Skeleton Curse Cosmetics. Customization Mechanics Issues

  • @astralenigma said in Skeleton Curse Cosmetics. Customization Mechanics Issues:

    @siegnard fun fact the phantom naked skeleton model is used to represent a model from a player that hasn't been loaded to the memory yet.

    Oh yeah, that is a thing ain't it.

    Surprisingly, the model is also strangely clean, unlike a regular npc skeleton.

  • Looks like halloween has passed, and as we approach november, this makes me wonder - would an animation change while wearing specific curses work (ie. Skeleton curse players moves and fights like a shambling skeleton, ghost curse players have custom sword lunge and death animation, etc)?

    I do feel like this is feasible as the player's hurtbox remains the same no matter the gender and size of the given character, and an animation change would only affect what it look like but not its hitbox.

    It would definitely be awesome though.

  • I do not really like the skelly cosmetics, but I think this it's a great suggestion. BUT I can see some problems:

    • You should create another menu just for the skelly cosmetics and SoT is already a mess in terms of user interface. They just improved the Emporium interface, I hope they rework also the others;

    • In my perspective, more cosmetics = more object to render = more weight for the servers. That's why they are working on the management of ship's trinkets. The game can't handle atm so much new cosmetics.

    • Lot of work for separate all the pieces of each costume, and checking all the possible combinations (that's why we don't have a character creation)

    Just my thoughts, I think the idea is amazing!

  • I love this idea!

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