We are currently investigating issues some players are having logging into the European PC/Mac megaserver. We will update as new information becomes available.

Gina Said Weapon Dyes Are Hard To Develop. But They Don't Even Need To.

madeeh91rwb17_ESO
madeeh91rwb17_ESO
✭✭✭✭
I recently came to know what @ZOS_GinaBruno spoke about weapon dyes earlier this month.
She said: "It may seem like weapon dyeing is an easy thing to add since we already have shield dyeing, there’s a lot of work that goes into implementing something like this, and we’re currently focusing our attention on the transmog system instead."

While I do greatly appreciate and long for a transmog system. I would also like to reiterate something that I said about weapon dyes some months back.
And something that In the light of the above ZOS statement, would be far easier to implement than a "traditional coloring system".

"What's that, genius?"
Weapon ... COATING!

We already have ample "shades" in weapon materials. Ranging all the way from iron to rubedite.

Just Implement a system where any character that has mastered a use of a certain metal(mat) via skill point allocation, can coat any weapon of any level with that particular metal. If it costs an Ingot or two. No Problem!

And BOOM! All of sudden your pink greatsword is made of shining steel, or dark ebony.
Using ingots, and the textures available in-game already.
Edited by madeeh91rwb17_ESO on August 25, 2017 8:11AM
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well, one one hand, you're not wrong. On the other... I don't think any of us know what's really going on under the hood, and it is possible there's factors they haven't explained.

    But, yeah, even just giving us a much more limited dye set would at least mean we wouldn't be staring at bright red swords everywhere.
  • WaltherCarraway
    WaltherCarraway
    ✭✭✭✭✭
    I think we are all having red weapon dye...
    Back from my last hiatus. 2021 a new start.
  • phaneub17_ESO
    phaneub17_ESO
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well if you look at weapons of Endurance, Agility, and Willpower they have the weapon color of Iron or Steel regardless of what level you have them, even the 160cp ones. Crafted weapons I can understand keeping their fixed colors, but I don't see why other dropped weapons can't have different weapon tints to specific tiers of material at the least.
  • altemriel
    altemriel
    ✭✭✭✭✭
    ✭✭✭
    wait, they are focusing on transmog???

    where is the source of this quote pls??!! and when will transmog be in the game?
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well if you look at weapons of Endurance, Agility, and Willpower they have the weapon color of Iron or Steel regardless of what level you have them, even the 160cp ones. Crafted weapons I can understand keeping their fixed colors, but I don't see why other dropped weapons can't have different weapon tints to specific tiers of material at the least.

    For what it's worth, crafted glass and Stahlrim weapons also lack the red. Technically, Stahlrim have some material toned wirework at the base of the grip, but still.
  • madeeh91rwb17_ESO
    madeeh91rwb17_ESO
    ✭✭✭✭
    altemriel wrote: »
    wait, they are focusing on transmog???

    where is the source of this quote pls??!! and when will transmog be in the game?

    Here you go: forums.elderscrollsonline.com/en/discussion/comment/4392046/#Comment_4392046
  • Nemesis7884
    Nemesis7884
    ✭✭✭✭✭
    ✭✭✭✭✭
    Pumping out cash shop items seems to be less labour intense i assume...
  • Bakkagami
    Bakkagami
    ✭✭✭
    Can't say for sure, but I'm assuming the weapons weren't coded with variables/properties for dyeing etc. That'd probably be the easiest / memory efficient way to do it (why use extra memory if u don't have to kind of thing) if they didn't initially intend to have a transmog system or dyeing system for weapons, meaning even adding hue options could require an entire overhaul of the weapon system. Either way, i'd rather see them go all in on the transmog system than worry about weapon dyeing when we already know transmog is coming in all honesty.
  • kojou
    kojou
    ✭✭✭✭✭
    ✭✭
    At least with trans-mog we can change our weapons to motifs that aren't red at CP160.
    Playing since beta...
  • Merkabeh
    Merkabeh
    ✭✭✭
    Um...transmog will give us that same ability...

    Rubidite weapon...transmog to steel...now looks like steel weapon...
    Edited by Merkabeh on August 25, 2017 1:28PM
    Crusader of The Knights of the Alessian Order

    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!" - Sallington

    #CommunicationEquality
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Given how the game acts and things they themselves had said about the game over the years, I don't think there is anything easy about anything they do. I can only assume they have a train wreck running on their servers.
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    Merkabeh wrote: »
    Um...transmog will give us that same ability...

    Rubidite weapon...transmog to steel...now looks like steel weapon...

    Yup. Transmog is cheaper to develop than the ability to dye weapons. Since it allows a weapon's appearance to be that of any other weapon (within reason), the pressure to allow weapon colorization is significantly reduced.

    While the flexibility in the selection of colors will be limited, my feeling is that this is the right decision.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • driosketch
    driosketch
    ✭✭✭✭✭
    ✭✭✭
    I was think this the other day. Add some extra use to those lower CP mats.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • madeeh91rwb17_ESO
    madeeh91rwb17_ESO
    ✭✭✭✭
    Merkabeh wrote: »
    Um...transmog will give us that same ability...

    Rubidite weapon...transmog to steel...now looks like steel weapon...

    That would be easier no doubt.

    But it depends greatly on the "range" of transmorg system that ZOS have in their minds.
    Whether it will allow us to change our gear to any motif of our choosing, but keep it on the same "level".
    Or if it can just change it to any similar category weapon of any level.

    Furthermore, some of the lowlevel models are just not as cool looking as the higher level ones. Except the coloring of course.
    But that is a matter of opinion.
    Edited by madeeh91rwb17_ESO on August 25, 2017 3:51PM
  • lillybit
    lillybit
    ✭✭✭✭✭
    ✭✭
    If we have a transmog system released, this would be redundant (assuming it works how evetybody wants it to!) - you can just use a lower level weapon's appearance
    PS4 EU
  • paulsimonps
    paulsimonps
    ✭✭✭✭✭
    ✭✭✭
    Different levels of weapons already have different colors, I really don't think it could be that much harder to let us adjust said color.

    https://forums.elderscrollsonline.com/en/discussion/339727/weapon-dyes-with-examples#latest

    Examples of this in the above linked thread.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like how people who have no clue about the game code say something would be so easy.
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well, one one hand, you're not wrong. On the other... I don't think any of us know what's really going on under the hood, and it is possible there's factors they haven't explained.

    But, yeah, even just giving us a much more limited dye set would at least mean we wouldn't be staring at bright red swords everywhere.

    The 'we dont know' arguement only goes so far.

    If a dude can retexture a sword in his spare time in the Skyrim creation kit, if the tools are not drastically different and there are not multiple connections (Which I wager there are, between account server, et cetera) then just how hard -is- it, and why is it that hard?

    At this point, I think Transmog is the way to go seeing as that'll kill two birds with one stone and my hammer can stop being a gigantic red ***, but It's still one of the worst offenders in the 'lazy ZOS' department.

    Edited by Doctordarkspawn on August 25, 2017 4:22PM
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like how people who have no clue about the game code say something would be so easy.

    I love it when 'it's harder than you think where is your degree' is used as excuse for something that's litterally been years in the making by this point.

    The OP is allready cutting out the work of applying all possible dyes to weapon textures, which is one of the biggest hurdles I could see the system having. Only allready-found textures in game. Either ZOS has made the system needlessly complicated, or they're not up to snuff. It's that simple, at this point.

    And no ammount of defense of them will change that.
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think the main issue is time. There are nowhere near as many shields in the game as there are different weapons. So, to code each weapon for dyeing would be a huge undertaking.

    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
    Jahsul at-Sahan | Redguard Sorcerer | Stamina | Werewolf - Free Bites | PVP Main
    Derrok Gunnolf | Redguard Dragonknight | Stamina | Werewolf - Free Bites
    Liliana Littleleaf | 9-Trait Grand Master Crafter/Jeweler (non-combat)
    Amber Emberheart | Breton Dragonknight | Stamina | Master Angler
    Vlos Anon | Dunmer Nightblade | Magicka | Vampire - Free Bites
    Kalina Valos | Dunmer Warden | Magicka | Vampire - Free Bites
    Swiftpaws-Moonshadow | Khajiit Nightblade | Stamina
    Morgul Vardar | Altmer Necromancer | Magicka
    Tithin Geil | Altmer Sorceress | Magicka
    Dhryk | Imperial Dragonknight | Stamina

    Guild Master - ESO Traders Union
    PC/NA - CP 2560+
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    Different levels of weapons already have different colors, I really don't think it could be that much harder to let us adjust said color.

    https://forums.elderscrollsonline.com/en/discussion/339727/weapon-dyes-with-examples#latest

    Examples of this in the above linked thread.

    That is essentially what transmog is all about, if they do it that way. If they allow you to go back and set it to the lower level version of the weapon, you can change it to any of those weapon styles. It changes the color, along with everything else.

    As for adjusting said color independently to anything you want, even if it is just those colors you referenced, based on what was said by ZOS, that is much harder.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well, one one hand, you're not wrong. On the other... I don't think any of us know what's really going on under the hood, and it is possible there's factors they haven't explained.

    But, yeah, even just giving us a much more limited dye set would at least mean we wouldn't be staring at bright red swords everywhere.

    The 'we dont know' arguement only goes so far.

    If a dude can retexture a sword in his spare time in the Skyrim creation kit, if the tools are not drastically different and there are not multiple connections (Which I wager there are, between account server, et cetera) then just how hard -is- it, and why is it that hard?

    At this point, I think Transmog is the way to go seeing as that'll kill two birds with one stone and my hammer can stop being a gigantic red ***, but It's still one of the worst offenders in the 'lazy ZOS' department.

    Yeah, and the thing about retexturing a sword in Skyrim is that you're either adding one texture to the game, or you're replacing one, so your actual memory load isn't changing much, and the game's storage footprint increases to account for the extra texture.

    Fine, no big deal.

    In ESO, you need to see everyone's weapons. That means, if you tried to kludge it like you would in Skyrim, you'd need to load and display texture data for everyone who wanted a unique looking sword. Probably not an issue in lower pop PvE areas, but, Cyrodiil? Yeah, that sounds like fun.

    So yeah, not quite that simple. I'd think you could just retrofit the armor tinting system over, and get the colors you want, but apparently not. And that is something we don't know about. We don't know how the item data was set up for weapons, and what would be necessary to get tinting working for them.
  • randomkeyhits
    randomkeyhits
    ✭✭✭✭✭
    The answer is actually it shouldn't be difficult.

    In fact with any sort of intelligent design all the attributes are sourced from tables, no hard-coding involved.

    The problems occur when programming short cuts are taken or assumptions are made. Then things can still be simple to resolve but need some actual effort to realise or they can be a real pig needing significant work.

    Any customer support person will be told to say its difficult even it is not simply because the other way around would end up with us making even more complaints.


    EU PS4
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    The answer is actually it shouldn't be difficult.

    In fact with any sort of intelligent design all the attributes are sourced from tables, no hard-coding involved.

    The problems occur when programming short cuts are taken or assumptions are made. Then things can still be simple to resolve but need some actual effort to realise or they can be a real pig needing significant work.

    Any customer support person will be told to say its difficult even it is not simply because the other way around would end up with us making even more complaints.


    When designing the game, the work that they do is based upon the features that they need in the game at the moment, along with any features they do not immediately need, but know they will need later in development and have a design ready. They don't just throw in features to the game based on "what if" for a future capability that does not exist and has not been discussed. This can lead to all sorts of issues later on, especially when the feature is finally implemented, but it is different than what they "guessed" months or years ago. Prep work that is wrong, and has to be reworked, can cost more to bring up to current than it would to implement it new, and if they don't do that, could limit the implementation to an older design.

    It is best to do the work for what is needed and deal with expansion to that when the time comes, rather than to try to guess what someone might want to do years later and provide for it at the onset.

    In this case, there were probably no design points available for coloring weapons at the time when the weapons were being designed. Now, to go back and add that in costs time and effort, which translates to money. Were it not for transmog, they might do it, but transmog is a more general solution. Since they are implementing it for more than just weapons, it will probably cost them less than a dye system for weapons.
    Edited by Elsonso on August 25, 2017 5:03PM
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Jamini
    Jamini
    ✭✭✭✭✭

    Fine, no big deal.

    In ESO, you need to see everyone's weapons. That means, if you tried to kludge it like you would in Skyrim, you'd need to load and display texture data for everyone who wanted a unique looking sword. Probably not an issue in lower pop PvE areas, but, Cyrodiil? Yeah, that sounds like fun.

    You really don't understand how things work, do you?

    Retexturing a single item across a client is not hard. In the example you provided, that was a modder taking the place of a developer in this instance. (Both are doing the same thing, with similar tools. The modder is changing the base game to display his texture... the developer in this instance would be changing the base game texture to the desired texture.) Nobody is asking for user-created content to be inserted into the game here.

    Each item in the game, as it is currently, likely has a data structure similar to this
    String name // the name of the object. Likely set in the object constructor near the end
    String weapon_type // used to determine what weapon skills and number of hands one can have applied to the weapon
    int level // level required to equip the object. Likely used to determine what Material overlay is applied as well as the damage
    int level_CP // cp required to equip the object. Likely used to determine what Material overlay is applied, overwrites the level.
    int quality // white-green-blue-gold. used for UI hooks and to determine weapon_damage and durability values
    int weapon_damage // likely determined in the constructor, but stored in the object so it is easily readable.
    int max_durability // maximum durability value for the weapon. Determined by quality and type. Not used for onhit actions with poisons equip
    int current_durability //current durability value for the weapon. At 0 this weapon has no enchantment charges. Not used for onhit actions with poisons equipped.
    
    Trait trait // links over to a weapon trait, which can be called by external objects. May be null
    Enchantment enchantment// links over to another object, similar to this one for the enchantment data object. Ignored for onhit actions with poisons equipped.
    SetBonus setbonus //this object is linked over .Can be null for crafted weapons
    Texture motif_style //this is the display texture. in the weapon constructor this may be set by the setbonus.
    

    Changing motifs, from a coding standpoint, is fairly easy. Adding a function to change motif_style from one style to another would be a handful of lines. (slightly more once you start adding exception handling, sanity checking, and potential bugs. Still not terribly much.)

    Changing weapon colors, however, would likely result in needing to dramatically restructure the weapon datum and adding in a Materials overlay variable (which does increase database overhead, since every new variable needs to apply to EVERY weapon in the game). That said, it's very likely that the Materials objects already exist, so once you restructure the weapon datum you'd be mostly home free... after a few hours of testing, explaining why you want it implemented by your boss, more testing, QA, bugfinding, quashing bugs and then dealing with the inevitable end-user complaints.
    "Adapt. or Die."
  • madeeh91rwb17_ESO
    madeeh91rwb17_ESO
    ✭✭✭✭
    Jamini wrote: »

    Nice. Where did you obtain that list of yours?

    Maybe we can dig deeper and see if it already has the material object.

    Edited by madeeh91rwb17_ESO on August 25, 2017 6:11PM
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think the main issue is time. There are nowhere near as many shields in the game as there are different weapons. So, to code each weapon for dyeing would be a huge undertaking.
    I think the dye colors was already used for differentiating level on armor so it was pretty easy to give player access.
    If this is not present on weapons, not database but overlay on 3d model. This would require redesigning all weapons.
    Yes its an mask on top like tatoos, dirt / damage and Khajiit fur.
    Vampire is one overlay and probably replace others.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jamini wrote: »
    You really don't understand how things work, do you?

    Actually, when it comes to software development, I have a pretty good idea, overall, how things shake out.
    Jamini wrote: »
    Changing motifs, from a coding standpoint, is fairly easy. Adding a function to change motif_style from one style to another would be a handful of lines. (slightly more once you start adding exception handling, sanity checking, and potential bugs. Still not terribly much.)

    Changing weapon colors, however, would likely result in needing to dramatically restructure the weapon datum and adding in a Materials overlay variable (which does increase database overhead, since every new variable needs to apply to EVERY weapon in the game). That said, it's very likely that the Materials objects already exist, so once you restructure the weapon datum you'd be mostly home free... after a few hours of testing, explaining why you want it implemented by your boss, more testing, QA, bugfinding, quashing bugs and then dealing with the inevitable end-user complaints.

    Which is, exactly what I've been saying. Straight up adding a dye system could be much more complicated than it appears on the surface.

    It's also worth remembering, back at launch, alternate dye sets did exist for some unique armor pieces. For example, the black/grey medium Altmer gear on Auridon (not to be confused with the disguises, though, again, same idea carried over.) The game was built with the idea that certain gear pieces would exist in alternate color schemes. (In fact, I want to say that the Altmer and Dunmer outfits available back then sometimes used all four color channels for some pieces, something we still can't do in game now.) However, weapons were (apparently) not designed with the intention of being able to take alternate colors as part of the base game code.

    So, retrofitting that on could be a far more complicated proposition than it appears to be.
  • randomkeyhits
    randomkeyhits
    ✭✭✭✭✭
    The answer is actually it shouldn't be difficult.

    In fact with any sort of intelligent design all the attributes are sourced from tables, no hard-coding involved.

    The problems occur when programming short cuts are taken or assumptions are made. Then things can still be simple to resolve but need some actual effort to realise or they can be a real pig needing significant work.

    Any customer support person will be told to say its difficult even it is not simply because the other way around would end up with us making even more complaints.


    When designing the game, the work that they do is based upon the features that they need in the game at the moment, along with any features they do not immediately need, but know they will need later in development and have a design ready. They don't just throw in features to the game based on "what if" for a future capability that does not exist and has not been discussed. This can lead to all sorts of issues later on, especially when the feature is finally implemented, but it is different than what they "guessed" months or years ago. Prep work that is wrong, and has to be reworked, can cost more to bring up to current than it would to implement it new, and if they don't do that, could limit the implementation to an older design.

    It is best to do the work for what is needed and deal with expansion to that when the time comes, rather than to try to guess what someone might want to do years later and provide for it at the onset.

    In this case, there were probably no design points available for coloring weapons at the time when the weapons were being designed. Now, to go back and add that in costs time and effort, which translates to money. Were it not for transmog, they might do it, but transmog is a more general solution. Since they are implementing it for more than just weapons, it will probably cost them less than a dye system for weapons.

    I'll stand by my statement thanks.

    Good design puts complexity where it is controllable and is easily abstracted and that rarely if ever means hard coding.

    Its not whether or not a feature is added at the beginning or not, its whether the design properly allows for the adding of new features.

    A good modular design can more easily accommodate new requirements though regardless of quality sometimes a required feature isn't really possible without significant re-working.

    No guessing, no just in case stuff, no what ifs, just solid sensible programming.

    The question really is did they follow good principles or not. If not then yeah, everything is "hard"
    EU PS4
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'll stand by my statement thanks.

    Good design puts complexity where it is controllable and is easily abstracted and that rarely if ever means hard coding.

    Its not whether or not a feature is added at the beginning or not, its whether the design properly allows for the adding of new features.

    A good modular design can more easily accommodate new requirements though regardless of quality sometimes a required feature isn't really possible without significant re-working.

    No guessing, no just in case stuff, no what ifs, just solid sensible programming.

    The question really is did they follow good principles or not. If not then yeah, everything is "hard"

    You know, I can honestly get behind all of these statements as design goals, and something to strive for under ideal circumstances.

    Unfortunately, live deployment of large scale projects is never, "ideal circumstances." Good design principles are, invariably, hauled out behind the woodshed and sacrificed to "feature creep," "just get it working," and deployment deadlines.

    And don't get me started on netcode issues.
Sign In or Register to comment.