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Posted: Thu Jan 22, 2015 8:31 pm Post subject: [Shop] Premium Aspect removes skill-based extras
Not sure how else to articulate it, but it would be nice if premium aspects covered up skill-based description stuff, or had an option to do so. For example:
Quote:
A balding man in his 50's. He seems to have let himself go in later life and is sporting an ample gut. He is wearing a Black Baseball Cap, a Grimy Sleeveless T-Shirt, and a Pair of Dark Blue Denim Jeans. Their body is covered in thick, black, organic-looking plates.
That's from the Texas Chainstore Manager. The whole joke is that he's a friendly, unassuming guy who really wants to sell you new patio furniture and is basically impossible to kill. The Chitinous Armour is important in the build, but the description kinda ruins the whole thing. I've had this problem with other characters as well.
It's a small problem/change, but it should be a fairly quick and easy little fix. Anybody else mildly bothered by the same thing?
Joined: Dec 28, 2013 Posts: 212 Location: West Laurentia Mental Hospital, Wolverton
Posted: Thu Jan 22, 2015 8:39 pm Post subject: Re: [Shop] Premium Aspect removes skill-based extras
Polymphus wrote:
Anybody else mildly bothered by the same thing?
Uhh...
Virxi Soixeni wrote:
This is a little girl with wild red hair and bright blue eyes. Her chubby cheeks are dusted with freckles. She is wearing an Eyepatch, a Pair of Plastic Vampire Teeth, a Simple Pink Frock, and a Tricorne Hat. Their body is covered in thick, black, organic-looking plates. They are exceptionally large, with massive knots of muscle. A pair of great, leathery, bat-like wings sprout from their back.
Not me. _________________ "I'm coming up with the 'Anne Frank' scale of prioritization. As in, 'would Anne Frank give a shit about this?'" - jorm
I like the idea, but it'd need to be an option, or set of options, for people to choose.
The way the current code is built makes it somewhat time intensive to have on/off switches per skill, but it should be possible to fit in an on/off switch which toggles all skill specific physical aspect changes (and take less time away from dealing with the numerous larger and more important issues and so on)
Breath 4, which will be running on all new code, can probably have switches per skill (either released at its launch or shortly afterwards).
I like the idea, but it'd need to be an option, or set of options, for people to choose.
The way the current code is built makes it somewhat time intensive to have on/off switches per skill, but it should be possible to fit in an on/off switch which toggles all skill specific physical aspect changes (and take less time away from dealing with the numerous larger and more important issues and so on)
Breath 4, which will be running on all new code, can probably have switches per skill (either released at its launch or shortly afterwards).
Yeah, that makes sense, and sounds less crazy re coding: an all-inclusive on/off switch for skill extras.
Maybe don't even tie it to premium aspects? Do they actually have a gameplay purpose, or is it entirely cosmetic? Since you can't check a person's profile/skills before interacting with them, 9 times outta 10 the line is either not important, or you'll figure it out after the first attack.
Do they actually have a gameplay purpose, or is it entirely cosmetic?
Cosmetic.
Polymphus wrote:
Since you can't check a person's profile/skills before interacting with them [...]
Quibble: Unless you're in the same faction (the roster includes character links), see a past action (their names in the logs are character links), or are in the same tile as them (their level is a character link). _________________ |The Devil On Your Shoulder 4407 | Mira Lasan 1724 | Officer Horwood 1763 | A Ghast 5143 | A Velociraptor 3721 | Father Christmas 3115 |
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Mon Jun 10, 2019 4:56 pm Post subject:
In the B5 environment (and this might not happen right away at breath launch, but it's a goal we can work toward piece by piece) we hope to give players more advanced personal toggles like this. The recent update that added passive pet regeneration is one such toggle; we plan to add others in the future. This one isn't a very big deal but it wouldn't be hard to add once we have a good system for personal toggles set up.
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