| Layonara MMO Please use this forum to discuss the Layonara MMO. | | Welcome to the Layonara forums!
Layonara is so much more than a game. We started off as a tabletop Dungeons and Dragons campaign more than a decade ago. Since then we have developed into a fantasy world with as much compelling and engrossing detail as you will find anywhere.
Our current showcase is a Neverwinter Nights version of Layonara, where our world comes to life in a finely polished persistent world which you can play free of charge. These forums are set up to support and accentuate our player's experiences, but it goes far beyond that.
After years of passionate effort, our world is so well developed, so detailed, so refined that any of the handbooks, maps, historical accounts, legends, descriptions of artifacts, creature reports, character biographies, short stories, novels, movies and original art which populate these forums can surely serve as resources or inspiration for your own fantasy endeavors, whatever they may be. And our world is endlessly evolving, so resources are frequently added and updated.
There are also years of sage advice and commentary on role-playing, gaming and online community development stored in these forums. If camaraderie is what you seek, we offer that too. Our community is as active and supportive as you're likely to find on the internet. In short, these forums are a resource for you to use for whatever purpose or project brought you here.
We're confident that you will find what you are looking for, and likely, substantially more.
Please be our guest and browse around the forums which are available to you. As you do, keep in mind that you are sampling only a portion of what Layonara has to offer. Membership in our community is free, and allows you to establish a Layonara identity to pose your questions and share your thoughts on the forums. When you join you'll also be able to communicate privately to other members (PMs), establish and respond to polls, upload and download content and access many other special features. Registration is fast, simple and absolutely free. So please. join our community today!
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03-30-08, 06:13 PM
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#1 | | Gamemaster Join Date: Feb 2005 Location: Back in L-town
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| Visual Attachments Yeah, so if you have a sword equipped, the sheathe appears at your side, or on your back, or whatever. If you have a backpack or cloak equipped... you get the picture. The point is will we be able to dynamically display equipped items as well as clothing, gear, etc?
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03-30-08, 07:53 PM
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#2 | | Administrator Join Date: Oct 2004 Location: Toronto, Ontario, Canada
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| Re: Visual Attachments We are trying to support many equipped items with model updates. Not only when they are equipped, when they are stowed as well (ie shield, bow, two handed weapons on your back, single handled weapons at your side).
Bracers, gloves, boots, cloaks, helms/hoods, shoulderpads and armor/clothing will also be visually represented. Smaller things like rings, earrings, amulets will most likely not have that visual representation in game.
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03-30-08, 09:18 PM
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#3 | | Mind Flayer Join Date: Jan 2005 Location: Phoenix
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| Re: Visual Attachments Something important to keep in mind, and a lesson learned by EQ2, is that people do not always like the armor or weapon style presented by the new things they've found.
Just as we players prefer a particular look or style for our characters, so do MMO players. It can be frustrating at times when a player finds an outfit that matches their character only to have it ruined by a new article or a level that renders the equipment useless.
The action taken to fix this is to allow players access to both an inventory screen and an appearence screen. If nothing is equiped in the apperance screen the default apperance of the armor and items shows (Often rendering a character looking like they dressed themselves in a dark wardrobe room). If something is placed in the appearance section, the armor then takes on the "appearance" of the equiped item but not it's stats. Thus allowing a character to keep a prefered style while keeping up with level nessesary equipment and class related equipment that may or may not look hideous.
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03-30-08, 09:42 PM
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#4 | | Gamemaster Join Date: Feb 2005 Location: Back in L-town
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| Re: Visual Attachments Well, I agree to that in some sense, Doc, as I have always maintained specific "looks" for my characters. However, I'd really like to see that when you buy a sword, or pick it up, that if you plan to use that sword, you use it regardless of how ridiculous it looks.
In other words, while I take full advantage of altering the look of my weapons and armor here in NWN, I might actually prefer that option being unavailable.
To counteract everyone wearing cookie-cutter armors and such, perhaps a script that randomizes the look of looted armors/weapons could be implemented, and different styles (not different armor type, just different designs) of armor/weapons could be sold in different parts of the world/different cities. In this way folks could identify themselves with a region through wearing the local armor design, or someone could try faking being from a certain, region, etc. You could even have regions that specialize in a certain type of armor, say, light armor, so they have many designs and specialty light armors, but they have to import their heavy armors, so the heavy armor you buy from that region actually looks like armor from somewhere else.
Also, this means that armor designs that can't be bought could be dropped, so that adventurers don't just covet their found armors for having a special ability, but also for having a look few others have.
I'd also support a crafting system for design so that when you make an armor, you decide on it's design at the outset, and from there on out, that's what the armor looks like. You could then produce "signature" designs and such, and people could identify a character's work. "Oh yeah, I have a set of platemail made by Seteece. Quality smith, he is."
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Last edited by miltonyorkcastle : 03-30-08 at 09:44 PM.
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03-30-08, 10:03 PM
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#5 | | Project Team Join Date: Jan 2005 Location: Georgia, USA
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| Re: Visual Attachments Quote:
Originally Posted by Doc-Holiday Something important to keep in mind, and a lesson learned by EQ2, is that people do not always like the armor or weapon style presented by the new things they've found... | There are some opinions on this posted in a long and eclectic thread (more specifically somewhere around my post here). While I think that a rise in magical power of an item should equal a drop in how malleable the appearance is, therefore limiting how much 'good' equipment's appearance can be changed, I understand the 'I want my stuff to match and look good' mindset, too. Just, y'know, let's not have full plate that looks like normal clothing or a bikini; that's stupid. While I can imagine armor that is magically altered to have a permanent illusion or be permanently invisible, that shouldn't be something players can just decide to make their characters' armor be.
And though I understand the need to appeal to a wide audience (and would, in this case, normally call 'dumbing down'), I really like what Milt's saying up there.
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04-01-08, 09:32 AM
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#6 | | Mind Flayer Join Date: Jan 2005 Location: Phoenix
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| Re: Visual Attachments My sentiments exactly, my post was made assuming certain things are just not greatly changeable. However I would like some flexability in appearance.
Perhapse take a page from Morrowind... layering... Wearing shirts of diffrent cuts and colors with tunics and armor overtop. Pants, dresses, kilts, so on so forth. Some very attractive options there.
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04-14-08, 10:58 AM
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#7 | | Project Team Join Date: Jan 2005 Location: Georgia, USA
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| Re: Visual Attachments Quote:
Originally Posted by miltonyorkcastle To counteract everyone wearing cookie-cutter armors and such... | I was considering armor styles and protection this morning, and felt silly that I hadn't considered separate pieces before.
Separate slots for each body part could also help prevent cookie-cutter armor. Torso, upper arm, lower arm, hand... Then characters would have actual bits of armor to wear on certain areas, giving a similar variation of styles like the customization tools allow now except that each bit has its own armor rating. A breastplate, for example, would give your torso a high rating, while your arms would be unprotected unless you also added armor there (or had some sort of magical protection). The layering concept might even be worked in somehow.
Let's say there's an archer shopping for some leather trousers. Leather trousers cover the pelvis, upper leg, and lower leg slots (five total). When the player equips the trousers onto the character, all five slots are taken by that one action. Easy on the player.
What if the archer also had knee pads, though? Maybe knee pads are in a category of auxiliary accessories, bonus things that can be added to armor to improve or alter it somehow, even if only in appearance. But how would those sorts of things be applied? Maybe knee pads can be sewn in by a tailor, or even crudely by the archer (if he's not also a tailor). Are knee pads removable? What if someone without long pants wants to wear knee pads? Lots of questions.
Yeah, so, it's part of an idea.
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04-14-08, 04:50 PM
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#8 | | Mind Flayer Join Date: Jun 2005 Location: Richardson, Texas, United States, GMT-6
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| Re: Visual Attachments [rough breakdown]
Chain mail, leathers, and clothes:
coif (chain)/ hat, helm/helmet (Leather)
shirt (torso, arms, wrists)
leggings
gloves
boots
Plate and scale mail:
Helm/helmet
Breastplate
Shoulder plates
Upper arm and/or lower arm
gauntlets (wrist and hand)
boots
[/rough breakdown]
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05-18-08, 09:33 AM
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#9 | | Mind Flayer Join Date: Dec 2006
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| Re: Visual Attachments One thing that I think would be really nice is rather than have set item slots for each body part, allowing a total number of items that can be distributed differently. In nwn, for instance, you have to make a fairly significant mechanical sacrifice if you think your character wouldn't wear any jewelry, for example, or if you want your character to be barefoot and cloakless, since the game structure is designed for each item slot to fill a role.
I'd like a system where a Deliarite could have a glittering ring (or two!) on each finger, while a Krashin barbarian might eschew jewelry, but wear stacks of enchanted furs and carry magical totemic statuettes, and still others could choose to have an nwn-style balanced assortment of items. Obviously, the system would have to ensure nobody was wearing two helmets or whatever, but it would be really nice to have a system that was flexible enough to allow players to decide what a character would wear, rather than the game structure dictating it.
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05-20-08, 06:50 PM
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#10 | | Gamemaster Join Date: Feb 2005 Location: Back in L-town
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| Re: Visual Attachments Good call, Yclep.
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05-22-08, 06:30 PM
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#11 | | Mind Flayer Join Date: Jan 2006
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| Re: Visual Attachments One of the best thing in Layo, over vanilla NWN is the ability to create a complete look or design.
What would be nice if those designs could be 'captured' into a outfit design that could be saved, and loaded by the player.
Want the outfit of a paladin of Toran? Load a default version, then add some minor tweaks.
Play a tailor? A customer orders a new outfit, and they get your 'summer' style. Next season, it's a new style.
I guess more important then preventing people from alternating crafted or dropped gear, is to only allow it to be alternated a finite number of times. Or make it harder to alter with each change. | | |
06-14-08, 12:18 AM
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#12 | | Orc of the Black Hand Join Date: Apr 2006 Location: Mid-Atlantic USA
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| Re: Visual Attachments The customization system in layonara is nice to be able to change the look of your item. The same could be true in the mmo. You get a new monk robe but your character prefers the simple priest's robe. (which I always like on my monks). You can change it up and it looks so. Or even customize the colors of the backpacks you have on your back.
I like that idea of the seasonal styles. That would be interesting. | | | | Thread Tools | | | | Display Modes | Linear Mode |
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