Talk:Vale Wraith

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No Legs[edit]

The running motion with no legs looks silly. - Mocceb 21:47, 20 October 2011 (UTC)

I was thinking that but it would be a bit too much work to add a new animation just for one costume. It would look absolutly cool to glide about though. User Tytan Crow Crow.jpg Titan Crow 18:15, 22 October 2011 (UTC)
The animation needed for this is already in-game and is used by the Margonites & Dhuum, they would just need to add it to this costume. --MageUser MageMontu sig.pngMontu 07:07, 24 October 2011 (UTC)
It would probably be difficult, don't forget that the costumes are just cosmetic, the animations are still the ones from the characters profession.Snowstone 14:28, 24 October 2011 (UTC)
Who honestly cares? There is no one amongst the mobs in PvE to complain they can't differentiate your profession with your animations, and you can't wear it in PvP under any circumstance.
That's definitely not his point. The point is that this is a mesh/texture replacer, as all costumes are. The character's skeleton(Not literal skeleton, technical skeleton) is the issue, and changing it from a costume would be quite a bit of work, I'm guessing. I'd assume the costumes have nothing to do with the skeleton and as such are designed not interfere with the character skeleton at all.--GerrohUser Gerroh GerrohEmblem.gif 23:56, 31 October 2011 (UTC)
Don't think it's that big work since we have tonics which changes the character's skeleton. --MageUser MageMontu sig.pngMontu 16:40, 1 November 2011 (UTC)

I'm with everyone who desires a glider. I was very excited to buy this costume, but thankfully saw someone walking and running in it first, and saved my money. Wouldn't be against buying it if it glided, but the "running with no legs" animation is kinda silly. Also, I agree with Montu. All the work that would be required is making a new male/female skeleton for this costume. They could probably recycle from the floating margo's or the Reapers.67.181.180.101 23:27, 15 November 2011 (UTC)

Tonics and costumes are different mechanics by a long shot. Tonics, like most forms, changes the model, frame, everything. Costumes are just sets of armor - they're restricted to the animations of the character (costumes, unlike armor, just have 10 versions of them - one per profession). So the only reasonable way, to my limited knowledge, to make the Vale Wraith float/glide would be to make it a tonic. And by that point, might as well just go with a Dhuum Tonic. Konig/talk 02:54, 16 November 2011 (UTC)
20 versions, I think. 10 professions, 2 genders. :o [ Tyloric ] User Tyloric t.jpg [ Talk ] 21:00, 18 November 2011 (UTC)
10 versions per outfit as the male and female veresions don't look the same. But yes, the artists do have to make 2 sets of 10 identical outfits per costume. Konig/talk 21:12, 18 November 2011 (UTC)
You're sort of missing my point. You wouldn't have to make it a tonic, you'd just have to make it function like a tonic. Copy and paste appropriate tonic code into the effects of wearing this. Anyway, I'm not a coder working on this game, so it's hard to say for sure, but it seems like it'd be a very minor bit of copypasta to fix. Maybe two hours, tops. And actually, I'll even make this special offer: Send me the code for this costume and the code for the Phantasmal tonic, and I'll work it out for you! 67.181.180.101 19:34, 22 November 2011 (UTC)
Your sort of missing my point. Tonics act as skills (or rather, consumables are items that, when used, use a skill), costumes act as armors. They do not function the same. Either it's a consumable, or equipment. If the Vale Wraith acted as a tonic, it would not be a costume. They are not the same. At all. Konig/talk 19:40, 22 November 2011 (UTC)
You really don't get it. It's all CODE. By clicking a tonic, you apply an effect to yourself. The effect activates a code that changes your skeleton/appearance accordingly. It can just as easily be modified so that a similar code is activated when the Vale Wraith costume is applied. Would that make it different from other costumes? Yes, yes it would. Is it impossible and/or heresy? No, I don't think so. You just have to apply the relevant skeleton-changing code from the floating creature animations to the list of effects when the armor is applied. The code doesn't care if it's a costume or a tonic; it's just looking for triggers. If it sees the tonic trigger, it applies the code that changes your skeleton. If it sees a costume trigger, it applies the code that changes your appearance. It doesn't care between the two, and you can just as easily put a tonic-type skeleton changing trigger on a costume as a appearance changing costume trigger. It's the difference between if (vale_wraith_costume) apply (appearance_x), and if (vale_wraith_costume) apply (creature_model_x). Does it involve creating "creature_model_x"? Yes, yes it does. Would that be difficult? No. If you insist on keeping the profession-specific behaviors/stances, then you just keep the appearances codes that you already have for the costume, keep most of the skeleton codes relating to the profession's models, and just add the applicable "legless/floating" code that's present on the Reapers/Margo's/what have you. Minor tweaking, is all. Throw in a little if (profession=1) apply (creature_model_x.1). Not saying that it's exactly that simple or that their code looks like that, but it's going to be that basic concept. What you're saying is that because it's a costume, it CANNOT have the effects of a tonic, but it could if they wanted to code it to. The code doesn't care. If the devs wanted to, they could make a green sword that had the scythe attribute of hitting up to three foes. The code wouldn't care. 67.181.180.101 19:38, 24 November 2011 (UTC)

(Reset indent) Yes, it's all code. What you want is a consumable (a kind of consumable called a tonic) and not a costume - the kinds of items are coded differently. Konig/talk 20:18, 24 November 2011 (UTC)

Ok, no use in arguing further. The point remains that they can make it function like that if they want, it doesn't have to be a consumable.67.181.180.101 21:32, 24 November 2011 (UTC)
Oh, they can change the function - for new items - but it wouldn't be a costume, and yes it would be a consumable. The code you want makes it a consumable by the definition we give them. It would likely be in the form of an everlasting consumable, but yes a consumable. Konig/talk 21:41, 24 November 2011 (UTC)
If every little piece of the entire game were built as a completely discrete If -> Then section of code, sure, it could be as simple as you describe. And the code would be measured in terabytes. Systems are built on systems. Costumes are almost certainly an extension of the code for armor and capes, which I'd be willing to bet are pretty deep in the original code. Tonics are most likely built on top of the Nightfall Disguises and Dervish Forms, which boil back to skills, which again is a pretty integral part of the system. To effectively accomplish what you want, all of that code would need to be looked at, along with potentially plenty of other code that interacts with it. At the absolute most simplistic, they might be able to make a Disguise skill that's automatically applied when showing the given costume piece, which would still require a whole new function written and fit in, plus it would mean they'd have to make 20 models from the skeleton up, including redoing every single animation to fit the new skeletons, rather than just 20 skins to fit onto the existing profession models. Even discounting the not-nearly-as-inconsequential-as-you-suggest programming itself, that is a lot more art resources, and there is just no way you're going to make enough extra revenue to justify that. Even an incredibly optimistic 50% increase in sales doesn't work if it's double or more the resources used, and you can't increase the price without losing sales fast.
I'll be the first to say that anything is possible, but what you're asking is an economically losing situation that benefits a tiny percentage of the playerbase. When it comes down to it, if you don't think this costume is worth it as-is, don't buy it. If you already have and regret it (I know this doesn't apply to you, 67.181, but I'm speaking in general), I'm sorry but you got what you paid for. You can try to appeal to Support that it wasn't what you expected for a refund, but I wouldn't be optimistic. - Tanetris 23:03, 24 November 2011 (UTC)

Disturbed Fans?[edit]

This costume if dyed black looks like "The Guy" who is Disturbed's masscott! Anyone else noticed this??

much as I like them, no 24.130.140.36 21:10, 23 October 2011 (UTC)
It's Dhuum. DemonicFahrirUser Demonic Fahrir Sig.jpg 15:11, 24 October 2011 (UTC)
not even close, it's just a new costume just like the dwayna's regalia not being based on something. --you like that don't you..The Holy Dragons 16:28, 24 October 2011 (UTC)
Well, the legs are kind of close, they have 3 of the metal loops, where dhuum has 5, and is spikey. Really this with a grenth's regalia mask is like a non-spikey version of Dhuum, or as close as a player can get.174.100.25.69 18:21, 24 October 2011 (UTC)
Still waiting for costume for Lyssa. Stumme said the costumes are supposed to tie in to the lore of the game, but the Vale Wraith skin is used for nothing but one lowly transport NPC of zero significance.
Scarred Psyche --you like that don't you..The Holy Dragons 16:42, 1 November 2011 (UTC)

Halloween Costume[edit]

Sad in my country halloween isn't so popular. I'll definitely make this costume for a halloween party next year. Entroop 09:53, 31 October 2011 (UTC)

I hope you made your purchase. I have mine, but user support informed me, they have no plans to sell this costume among others in the store. --Wendy Black 22:23, 30 August 2014 (UTC)