Implementing Transmog Properly [Customization Feedback]

How you acquire the gear/appearance does not equate to how players are able to express themselves.

The only difference between having all cosmetics unlocked because you’ve invested materials into upgrading the NPC and acquiring the pieces individually… is just that. It’s a time sink. It offers nothing additional but more time spent unlocking the SAME thing with less being rewarded to you.

It’s pressing “Upgrade” and unlocking I dunno, 4 new headpiece appearances, 6 glove appearances, and 4 new chestplate appearances, including the one you were specifically after.

What makes your character look unique is how you designed them. Not whether or not somebody dropped 40k more gold than you to get their preferred cosmetics from the market. Stop trying to gatekeep individuality. Even worse, is that in the video I showed you, NONE of the appearances were level locked.

Go watch it, because I know after you saying that players would experience an inability to equip the gear when they want, you did not watch the preview.
An extremely good example of this, if you look in the top left of the video, you will see that my character is level 29. The max level is 70. I have transmogs available to me that are from much higher level pieces of gear.


Here’s an example using the exact same scenario you mentioned.

Player is leveling around, getting drops, upgrading armor. They hit level 10 and get a new piece of green gear to replace their grey straw hat. The new green piece of gear looks like a helmet, but the player wants to keep using that cool straw hat. They come home, talk to the NPC, change the hat appearance, and go back outside leveling.

I am telling you that you genuinely do not understand what you’re trying to argue against.

I fully understand what you are expressing. I watched how that transmog system works, and its not good. There is nothing compelling about unlocking a ton of stuff at the same time. Less is often more.

And YES how a player acquires a piece of gear equates perfectly to how a player will be able to express themselves. if they don’t collect it, they can’t express it. In your system, everyone will be given the same stuff, everyone can express the same looks. That is NOT what transmog is about.

Part of the fun of collecting a piece of gear is the work that goes into it. Unlocking a tier of gear, that EVERYONE has access to for that tier is psychologically not as engaging. How old are you? Do you drive? Have you ever been given a car and then had to purchase a car for yourself, with your money that you worked for? The car you worked for will be infinitely more respected than the one given to you. I mean this is human psychology 101, the basics.

You are suggesting to implement a system that does away with the aspect of going out into the world and farming gear because you did not like that system in wow. But you did not like that system in wow because you felt like you were forced to grind the same content again that you did years ago. Sorry, but that’s your issue, not an issue with design.

Making people go out into the world does just that, it makes them go into the world instead of standing around in cities. It makes the game feel more populated with people all over the place.

It also allows for new players to experience old content, even if they do so just to collect gear. I did mostly PVP i WOW since 2004. I have a high warlord (Well he is a grand marshal right now) I missed out on a LOT of raiding, but I was able to see most content later one when I could solo an instance for gear.

Allowing people to go back into older content, allows the content to be recycled. In an MMO recycling playable content/assets is an ABSOLUTE MUST because of the time and cost that goes into development time (I already explained this).

The transmog system as I have laid out (how wow does it, or ESO) allows for old content to be recycled or seen for the first time by new players. It allows for players to express themselves with a piece of gear they have collected without farming some NPC.

I appreciate that you are passionate about transmog, as am I and many folks…but the system you are suggesting be implemented is the same thing as giving someone a car (or in your case given 20 cars), vs the car they worked for. It will not be appreciated as much.

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ya wow’s transmog is great, i want a reason to go back and do old content to get cool sets.

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Everyone in WoW already DOES have the same stuff. Like I said previously, the only difference is whether or not you’ve invested the absurd amount of gold required to unlock them, or the disgusting time sink repeating content you’ve already seen a hundred different times.

To make this as clear as humanly possible for you:

WoW Transmog - 100 items available to transmog for all players, each piece must be individually found and collected, through grinding or gold sink.

D3 Transmog - 100 items available to transmog for all players. Multiple pieces are unlocked by investing in your local NPC.
These are just representative numbers, not the number of appearances that are actually available in either game.


Did you seriously just try to equate time, money, and effort involved in learning to drive and finding a suitable car to virtual cosmetics? Yeah, people are going to enjoy the things they invested more time in. When the investment is proportional to the SCALE OF THE ACTIVITY.

Cars are years of learning how to drive, thousands of REAL money being invested, and the risk of being hurt when you’re on the road even when you do everything right. This analogy is disgusting. Your entire basis on how investment and rewards work seems completely warped.

You said it earlier. People just want to change their clothes. Then just let them. We can do that without having to waste hours of their evening to get virtual fashion when it’s a game they’re supposed to be logging on to enjoy, or relax in. It is not supposed to be a chore, like real life.

For everything good about WoW’s transmog, it has no place in a game that operates on something that’s close to 1/4th or 1/5th the scale of WoW.
That system did not respect the player’s time. It was, and still is, part of the design that WoW has that you end up spending as much time as possible online, playing their game. You’re hooked with a subscription, and cosmetics you have to grind for, and gear that is almost entirely defined by RNG, (more grinding) and progressing in raids that takes some people months to ever fully complete. It’s just RNG and grinding stacked on top of more layers of RNG and grinding.

This seems like cosmic, weapons-grade level of sunk cost fallacy trying to spread itself to another game. You are so concerned with making sure that you get to be unique that you are more than willing to gatekeep self-expression. Masking it under the guise of “That’s how an MMO should work! People should spend more time getting what they want.”

I don’t know how long you spent grinding out every single item for your perfect outfits, but I’m sorry that you can’t see how toxic parts of WoW and it’s transmog system actually was.

This is patently incorrect based on the observable fact that World of Warcrafts Transmogrification system and their reward (loot) system do not operate as you suggest.

And the people who DO have the same armor as someone else, worked for it. This is a good thing.

And you are making what “clear as humanly possible”? I already understand what you are saying to degrees you can not even FATHOM…but I strongly disagree with you.

I already went through this, but apparently you need things explained a bit more clear. You need to take some classes on human psychology. It is a well known studied fact that when a person works for something (wows system of reward), it will mean more to that person vs something handed to them (diablos system of reward). Reward systems are important in gameplay, especially player retention and longevity. If you give up too much, too freely players will lose interest (there are threads complaining about this in this very section of the forums). At the same time if things are too difficult, the game will also lose the players interest. Its a balancing act, but your desired outcome for New World transmog errors on the giving up too much too easily aspect.

Unlocking multiple pieces is bad and does not align with the overall psychological goal of why people like to express their individuality, which in this case is through transmog.


Easy there, you are taking a discussion into personal territory…and have been for a post or two now. I suggest you refrain from personal attacks.
Yes, I used cars as an example, but the psychological component of a person working towards something is not exclusive to cars. In fact, the reason I use a car is because its the two extremes. Either being given something extremely expensive that you do not respect. Or working for something of equal value that you do respect. The difference is not in the price, it is in the effort put forth.

A 10 year old buying an action figure or doll will have the same respect for the doll they save and purchase vs the one given to them.

But they want to change their clothes for the things they worked for, but more importantly the reason for changing clothes is to be unique. Your recommendation for transmog is like communism, eveyone gets the choice of changing the same clothing every one else gets. There is nothing fun or rewarding in that, and nothing to be proud of because nothing was worked for. Unlocking clothing at a vendor that everyone unlocks at the same vendor is not the same as getting a unique drop from some random mob. Psychologically its completely different.

I completely disagree, if anything the smaller scale of this game lends itself BETTER to wow’s system of transmog.

I disagree. It enforces people spending time online getting their full 15 dollars a month worth. Just because you don’t like it, does not mean it sets the rule. I personally loved all my time in wow and never felt it grindy (except trying to get certain .01% mounts).

I have played wow since 2004. I have a massive ton of alts on horde and alliance on multiple servers, all with unique transmogs and the time I spent doing that stuff pales in comparison to the time I PVP’d or spent doing dailies or other in game activities. In fact, farming for transmog was one of the least amount of time sinks the game offered.

Incorrect. Because in the system I am discussing, a person gets to transmog what items drops for them ASAP. You assume that every player playing the game has committed to memory the existence of every single piece of gear the game has to offer cosmetically. Then and only then would your assertion make any sense, but that is so far from reality I can only laugh at your accusation.

There is nothing toxic about wows transmogrification system, there is a fair amount of toxicity coming from you in your replies to me, which is completely unwarranted in a discussion.

Wow’s system allows you to transmog a piece of gear you earn, when you earn it.

Diablos system does not, and it gives the same outfits to every player so that everyone can look the same.

GG

For sure! Their system allowed me to go visit content I had never seen (and a reason to go there), and it allowed me to revisit old content I had done years prior seeing the sights a bit slower.

Sometimes raids happen too fast and you dont get to take in all the eye candy. This is especially true in new world. Being able to go back into those raids to get pets, mounts, gold, transmog options etc was a lot of fun and I got to see the sights at a pace that worked for me.

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ya i went back and helped someone with depths before it was mutated and got thorpes helmet, never seen it before but i went in with full 625 luck gear and saw it, i was so excited, didn’t even know it existed.

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That is cool! I hope you can use it for transmog someday.

i have only seen the instance once. My Gf and I had run through it for a quest, but the people we were with rushed through it, so it was hard to take in the sights.

Okay, I don’t usually write these sorts of things, but I had to respond to this. I’ve been a HEAVY extremely serious RP’er for numerous years now, I’ve played WoW since vanilla, I’ve poured time, creative energy, art, and effort into every single character that I’ve made to make them as realistic as I possibly can, and I can honestly say, I heavily disagree with you. Let me explain:

I’ve poured a lot of time into finding pieces over the years, however those pieces, after the fact, never really held heavy emotional value for my character themselves, why is this? Simply put, what attaches a person to their characters design is not through the effort we put into getting the pieces, but rather the time we spend associating our character with the pieces they wear. A system like D3, where a baseline set of items are available based on your weight class/armor class, would be preferable because it WOULD start the association of pieces of gear with your character at both an earlier stage, and form the bond effectively. The idea that people wear specific pieces of armor is based due to the effort they put into it is entirely flawed, let me explain with an example:

One day when I was browsing different armor sets in wow, I spied a cool looking set of armor with blue scaling, so I went to go farm it, as you do. I got almost all the pieces within a few runs, great! right? well, I got them all, except the pants, the pants were a huge piece of the set and it took me roughly 6 months of near daily grinds to get it. Do you know how many times I actually used that set after I FINALLY completed it? about twice. Why? Because my association between that set, and that character were so fragmented that I lost almost all of my interest in the piece immediately after I got it. I ended up hating it, because I had to work so hard, for so long, for what amounted for some colorful pixels. Some people find value in a grind like that, you, sound like one of those people (just based on how you talk about different armor sets), but equating your experiences and feelings to the whole is just blatantly misplaced. Moreover,

Stating this as a truth about humans as a whole is both incorrect, and playing into the same thing that Alteroes accused you of, the sunken cost fallacy. Yes, people value things that they put time and effort into, but if that time and effort is not rewarded as much as it should, or isn’t effectively ‘paid off’ in one way or another, it loses value entirely to the person, they just begin to hate it, when they should, in your eyes, love it. People want to feel that wondrous “gosh I’ve finally done it!” feeling, but if the grind is too much, ultimately they begin hating that they spent so much time and effort to something that is ultimately useless. Sometimes this results in denial, it ends in the person saying “this surely has value to me because of the time I put in!” when in reality… it usually doesn’t. It’s a pretty toxic mindset, one that breeds elitism and denial, it’s not healthy to encourage that.

Grinding, does not inherently give value to everything that one receives, the amount of grinding that I did, on a stupid pair of pants, did not give them value to me, nor should it. What gave things value was the amount of time I used them, the time I spent adventuring in that straw hat you both talked about earlier. I associate that character with that hat, not because I spent time finding the hat, but because I wore it, and spent time loving it, and my character together.

Maybe, for you, this seems like not a lot of time spent, rolling through countless dungeons and raids that became antiques ages ago, but for others, they don’t have that kind of time to spend, they just want to enjoy their game. You may not like players that play like or are named like Cheetoduster420, but he paid his money just like you did, and he deserves to have his say, just like you do. The funny thing is though, you run over your own ideas when convenient

Yes, no one has committed to memory every piece of gear the game has to offer, they don’t often remember the time they spent finding one piece, where they got it, when. When time rolls forward, those memories are lost because they’re unimportant in the end. What matters is which pieces speak to the character you have. I can’t remember where most of my sets came from, but I do remember however, every single set that I made for every character, the grinding, doesn’t give it value, wearing it does, you admit it yourself in that statement. Value comes from the time spent looking at, and loving the piece.

These two statements themselves contradict, which is a little ironic, considering they’re right next to each other. The point is changing clothes, to make a unique combination that you find fun for your character, something that speaks to you personally. It doesn’t matter what everyone else has when you’re making these decisions, because ultimately, you’re picking things out based on what YOU like, not what everyone else likes, or has. Even IF everyone had the same exact choices of clothing (and they wouldn’t in the D3 system) this doesn’t mean that everyone is going to wear the same outfit, or combine things the same way. NW has loads of different, gorgeous pieces of armor that I would LOVE to wear, other people having access to this armor, doesn’t and SHOULDN’T play into that. However, in case you’re concerned, there ARE plenty of pieces that you can grind for, that not everyone has, they can add pieces that you have to find to wear, and there are already cosmetics that you can buy or get from twitch ect. These things won’t go away even with a system like D3, if that has value for you, then you can do that, if you don’t feel it’s valuable to you, then you Should have the choice not to.

You need to understand, that not everyone is you, not everyone gets value out of the things you personally do, that there are people that share things with you, and are different in other aspects. Taking this into account is what separates a good game from a bad one, the ability to CHOOSE is an important one. Giving people the opportunity to wear pieces that the art team poured love, heart, and soul into, is a beautiful thing, people should be able to enjoy these things the way they want to, forcing your idea of what creates value, isn’t great for anyone. Moreover when you try to support it with misquoted and misunderstood snippets of psychology, as though effort is the only correlating aspect to value in something as complicated as the human mind.

Yeah, I get that he got a little upset about the car statement, but it’s justified in its own right, things need to be comparable to the time put in, and frankly, a digital t-shirt, just isn’t valuable to some people the way it’s valuable to you, regardless of the time put in. Equating something that amounts to a collection of pixels in a game, even if grinded mindlessly for literal years, to a real life investment that requires actual time, learning, effort, practice, and risk is just not the same thing, in any aspect. He was trying to explain that to you, but you took it as a personal attack.

He was trying to explain that your idea, is a faulty one, and that a lot of people would honestly be offended at a comparison like that. It makes it look like you can’t be reasoned with.

Now, on the notion that it would be ‘easier’ to code and implement a system where each individual person has individual unlocks for every single piece of gear in the game, versus a system where you unlock a block of outfits given a tier system granted from an npc. The answer should be obvious once you read that previous sentence over again, if it wasn’t already. The block system is an easier system to code, implement, and maintain by EONS. A system like that would come out faster, would require less memory to maintain, would have far fewer glitches/bugs/issues, and would be more fluent for every person.

As someone that loves to dress up, I would be happier knowing my friends could dress up in the same or similar outfit to mine for fun adventures in a merry band, celebrating these lovely pieces of armor and gathering value and memories from them, vs having to help them grind through it all for hours because RNG was unkind to one of my friends, only to play a couple of hours because we got exhausted trying to just put it together, only to never do it again. All that time and effort forced upon my friends and I on behalf of a minor part of the community that is completionist or else obsessive about hard to acquire clothes is nearly the definition of toxic. Ironically, in the D3 system, that minority of players that feel that way, still have a place, as there are legendary items and equipment that can be farmed and acquired, things that are unique to that player, paraded around like trophy. I would even go so far as to suggest adding in the D3 system, and then specific secret quest lines and Easter eggs of clothing sets that you can acquire ONLY through finding them in the wild/hard to reach areas or fighting a weird, secret boss, or some such, that would be great! I’m not ignorant to the joy that comes from content like that, but to suggest that everyone should have to deal with only that, isn’t okay.

I’ve gone and said this all, without even touching on the fact that, above it all,

The value that a player gets from getting a piece of armor that they worked hard for is entirely imaginary.

The reality is, RNG is at the end of the day, RNG. It means that for every piece you worked for months to acquire, another person may have got it in their first run. It’s not something to overcome, it’s not something that everyone has to endure, it is only something by which time is consumed for one person, over another one, creating a fake appearance of difficulty. That pair of pants that took me 6 months, took another person 2 runs, I’ve MET people that didn’t realize those pants were even rare. The value that a person puts on a set in a game, parading it around as though it’s a big achievement, might not have been, they might have been just simply lucky, they may even just think the set just looks cool, and that’s the end of it. That toxic elitist ideology that some people get from rare suits of armor, is just that, toxic, and moreover, fake. It’s not needed. Some people like it, and those people can exist in a D3 system, but acting like all of this isn’t just a fake idea created through personal difficulty, that it even has that value to begin with, is exactly that, an act. RNG curses, and it blesses, that’s all there is to it.

Finally, onto the flaw in comparing WoW to NW. The reality of it is: they are entirely different games that are designed entirely differently. They have different goals, different focuses, different groups that are interested in it, and different timelines. WoW is designed via a sub based system, a system designed to keep you engaged in the game for as long as physically possible, something that will always, and forever, ultimately end in grinding, because it’s simply too expensive and difficult to do otherwise based on the way people consume mmos. Some people will actively spend every waking moment consuming content created for them, about as aggressively as possible. Anyone who played NW the first and second week will know that there were people within the first few days already at 60, because that’s how some people are. For WoW, it’s beneficial to add an entire system that forces you to regurgitate old content over and over again for hours, days, weeks, and months on end because it means you will continually pay them money, if only, thanks to the sunk cost fallacy. RNG is the friend of sub based mmos, and it’s used extensively, and excessively.

NW is a pay once, and play kind of game, you pay your ticket to get into the show, and you can enjoy it forever, as long as you want, or as little as you please. A game like that does not need to add artificial, grinding content to keep you engaged because you already paid the entrance fee. Yes, there is value in trying to keep people playing, yes grinding does and will continue to exist even in NW, but there is no pressure to force people to continue forever. Despite this, or perhaps because of it, NW made a wonderful system that will keep you revisiting old areas and new areas nearly equally at any given time. While I’m playing the game, I’m constantly bouncing all over the map, old areas for iron, new areas for magic wood, oh there’s a war going on better go to this area to sign up, better jog over here to help fight off this other faction. Jump jump jump jump. You are constantly going everywhere, no area is old, or new after a certain point, it all just IS and that won’t be going away with the addition of new content. ‘Older’ areas still have needed materials, wars, people, events, hey, maybe you simply just like the houses over there better so it’s your storage area. Maybe you’re just there because that’s the mutation dungeon that week.

There is absolutely no reason to worry about making players revisit old content in NW, because there ARE no old areas due to the core design of the game and it’s endgame content cycles

Comparing WoW and NW discounts their central core design ideologies entirely, it’s flawed action that would ultimately end in a misdiagnosis of any issues you found, or problems in any core systems you’d want to implement. They simply can’t be treated as though they are the same game. Yes, they are similar, but acting as though one system for a game will work as well for another, especially when they don’t even share the same basic goals, is a flawed way of thinking. NW does not need to revisit old areas, because it does not have that problem, nor will it. It has different problems that require different solutions, because it is a different game, from it’s core outward. Ironically, it’s easier to compare D3 systems and NW systems than it is to compare WoW to NW because they share more similarities and philosophies both in how the core gameplay loop is designed, and loot is acquired.

Finally, and this is more of an aside. No one here is attacking you, at least from what I’ve seen. However I cannot say the same for you, from your weird hate towards people that enjoy a game differently than you do.

To your implication that players that enjoy a game differently than you have less value than you do.

To the weird ego you portray sometimes.

All I have to say is this: I really hope that you take a moment to look back at how you speak to people and evaluate your viewpoints on people that see the world differently than you do. This is a conversation about a game, an exchange of ideas that doesn’t require us to combat each other, it would actually be preferable if we didn’t. People talking about your ideas and feelings does not equate to them attacking you or being toxic. People enjoying things differently than you doesn’t make you greater or them lesser. We don’t need it, so please, don’t be so defensive in the future, there hasn’t been any cruelty to anyone, save for you towards SupDog69 and Cheetoduster420. Let us have our straw hats, and get on with our lives. Thanks.

And to the NW Devs that may have looked at my post, Thank you for all of your hard work. I’ve never seen a team be so attentive to their player base, it’s extremely encouraging, and part of the reason I even bothered to write this at all. Your game is lovely, and you should all be proud of it, I see the hard work, it’s dripping with effort, despite the clear time constraints you likely suffered through. Sorry I wrote a book, but thank you for reading it regardless.

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A lot of good points, couple of things

The block system is an easier system to code, implement, and maintain by EONS.

I’ve been coding 30+ years (most professionally, and most on systems larger and more complex than an mmo) and I without having access to the code I wouldn’t make that statement.

A game like that does not need to add artificial, grinding content to keep you engaged because you already paid the entrance fee.

I agree that NW doesn’t have the same need to revisit areas since there no “old areas”, but I think the point being made was more “it gives players something to do” e.g. “Oh I’ll run Depths to get Thorpe’s Helmet” and there is a need for that (since AGS need players to keep the game going).

Also, your example about hating the pants because of how long the grind was is based on the assumption that the grind for “non-block system” would be too long a grind. However I understand the point you were making.

Regardless it was interesting to see another approach to the problem. I would have liked to see what you would like though The original post talks about a grind to level up the NPC and requiring mats and gold etc. so I think you wouldn’t like it either?

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Rather than walls of text with people saying why they don’t like one system vs another I think what maybe better for the devs is to say what our personal requirements and how important those requirements are e.g. “MUST be able to see all available ‘fashion’ and how to obtain it” (I am using the term ‘fashion’ as a catch all for anything that can be used as a skin to replace the look of something)

Giving full detailed explanations isn’t really helpful since the devs aren’t going to just copy the same system as another game. Better to list the things you want the new system to do.

I actually don’t have a strong opinion on it. Personally I like the “have to go and find/grind the fashion” since it gives me something to do. So my only requirements are (summarizing this post)

  1. Convert any piece of gear I own to “fashion”
  2. Must be able to preview “fashion” without having to convert it.
  3. Optional. Reduce the grind for lower level “unique” items if my character is higher level e.g. increase the drop chance for Thorpe’s Helmet if I am running normal Depths at GS 600 (I understand there maybe no simple way to create a rule as to what is “unique and of no real use to a character”. Maybe “named” + “maxGS < 590” when character is GS 600)
    Not even sure this would affect many items, hence the optional tag.
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This still exist in a system where legendaries still need to be earned, and in a system where people need to explore to find different, hidden outfits. I made the mention in my posts, though not repetitively that they could very easily simply drop a set in some secret places in the world for people to find, or for a somewhat obscure boss that already exists, like perhaps the giant monster turkey, you could get some pieces for that in particular in the future, should you want to walk away from a system focused so heavily on revisiting dungeons. I don’t subscribe to the idea that the only way to add content would be to demand they visit a dungeon repeatedly in order to gather sets and pieces, but either way you cut it, neither system really gets rid of that either.

I don’t actually mind the idea of trying to ‘earn’ our way in a sense by leveling an npc, i just don’t think the best answer is to make every single piece an individual pickup that you must then re-find and earn, or grind for. There are numerous pieces that aren’t officially legendary but are still rare, and need to be necessarily farmed to earn, such as some particular pieces of crafting sets, these both don’t go away, but shouldn’t be required to grind to simply gain what amounts to a flat piece of folded cloth, people already spend hours to them for the tiny benefit they give as a set.

I never said I was opposed to gating things a little bit, I do think it’s a decent idea to sort things by level so a level 10 doesn’t exactly have the ability to look like a 60 without earning his way through materials, azoth or what have you. It’s simply that NW does not need a time sink like the WoW system, it does not gain from creating a system that keeps you stuck doing the same repetitive content for weeks on end. There is no purpose, and no joy in a system like that for most players. It is needlessly restrictive for little to no benefit with regards to NW as a game, one that certainly functions far differently than WoW. For Wow, the system implemented, would, and does for their goals, work, but stating it like that’s the best solution for NW is not the same thing.

Giving more people more reason to get into the crafting and gathering system, or invest into the auction house in the game though, yeah, absolutely I support that. Getting people to get into the dye system already present in the cooking skill, I completely support that! In fact, I would LOVE to see more people get into the dye system because I personally found it enjoyable after a bit. It causes you to wander, finding these somewhat obscure flowers in far off, somewhat random locations, and spotting paintings, or new little spots of ore along the way, racing to get to that silly purple flower before someone else! I would say though, if you’re going to focus more on the system though, perhaps just a touch few more flowers, it would be a bit difficult otherwise.

Heck! you could even have a tier system for the transmog access, say a wardrobe wherein the level of the item reflects and restricts the access to clothing sets therein (though rare pieces will always be accessible), so people have another reason to get into furnishing, or furnishers have more work to do. It would cause more people to invest into already created systems, and gain interest into a system that, perhaps they had no curiosity about prior. It would give people more reason to purchase and uses houses, if only to access the greater wardrobes that have more clothing in them, Realistically it even makes sense because you would have more ‘room’ essentially to fit more clothing in with a bigger wardrobe! getting more people to purchase houses would be a great benefit to the players in the game, and get more people invested in the world, decorating their house, getting some jobs done to get more decoration access or storage, getting to know the area outside the town you live in.

Alternatively, or even additionally, you could add more flavor, perhaps by adding an npc with a curious questline or three to go find chests full of clothing, that you then use from that time forward, we have all of these lovely inns in the game that don’t rightly get used by any of the npc’s and I would LOVE for people to visit them more, there’s already a space screaming out for an npc like that. The npc could even give you access to the first tier or two of clothing options!

I think at the end of the day, for NW in particular, we do not need a transmog system that forces us to grind. There are numerous, easy ways to implement a system that makes everyone happy, and can add genuine joy and interest without artificially increasing length through fake, rng based difficulty and stress. We don’t need the WoW transmog system, and adding it, would be a grave error that would create problems that didn’t exist prior. It needlessly restricts in ways that are individual and with heavy cost to the player. It prevents people from enjoying the game the way they wish to, with no real benefit to the creators, or a large amount of the players.

To put it simply, I have never once seen players cry out for more grinding mechanics in NW

or really in any mmo game. What I have seen is a dev team walk back the implemented grinding crafting system a bit to make it more accessible to more players. I have seen almost all players meet and greet that news with great joy. I don’t think anyone would say an event like the easter one was ‘successful’ that anyone truly enjoyed killing rabbits for days on end. I don’t think NW, a game that does not profit from keeping people strapped and playing the game as long as possible, would benefit from a system that only gives us mindless hours of grinding, when it would be easy to simply give us more things to be joyful about, to mess about with, to create memories with, and things that lead us to enjoy the fruits of the world just a bit more, especially with each other.

Appreciate you posting in here again. It’s been awhile since playing through D3 but the time spent ranking up your NPC was pretty moderate from I remember. Something around the level of “you will need to actively pursue this for a bit if you want more appearances” but never to the point of being disruptive or frustrating because it took so much to level up.

I think the biggest point of contention that’s easily confused in the whole catalogue of arguments we had going here is that having appearances tied to a block / tiered system where you unlock 8+ appearances per level means that you’d have less options over all. It doesn’t seem like you’re confused about that, but I want to reiterate for anyone else who reads.


With both systems, you have access to all of the same visual options that you would with the other. The primary difference is that for every 100 gear appearances in the WoW system, players would have to grind out every piece of that 100.

D3’s system means you acquire them in chunks, with 10 or more being unlocked at once per tier of rank up until you have all 100 of them available without needing to find that specific appearance option by collecting that specific associated piece of gear.

In the end on average it just means more players would have access to more visual options than if you had to individually collect them. You will still have Thorpe’s Helmet, just acquire it differently.

The only exception to this is legendary or named items that are unique, which people could still collect on their own to “complete” their bevy of appearances that others might not have.


What I’d like to see in a transmog system is:

  1. Appearances that can be accessed without lots of time invested solely in that mechanic. Using materials you find in your normal gameplay loop to unlock those cosmetic options that aren’t disruptive or unnecessarily obtuse

  2. Something that plays into housing functionality. Dorothy’s idea of having tiered wardrobes (or mirrors) could be the aesthetic counterpart to our storage chests: something what many people would consider essential to your progression as a house owner, but not going to outright cripple you without it

  3. An interaction that lends itself to how New World functions for the majority of the time. Our cycles consist of exploring the world, gathering loot, coming back to refine and organize, then going back out. Having some kind of NPC or furniture piece that you can do this with while in the process of organizing and refining would be really smooth to me and round out the process of “winding down” from a mining trip, or wPvP

The most important requirement for me over anything though is that the time players invest is proportional to the kind of rewards you get in return. Something where your effort and reward ratio is closer to 1:1 and keeps normal and hardcore players enjoying the system.


How long did you play Neverwinter Knights for Toucan? I played it on and off some but never enough to get intimately familiar with the appearance changing system. Did it always destroy the item you used to convert it into fashion?

It was Neverwinter, not Neverinwter Knights I was referring to. I’ve played since 2015. Yes, the item is always destroyed.

So, you prefer that everyone have the same aesthetic, because everyone will have the same look when leveling? You also prefer less gear being crafted overall, because that is what Diablos system does and allows for.

The issue here is not wows transmog system, the issue here is you setting your hearts desire on something that is hard to achieve, and still driving towards that goal. You knew exactly what hte drop chance was through wowhead, and you were able to easily see other options that would work through the transmog addon everyone used. You have no to be upset with other than yourself. I faced the same issues in wow with hard to get items…but in every case I found a solution that worked just as well (often the same exact skin, but a different easier tier piece to get ), or I modified the outfit to work with what I could get.

The responsibility here lies with you, not how the game was developed.

My last reply covers this section as well. It is your responsibility to accept how much time you put into something, and everything should have a time cost associated with it, none of it should be free like the diablo system.

Again, take responsibility for your time spent in game on activities you choose to do in game. If something is too much of a grind for you, then don’t do it. Not everything should be easy to obtain as you and the OP suggest.

AGAIN, this is on you, not how the game is developed. You appear to be the person who had to have the .05% drop rate item for every transmog outfit. OF COURSE you are going to have to gind hard if you want only the special special stuff. This is basic logic 101.

And you worked for those pieces, that is what makes them special to you. They were pieces dropped by events you did, not handed out like participation tropies (diablos system).

My statement does not contradict. Everyone unlocking the same 10 outfits through a tier will make everyone look the same. The variation in outfit designs will be minimal as many folks do not mix and match. A NON TRANSMOG system would allow for greater player looks than the diablo system. Why even invest into a transmog system if everyone is going to look the same.

You need to consider this more clearly.

I am 100% advocating for the ability to choose and that has been the crux of my argument the entire time. A tiered system allows for less choice than a system where you simply get to transmog what you have collected.
The side bonus to a collection based transmog system is that the playerbase will look more unqiue, less homogonised like the diablo system does.

The hardest thing I have ever done in life, was grind High Warlord in vanilla wow. The amount of time and persistence it took PALED any form of real life comparison, even college. It taught me a valuable lesson that anything can be achieved if you put your mind to it.

That pixel outfit that I desired, taught me one of the greatest life lessons…there is no way to put a price on it.
So yes, it can be “the same thing”.

Then you clearly did not read through his posts. He consistently got more and more heated. I find it interesting that you dismiss those bits and jump right to mind.
Do you know the OP IRL?

[quote=Dorothy] the notion that it would be ‘easier’ to code and implement a system where each individual person has individual unlocks for every single piece of gear in the game, versus a system where you unlock a block of outfits given a tier system granted from an npc. The answer should be obvious once you read that previous sentence over again, if it wasn’t already. The block system is an easier system to code, implement, and maintain by EONS. A system like that would come out faster, would require less memory to maintain, would have far fewer glitches/bugs/issues, and would be more fluent for every person.
[/quote]
Not true. Other games have developed these systems that allow for a collections tab to be transmogged for COUNTLESS preexisting armor pieces in game, and done so inside of a year.

ESO proved this.

You should make an addendum to your post that includes the entire playerbase looking like your merry band of friends, because that is what diablos system allows for.

Incorrect on every account. There is nothing “toxic” about having players actually play through the content created in a game. The only thing toxic is your sense of entitlement that all armor sets should be unlocked for everyone.
Talk about a drab and boring social scene in game…where everyone has the same thing. BLEH

This is more work for the developer that does not need to exist.

As are all things in life, but its been proven time and time again that when someone has to work for something, they cherish/take care of/respect the item and time invested more than something that is handed to them. This has been documented time and time and time again through every single aspect of human life that can exist, including video games.

Taking responsibility for your actions in determining how much time you should, or can invest in a pixel shirt falls on you, not the dev team.
Just because it takes one person longer than another does not mean everyone should get the participation trophy. You are pushing for equality of outcome, and that never works…never has, never will. Not IRL, not in a game, especially not in a system designed to allow people to show off items they have collected.

And to drive your point home. Diablo is not an MMORPG played with thousands of others in the same world.

This, at its core is the fundamental reason why Diablos transmog systm is not good for new world.

EVERY SINGLE MMORPG ever made needs a constant flow of cach to keep the game alive (servers and maintenance) and for continued development.

If you honestly think that new world will stick around when there are no players, that AGS will continue to pump more money into the game than the game is making, then you have no clue how game development works.

Every MMORPG needs to keep players engaged, but because content is expensive both in time and money to create, developers have to create a system where content is reused (grind).
This is why new world is a PVP first game (imo to its own detriment), because the content is playable over and over.

without the grind, players consume the content faster. The faster the consumption, the less time invested in game. The less time invested in game, the less money spent in the cash store. the less money spent in the cash store, the less likely the number cruncher at AGS is going to allow the game to continue to be developed.

Gating content or creating a grind is what allows the game to make money, and allows the game to perpetuate.
In your world, everyone would be given everything up front…making it pointless to play much of the content in the first place.

“old content” is content the player has out grown. Which are all the low level dungeons. There is ZERO reason to visit Amarine for my toon…
…but if we had a collection based transmog system and a fancy gun skin came out of Amarine, you can bet your bottom dollar I will be running new, low level players through it. So, you might want to rethink, or rather think a bit deeper about your last statement.

Comparing new world to wow for the sake of seeing what works for an MMORPG is MUCH MORE LOGICAL than comparing New World to Diablo which is not an MMO.

Then you need to re-read the OP’s posts, because as I previously stated he started getting more and more disrespectful and even slanderous as his posts went on. Anything I did, was a reaction. Let me say that again A REACTION. So, you might want to point fingers in a different direction.

[quote=Dorothy]To your implication that players that enjoy a game differently than you have less value than you do.
[/quote]
When they only serve to create toxicity inside a community rather than being helpful and reaching out? ABSOLUTELY

Do I know you? In fact, I dont recall having a conversation with you in the past, and I rarely post on the forums. How can you claim “to the weird ego you portray sometimes”, when this is my first encounter with you?!?!?

ODD

Go back and re-read the OP’s posts. This is the third time I have had to say this now. He started getting heated LONG before I got heated back.

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Oh you mean the Neverwinter MMO, my bad on the misread. Do you have a video or game wiki link that explains how fashion works more in depth? I’ve been talking to some of my friends that play Final Fantasy and looking at other games like Black Desert and Lost Ark to see if they had anything that could be useful to contribute to New World, but so far they seemed pretty similar to how WoW worked.

Star Wars: The Old Republic had a kind of cool way of handling appearances (if they havent changed it from last time I played) where every piece of gear you acquired normally didn’t have any stats and you applied stats to it with gems or something you socketed into the gear so it was possible to fully customize each piece but it also meant a bit more grinding.

Well I’m trying to keep move this away from solutions, to requirements. There are loads of solutions for problems (“too much grind? Add a pity system” etc). Requirements help AGS come up with a solution.

However Newerwinter was just like I described. Right-click any item in you invertory… Select “Convert to Appearance” and it is destroyed and now part of your “Fashion inventory” (literally just a big list of everything you have converted). You can then change the skin of any slot to use that (just like NW lets you just now with skins). Similarly there are dyes you can unlock to change the colors.

(There are also 2 loadouts; fashion and gear, but it’s a needless complication that isn’t needed).

How did you feel about the aspect of it destroying the gear piece? Was gear in Neverwinter organized with BoP / BoE? It seems like that might’ve been something they implemented to keep the value of items higher if you could trade them to other people / extend the grind some.

The main requirement that comes to mind would be linking to an NPC or crafting bench / furniture item in your house. Pretty much everything else in New World outside of combat and exploration is handled with some kind of interaction handled inside town.

Other than that, weapon classes shouldn’t be able to be changed into the appearance of other classes, and maybe allow for the addition of dying store bought microtransaction cosmetics with however they add the system in.

Nice post op you have put a lot of thought into the type of system you prefer. I just want to be able to change my skins the easiest and most cost effective way possible. As I dont pvp or do group content I usually like to get my skins on the market and apply them myself but as long as I can change some of the terribly ugly and manly looking gear into something slightly less horrible Ill be happy.

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Bro if anything almost half the content in New World is repetitive as fk,
have you not seen the achievements this game has?
Doing the same 6 missions 1000 times per area, 500 pve 500 pvp.
Grinding forever to get 300 territory standing.

WoW transmogs grind is nothing I got 100% in vanilla, tbc, wotlk on AllTheThings.
Meanwhile I haven’t gotten close to a single territory 300 my highest is 104 Everfall the rest are around 40 with 1900 hrs total playtime.

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