Since we all acknowledge that the character creation system will be one of the stars of the show. And since opening day is always such a rush to get in, save your name, etc., etc., I was thinking about how other games have handled it.
Final Fantasy XIV has the best implementation to date. To wit, they allow all who purchased the game to download a benchmark test before opening day. In it you create your character with a near-final version of the character creator and then it uses your character in a series of scenes rendered via the game engine. It looks at framerate and gives you a score when you are done so you can assess how well your current rig can handle the game that is about to come out. Brilliant. The best part is that it allows you to create and save a number of different character designs. You save the character as a text string, so there's no client-side manipulation of game files. Then on opening day, when you get to the character creator you just paste the text string into the "load saved character"window and voila' there is your saved character that it took you several hours to make and you have it in less than 5 seconds on opening day.
I think MWM should do a similar implementation to give us a chance to test our rigs against the game engine and to spend countless hours in the luxury of unstressed time before the game opens to tweak our character designs to our hearts' content.
[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
They already have plans to release the character creator first. I don't recall if it was stated outright or implied that we'll be able to save characters to port into the live game but it stands to reason that'll be a feature.
Also, the naming convention(character@global) will eliminate the need to reserve names.
They are currently testing things against some fairly low-end systems but having a way to benchmark your rig ahead of launch would be nice.
"I don't think you understand the gravity of your situation."
I didn't realize that character@global had been decided yet. From the recent discussions I have seen, people appear to still be debating it.
[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
While I can confirm that the character creator is going to be released in advance, I really like the idea of the "scene render" thing. Getting access to 4 or 5 scenes of decent intensity to show our character in would allow us to see varying lighting conditions (can't tell you how important that is) to display our character in, let us see wind flow for the materials we chose for our costume (it'd tell us whether our cape or something is way too heavy, at the least), and see how the clothing we chose interacts with the body we build (like seeing the walk cycle of a skeleton in a robe).
So yeah, that idea definitely has merit.
An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".
Character@global has indeed been decided internally. People probably do still debate it on the forums, but in official circles it's a done deal.
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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]
Thank you for the prompt update! It's kind of humbling to see y'all read these forums as actively as you do.
[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Hey, Shadow? Can you clarify a little bit? I understood that your Character's *Identity* in game terms was character@global. Makes perfect sense. I'm just hoping that I won't see their IDtag hanging off their name out in the world. I guess I could understand it in chat windows, but I'd find it annoying and immersion breaking showing up in the primary game window. Am I making sense?
I've only seen this in Cryptic games (specifically CO, ST:O, and NW), and in those chat logs there is the option to display the global handle or not. If there is such an option in the main game world display, I haven't noticed it yet, and the default setting seems to be no handle.
Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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Avatar courtesy of [s]Satellite9[/s] [url=https://www.instagram.com/irezoomie/]Irezoomie[/url]
If it's anything like Neverwinter, Star Trek Online, or other games that use this system, General usage will only show your character name, but hovering over your name in a Super Group or in chat will show your @global as well. Parties won't show it either without hovering over. The result is unobtrusive, but not difficult to find out if you're curious.
An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".