I was trying to making the point that just because it currently isn't in the plan does not mean it will never happen unless they say "There will never be [insert thing here]"

Another thing to consider though is that they have a PR voice to protect and maintain. Saying "XYZ is not currently in our design plan" is often a polite way of saying it will never happen. As a content creator it is their goal not to create false hopes, but also not to alienate their player-base.

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I'm talking about the people who are unilaterally declaring that certain styles of items are not acceptable because they don't like them or they disagree with people who like them.

I can see your point. On this particular subject, it would appear that a decision has already been made by NQ.

However, this behavior does tend to happen in other threads where no such clarification has surfaced, and certain individuals are notorious for having an, "I don't like your idea so it will never happen and you must be stupid," attitude.

(I don't think I need to point out who I am referring to, although he may not recognize it himself, the rest of us know who he is.)

 

Basically, there is no reason to get upset at others for holding a different opinion than you or I may have. In the end, the only difference it will make is how high our blood pressure is! Being reasonable and explaining the logic behind your opinion (without being condescending,) will bring about the best results in relation to creative ideas and diversity of opinions.

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I personally don't care/want "skins". I'd like the armour to reflect the gear you're wearing, so that you know who you're facing when fighting, instead of praying RNG.

But anyway, keep in mind that 3d models and textures take away a lot of time from the artists, so I'd like better more elements, fauna, flora ,... than cosmetic stuff that add nothing to the gameplay.

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Having the armor reflect what is equipped would be pretty cool! I am playing a game currently where this is the case, and is nice to know who has what before you engage in combat!

But even from an immersion point of view, it would make sense, regardless of whether you are fighting or not.

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  • 3 weeks later...

I like the idea of predefined sets of functional suits (with buffs/debuffs), but not the fluffy cosmetic stuff (if you want to look unique, just color your avatar bright green and pink).

 

Examples of functional suits could be:

  • Heavy armor: +5 armor, -3 movement, -3 carrying capacity.
  • Light armor: +2 armor, -1 movement, -1 carrying capacity.
  • Engineering Rig: -2 movement, +10% crafting skill (rate of skill gain).
  • Agility suit: -2 armor, +5 movement, -3 carrying capacity.

Such suits should not be P2W, but instead be craftable after certain research and advancements in technology (allowing them to be incrementally introduced into the game); more advanced suits could have fewer debuffs. To increase risk and realism, it should take 8-10 seconds to switch from one suit to another.

 

It seems like a fairly simple system that would increase depth of gameplay, strategy, and immersion.

 

Thoughts?

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I like the idea of predefined sets of functional suits (with buffs/debuffs), but not the fluffy cosmetic stuff (if you want to look unique, just color your avatar bright green and pink).

 

Examples of functional suits could be:

  • Heavy armor: +5 armor, -3 movement, -3 carrying capacity.
  • Light armor: +2 armor, -1 movement, -1 carrying capacity.
  • Engineering Rig: -2 movement, +10% crafting skill (rate of skill gain).
  • Agility suit: -2 armor, +5 movement, -3 carrying capacity.
Such suits should not be P2W, but instead be craftable after certain research and advancements in technology (allowing them to be incrementally introduced into the game); more advanced suits could have fewer debuffs. To increase risk and realism, it should take 8-10 seconds to switch from one suit to another.

 

It seems like a fairly simple system that would increase depth of gameplay, strategy, and immersion.

 

Thoughts?

Everyone will use engineering rig. I'll just write here what I always reply to such ideas: never, NEVER EVER, give players a skillboost. This skill system is there for a reason.

And no you can't make such a rig super expensive to balance it because then it's only P2W (yes, even when you can only craft it)

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Everyone will use engineering rig. I'll just write here what I always reply to such ideas: never, NEVER EVER, give players a skillboost. This skill system is there for a reason.

And no you can't make such a rig super expensive to balance it because then it's only P2W (yes, even when you can only craft it)

 

Firstly, these are just some possible suits with possible buffs/debuffs; they're hardly more than a conceptual suggestion.

 

Secondly, no, not everyone would use an engineering rig. Why in the world would an explorer, miner, soldier, or anyone else other than an engineer use an engineering rig? (Also, I expect that the skill system will be much more complex than the example, "crafting skill," would suggest.)

 

Thirdly, I'm not really sure where you're coming from when you say, "never, NEVER EVER, give players a skillboost. This skill system is there for a reason." Why never?

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Because you invest time to get skills

Because it rewards players for playing DU a long time

Because skills separate newbros from advanced players

Because you cut that time by introducing armor/suits/whatever to boost that skilltime

Because I can just pay (DAC) to get such an item to boost my (or my alts....) skills

Because it's not quite balanced if there would be only certain professions with a skillboost

Because that's P2W

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@Lethys

 

I see. So you take issue specifically with skill-gain buffs. Sure, I guess those would be unnecessary.

 

What about just balanced stat buffs/debuffs (armor, speed, health, etc.)?

 

What about skill-based buffs that don't affect speed of advancement, but just add temporary modifiers (slightly increased engineering skill while equipped, but otherwise natural skill is unaffected)?

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What about skill-based buffs that don't affect speed of advancement, but just add temporary modifiers (slightly increased engineering skill while equipped, but otherwise natural skill is unaffected)?

It would technically be the same for the level/specialisation of tool your using. Some tools may increase efficiency, others may decrease crafting time. Try to make a crafting profession as deep as a combat profession. Have not just skill level but factors like material quality, crafting precision, build speed and power drain all a part of things to consider when crafting.

 

For example, when creating a warp drive component, you could either make as many as possible at an average quality (faster to build and less power drain when building) or focus on making a few/one precisely (which will take longer and consume more power to make). Each of these circumstances would be better with specialist tools built for the task, and these tools would include workstations, suits, specialist nanoformers, etc., which are also made of components which themselves could be built to give variable bonuses.

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@Lethys

 

I see. So you take issue specifically with skill-gain buffs. Sure, I guess those would be unnecessary.

 

What about just balanced stat buffs/debuffs (armor, speed, health, etc.)?

 

What about skill-based buffs that don't affect speed of advancement, but just add temporary modifiers (slightly increased engineering skill while equipped, but otherwise natural skill is unaffected)?

Well items should and must have modifiers, otherwise it's useless to use them. So yes a heavy armor should impede your camouflage, movement and sight but increase your accuracy, health and resilience.

 

But there should NEVER be skill bonuses (as mentioned your temporary ones would in fact be permanent ones) because then the whole "a veteran player with 5 years of DU xp has more skills than a newbro" wouldn't work out very well anymore.

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