Implementing Transmog Properly [Customization Feedback]

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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Literally a flawless system, constant unlocks of cosmetics, progression from the moment you hit green uncommon gear.

Having AllTheThings Addon hearing the celebration sound while playing is so satisfying.

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Agreed. There’s a lot of grinding in New World right now, with how expertise, end game crafting and territory standing works. Most high end crafters are dumping hundreds of thousands of gold into their min-max sets, and that’s definitely a large contributor to wanting a transmog system that’s incredibly light weight.

Players spend too much time investing into the things that allow them to play the game and create fully functional builds. It would feel very anti-consumer to add in another grind-centric avenue of content. Just let people invest materials they’ll already have to unlock those appearances in a smooth, approachable way.

Calling WoW’s transmog system flawless is disingenuous though. I clearly remember multiple blue posts on the forums from Blizzard employees talking about how they failed on a few different levels with their appearances: the worst offender being that there are lots of people who didn’t get the transmogs from quests that had been removed/previously completed that were still in the game, events they completed, or otherwise just bugged out with some players never getting appearances from even modern content. There are a good few handful of quest reward appearances from BFA that still aren’t available.

There is satisfaction from being a collection completionist, but it’s important to not confuse the enjoyment from the process of collecting with a system that most people won’t utilize enough to even hit the 50% mark.

It’s good to have a clear and specific goal. Instead of viewing aesthetics and cosmetics like a check list you have to work through before getting to enjoy the set you’re trying to put together.

The mindset of "I’m going to work on my Legally Distinct Mystic™ NPC and unlock some more appearances today. What do I need? Okay, she’s telling me I need for my first upgrade…

  • 700 Gold
  • 600 Green Wood
  • 400 Rawhide (example numbers)
  • 300 Iron Ore

“and I’ll get 3 new chestplates, gloves, helmets, boots and pants as options to transmog. Cool, I’ll go get that stuff.”

VS

“Okay, I want to look like a pirate. Where can I get pirate gear? I’ll have to look it up online…”

  • Check youtube videos and wiki sites for potentially relevant NPCs that might drop those items I want
  • Figure out the drop rates of those items (if you can, luck related info in NW is a black hole right now)
  • Set aside time to go to those locations and see if the data is accurate, because some of the same items have different drop rates from different mobs in different locations
  • Grind it out for an indeterminate amount of time, maybe 15 minutes, maybe 3 hours
  • Finally acquire that individual item you wanted
  • Rinse repeat for a full set

The problem with WoW’s system in regards to how the player base interacts with it, is that there is a large amount of information acquired from external sources like addons. New World doesn’t have support for addons, and probably won’t add that for some longer amount of time. On top of that, luck / drop rate related info in New World really is a black hole: the only real exceptions to that are the absolutely most sought after pieces of gear (something like Tiger’s Instinct, Stacked Dice or Ironwood Sap) that large swathes of the player base want.

Considering how New World functions within it’s own context, adding in transmog that functions at basis even similar to WoW would be an unpleasant mess. You could easily double, or even triple the example figures I mentioned above for each prospective tier and it would still be a fraction of the grinding you would need to do if WoW’s transmog was added into New World’s environment.

Having standardized acquisition for cosmetics means that much more people will get to enjoy customizing their character, and allowing that kind of freedom is important. Transmogrification isn’t end game raid content, or the high-stakes environment of war and it shouldn’t be about that type of progression. It’s just about changing your clothes when you want to, without too much hassle.

Massive disagree with all your points, don’t have time to write a counter argument essay at the moment. but I’ll tell you this have 3 entire storages full of transmogs in New World from unique mobs / dungeons / invasions / war etc. Also the drop tables in New World are incredibly basic + we have nwdb.

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That’s fair. Keep in mind though that’s you and the few other players like you.
Having 3 town’s worth of storage weight of transmogged saved is -not- representative of most of the player base.

We do have NWDB, but it does not display drop rates for items and is not even close to being nearly fleshed out as Wowhead. (for obvious reasons)

A major problem with requiring database sites or third party addons for your appearance system to work, is that players need to be taken out of the game to access information to enable the functionality of something extremely simple as literally changing your virtual pants. Myself, you, and other players, should not have to do this.

WoW is absolutely plagued with that design issue in almost every aspect of it’s progression. Dungeons, raids and M+ have been trivialized by most people who play excluding only the most casual, because of the absurd amount of automation and 3rd party information that is given to you. The only way you can obtain difficulty in WoW is by cranking the damage numbers up to absurd levels where unless you manage to herd your entire raid group into playing perfectly, they will not continue growing. Guilds will deny your entry into progression based raid groups if you do not have certain addons, because of how integral they are to the game.

Do you see the design flaw in requiring to download additional clip-ons or relying on external sources to make your game play smoothly functional that was designed by a company that makes more money than entire chunks of the world combined?

How transmog functions is an extension of that. These systems are only this way because Blizzard allowed them to be. It’s the lazy design choice, and is a choice that does -not- have to be repeated in New World.
The most ironic part is that by just fully implementing a standardized platform for people to engage with, it saves effort down the road for the player base and developers.

No transmog ty, more diversity.

Which is EXACTLY why your “diablo” proposal makes no sense.
WOW TRANSMOG: You collect gear randomly, simply through the virtue of playing content. This gear is stored in a “collection” interface (same thing Elder Scrolls Online does).
You can apply this gear ASAP. Literally go to a transmog station either on your mount or in a town and use that item for transmog.

In the diablo system, you have to grind out the rep first. And what about the loot drops? Can people not transmog those? Because gear dropping from content is MMPRPG 101, and people get gear all the time. Are the devs supposed to either stop giving gear as loot (which goes against the progression atmosphere of an MMORPG)?

Nothing is perfect, but WoW’s transmog system for all intents and purposes is flawless for that game. ESO’s system is even more flawless, and both operate on the “if it drops and you bind it, you can use it for transmog”.

As far as the wow Devs blue posts. The issue they faced is not the same issue NW will face. This game is too new and has very little to collect on the grand scheme of things.
You are trying to suggest a design solution to a what if problem that does not exist in new world.

Except the diablo system is EXACTLY that, a checklist of rep you have to grind through, vs simply enjoying the loot you get from a drop. instant gratification.

Except that most of if not all that gear will be obtained in the game by doing daily random stuff and will exist in your collections tab (no need to store gear).
So if you want to look like a pirate today, you find the pirate hat you collected, the shirt the pants and the boots…ohh wait, I dont have that peg leg boot from that tier 2 dungeon I ran 5 months ago. No issues, I’ll run a group of lowbies through it till I get my drop
(this process will be infinitely faster than grinding vendor rep)

This is easily remedied inside of the games UI. The UI will break down the gear by what you have collected, and what you do not have collected. The tooltip shows you where the uncollected stuff comes from. No need for addons, or 3rd party websites. ESO already does this.

Only for completionists, not for folks who just want a nice outfit. And completionists are quite used to the grind, so its a non issue for them.

This is incorrect because in your diablo system, the gear is locked behind reputation, not simply through obtaining the piece of gear.

Being able to transmog a dropped/bound piece of gear immediately will ensure that ALL players, literally ALL players will get to use the transmog system, because in your scenario, the ones who do not get that rep grind out of the way, will not get to make use of it.

Lastly, some things I believe you have missed.

  1. DIablo is an RTS, a different game that requires its own unique design solutions.
  2. New World is an MMORPG, a different game that requires its own design solutions, and the World of Warcraft/Elder Scrolls Online transmog systems will work better for this game vs a transmog system designed for a single player/co-op RTS title.

Very grindy. Lots of reputation to be gained before progression is allowed. I will never financially recover.

Gear pieces with the little star in the corner of the display icon are new appearances.

This is a clip of how ranking up the Mystic works from a brand new character that was created 7 minutes prior to recording the footage. I haven’t even found enough equipment to actually fully utilize all of the 21 appearances that were unlocked in the first upgrade.


Character profile snippet so you can see how little effort something like this system would actually require, even when scaled up to the size of New World.
Yeah, that character really is only 7 minutes old and I’ve already unlocked appearances.

How can you even attempt to argue that WoW’s system would hold a candle to this level of ease of access?

Also here’s a fun fact for you.
image


If your last section in that reply was an attempt to troll me into finally responding, you got me.
That was some high quality bait.

Diablo is not an RTS by any stretch of the imagination. I don’t know if that’s legitimately what you believe or not but you definitely do not understand the topic of this forum post if you think the game being shown before you is an RTS, or that New World is somehow identical to WoW because they share a few elements. Somebody get this man a Venn diagram. Good lord.

It’s an A-RPG, dungeon crawler, or hack and slash.

New World is only an MMO by the scope of it’s player base, and is effectively in all other functions of existence, an A-RPG.

They both share features such as:

  • Manually aimed combat, where players have to put some effort into acquiring their target outside of pressing tab or clicking on a specific unit, like an FPS
  • A focus on varied character customization for build load outs (weapons, gear, skills)
  • Game-play centered largely around social interaction, and excessive amounts of crafting to get those perfect gear rolls
  • Loot acquisition that is a combination of crafting and RNG, with the split being about 50/50
  • Sifting through hundreds to thousands of items until finding something that suits you, with the majority of those items being randomly generated and not named quest rewards or unique drops from a rare spawn
  • Hub basis, where little happens outside of towns. The open world operating as a sandbox to be interacted with or played in
  • Loop focused progression, with combat and exploring aggressively feeding back into refining and crafting, which feeds back into combat and exploring

There are some similarities between New World and WoW, and how their context operates, but Action RPGs like Diablo 3, Grim Dawn, Path of Exile, or Torchlight 2 share far more in common with New World.

In many, many aspects, WoW has become more like what you think Diablo is in your last description as a “single-player/co-op” title. You can play massive, massive swathes of the game on your own without ever interacting with another player; queue up for a dungeon with strangers from another server you’ll never see again, buy some carries for that 15+ Mythic dungeon you don’t want to fuss with other players to get through so you can collect the achivement, buy a few WoW tokens and turn them into gold so you can buy all your end game gear off the auction house. (gotta love that pay to win, solo player experience)

All the way up until Heroic raiding, or rated battlegrounds and arenas, you can avoid almost the entire player base and succeed. The only people who can do that in New World sink more time into the game than you and me combined.

Game design structures are not hyper rigid shapes where everything even remotely in the same genre has to obey the same rules and behave the same way every single time. Nothing evolves if you don’t experiment, and that’s what is currently happening to WoW right now after driving away the majority of it’s player base in the last few years. There’s a couple hundred other MMOs that copy pasted WoW’s formula over the past two decades and all of them flopped into obscurity.

The primary differences between something like Diablo and New World is their camera perspective, how long it takes to progress, and how many other people you can play with at any time.

Maybe check out one of those WoW clones, or even WoW in current day, if you want to relive the experience of a company choking the life out of their own game because they refuse to grow or do anything different outside of what’s been established as “good enough.”

A lot of stuiff is BoE, powerful items are BtA (bind to account, so any alt can use it until you equip it). For a rare item BoE it gave you the dilemma of “Selll, or use for fashion”? Which I think it actually nice.

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the system you are proposing does not fit with the theme of New World. That feels completely out of place for this game, outside of the fact that putting a middle man (the rep grind) between the player and the loot they collect is a bad idea.

The mechanics in which loot is obtained in MMORPGS, and how that loot is used, and how that loot is desired to have its visuals continually used is the transmog system that would most effectively work for New World.

the more I see of that Diablo system, the more it looks like a bad idea. You are creating problems and development costs that are not necessary for this game, with that system inside new world.

A wardrobe furniture interface that you click on inside your home that houses the collection of the gear you acquire is all that is necessary for this game. It fits thematically, it brings more of a purpose to own a home and enjoy that aspect of the game, its simple to use and expands easily with future expansions.

The diablo system will not work with a growing game. It works for its intended purposes, but not for a game that will have continued growth, patches, cash store items, expansions etc.

This is from ESO. A simple collections tab, with a simple interface that can grow gigs and gigs in size as the game progresses.

This is the station you use in your home. There are other cooler looking once to be had, I have the inexpensive furniture piece.

Here you can see the tabs and armor collected. All of this was found out in the world through random adventures, or purchased through the cash shop. They blend seamlessly.

Here I have scrolled down some so that you can see the uncollected items (it shows their name on mouse over).

This is a clean, elegant and simple to use system that does not require the player grind the gear AND rep to use the transmog system.

You can also do this in any town if you do not own a home or the furniture piece.

I provided specifically video, and photo proof of a system that can be engaged with in less than 10 minutes of game-play and allow players to access appearances of gear they haven’t even physically equipped yet, detailed explanations of the function of every single mechanic and how it could be applied within the context of New World, clarified elements of game genre and design that seemed like you didn’t understand, and yet you still cannot imagine or grant me a single merit of how that system would fit well?

The wardrobe idea is excellent! Other posters (including you) and myself even mentioned something like a furniture item to bring up the same transmog menu that is accessible from an NPC so you can buy wardrobes or mirrors from people who have furnishing that would enable you to access your appearances at any of your player homes. It can be the aesthetic counter part to storage chests and work exactly the way you describe.

Again- every single appearance unlocked in the D3 system, is tied to a physical, equippable, useful piece of armor or art asset that is obtainable while leveling or at max level. They’re the same pieces of gear.

Even more so, it -does- work within a growing game. When players reach the maximum level of the Mystic for the base game, what happens? You upgrade her with the next expansion’s crafting materials, and unlock the new expansion’s gear as appearance choices.

It’s frustrating trying to get through to you man. Getting your transmog in New World doesn’t have to be like it was in WoW. You can look great without having to work so much for it. You can have your cake and eat it too.

Good suggestions! I too think that a transmog/wardrobe feature is a good idea. I’m definitely a collector in games, and New World is no different.

It’s something that is regularly brought up and discussed in the office.

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I love (and I imagine others may as well) interactive elements in our homes.

Something ESO does well, is making much of the furniture interactive. Much like AGS has done, but you can place crafting stations in homes in ESO and of course the outfit station, so there are a number of items that one can interact with to bring function to their homes.

Every time I see a Salted Armoire or a dresser, I think “man, I wish I could interact with that to bring up a transmog menu to change my outfit”.

Thanks for all your hard work and efforts and why are you working so late?!?!?! :slight_smile:

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I can’t believe we’re arguing this much over a transmog system with a UI menu that is so similar that the only major difference is Diablo 3 doesn’t have a specific tab for paid microtransaction cosmetics.

To be clear, it was never advocating for a direct 1:1 carbon copy of D3. Just use it as a basis and expend further, there’s no reason New World couldn’t add a paid store section, or blend it in with the rest of the normal ones.

It’s really great seeing you post in here. Like Dorothy mentioned in one of the posts above earlier this kind of stuff is a large part of the reason why I’m so adamant about being vocal on the forums and providing feedback. Myself and a lot of other people genuinely have never seen such attentiveness to their player base from a development team.

Trying to get suggestions through in WoW’s forums was like trying to find a needle in a haystack.

Do you have any thoughts about giving basic/non-legendary gear standardized acquisition, with legendary (Tiger’s Instinct as an example) pieces of equipment and unique/rare named items remaining as the special appearances you can only obtain by collecting or finding that item specifically?

  1. I do understand the design (I am a designer by trade).
  2. I am in the middle of a project right now and I was thinking Starcraft when I typed RTS. But that is semantics, because neither an RTS, nor a hack and slash, nor dungeon crawler or action combat or whatever you want to call those games types, are not played on a massive scale with other players.
    The very nature of an mmorpg necessitates more crafted gear varieties than a diablo type game. The user interface/human interface of the diablo system would get outgrown after the first expansion came out for new world as armor varieties increase… Not to mention cash store outfits that grow and grow becasue its one of the primary mechanisms in which this game continues its profit. As gear grows in sheer number, the tier unlock system of diablo starts to make less and less sense.

Its a system that works well, creates a form of immersion and can have people playing the game for an hour doing nothing more than customizing their toon. This is good for business because the money men want to see engagement and hours played.

Then why implement the system in the first place? Its additional development cost that does nothing but gate when gear can be used or not. Again, this works for that game type, not so much for an MMO.

And what about new players in the new expansion who start in a new zone? Is their first unlock now going to be 50 gear pieces instead of 10 or 25 or whatever?

You are frustrated because I wont say yes to your proposal, not because “you are not getting through to me”. I hear you LOUD AND CLEARLY, I just disagree with your proposal on so many fundamental levels its not even funny.

At its core, this is my issue.

  1. I do not agree with a grind gate to transmog gear you either already own.
  2. I do not agree that a bunch of gear should be unlocked at the same time where a players first interaction with the transmog system is a bunch of stuff, it can overwhelm them. You have to think like a new player, not a vet.
  3. At its core transmog should be simple. You obtain a piece of gear, if you bind it you can now use it as an aesthetic for your characters personal expression.

I was like you when I was in design school. I always wanted to pile on extra elements and add all kinds of layers and cool things, and I admired my peers who could do so. My stuff, in my mind was always simple. But when time came to critique projects and get graded, I always came out on top and the other students saw my work as impressive as I saw theirs, but the professors often chose my work to showcase, even to this day my work is showcased to folks as examples some 15-18 years later.
…the reason why? Easy to understand interaction and communication of the project.

Its like a fork. You don’t think a fork is designed, because it just makes sense. Its so well designed you don’t need to think about it.

I see the diablo system as having elements that are not necessary in function for THIS type of game specifically. Elements that get in the way, do not add any real function and cost more to develop, and at the end of the day, development cost is the #1 factor in how something will be designed.

I simply see the diablo system as being too convoluted and too costly in development time to be considered for New World, especially with what appears to be a smaller crew on this project.

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I don’t want transmog to be a mini game or feel like something I have to unlock or earn.

I simply want to use the skins I have collected on my adventures and have them save to a wardrobe that I can access at any time in order to put together and save my compiled outfits.

At this stage, I’ll honestly be surprised to see any kind of transmog in this game. I feel like the dev team underestimated the importance of characterization and immersion in this game.

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Indeed. I wonder if they have ever heard the phrase “the true end game is fashion”.

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There is just no way to approach or reason with your arguments. If the goal post doesn’t get changed, it’s “semantics”, “doesn’t add anything to the game” or “I know better than you in ways you cannot even fathom!”.

An absolute outright refusal to consider or contemplate on anything that isn’t what you’ve decided should be despite endless and excessive repeated attempts of articulating, with different angles, topics, elements of game design, on and on and on, examples of every single possible point of debate to refute your points. Met with “You’re wrong.” in some long form post every single time.

I don’t want you to say yes to my proposal, or agree. This post was for the developers and other players that might be able to add on to it in some way, for them to take segments of it’s functionality and create something they’re content with. Now it’s just a mile long wall of text most people won’t approach or fully read through because of how much of the same stuff is being said over and over.
At this rate you could’ve made an entire, extensive separate post on how you think Transmog or appearances should’ve been added into the game. That’s why this interaction with you is frustrating. Seems like there’s no interest in budging at all on anything, and it feels like you don’t want to understand. You probably think that about me too, and y’know, fair.

Maybe I’m just one of those PvP dude bros you think the game doesn’t need that were mentioned in your first few posts. Seen some of your other stuff on the forums about mounts and additional content proposals and it seems like wanting to bring more WoW over here. I like New World for what it is, and because it’s not like WoW. We might just be different types of players.

Don’t know what else to say. This mage is all out of mana. Agree to disagree. I hope the project you’re working on goes well, and thank you for all the feedback.

What you are saying makes 0 sense the only reason Mythic+ has a toxic environment is because of key depleting and risk of taking idiots with you.

I don’t know why you make a link between PVE and a casual transmog system.
They have nothing to do with each other especially since New World PVE is a massive joke and anyone could do it in their sleep.

Agreeing with you on this though having a external site for drop rates is annoying. Even though WoW has a catalog and where to get them at the transmog station, so it is not really required. but there is a easy solution for that, whatever is on the site could be build inside the game with some effort, but it’s a waste of money when a external site can provide the same. New World doesn’t even have fullscreen so easy to alt tab.


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