yep there are others! if you look through the skins in your collections youll find them. Frenzy, Judge, Ares, and Bulldog :)
yep there are others! if you look through the skins in your collections youll find them. Frenzy, Judge, Ares, and Bulldog :)
Yo real talk are the “removed” skins from the beta coming back? Like this knife 😔
yep, some of the beta skins will definitely find their way back into live eventually.
this is so cool!
Will this fix the minor cosmetic bug that occurs on larger guns with the buddy clipping into the body? like these guns hold the buddy further away from the body? (i.e my buddies clip into the bodies of the op and phantom etc)
yea we've actually moved the position of the buddies on the op, phantom, stinger, almost all of them have taken a pass. we cant 100% prevent clipping from a tech standpoint but we're putting rules in place to make sure buddies stick within a specific boundary and making sure to place them in spots on weapons that allow them to have a decent amount of visibility and not clip through the gun or hands. i think this week alone the team addressed like 2 dozen bugs related to buddies so rest assured we're committed to making sure they're great :)
this is intentional - a while back we had custom holders for each gun buddy and it made things slightly problematic - mostly with regard to skins. if we had a skin of a certain thematic, say Reaver as an example, it would be weird to have that Phoenix holder. What we're moving to now is a system where you gun determines the holder, but you can have any buddy hanging from it. we're working on a lot of really cool and fun ideas for these so hopefully when we get to show them to you it feels a lot better :)
Well there's a match history that players can see, so Riot can see it too. You can see all your kills per round, so the only thing that he has to filter on in the database is anyone getting 7 kills in a round in matchmaking - which is what I assume /u/oniram177 did (or the one who told him/her).
nah i mostly meant it hasnt happened in the time ive been on the project. for the last 4+ years we've played every day and the idea of even this being a thing hasnt come up as far as i remember. 6 kills sure because of the single Sage ult (which is why the kill banner gives you 6 pips in the ring when it happens.
At one point in time when we were hooking up the current implementation of kill banners, we had a respawnnable dummy in the level and TECHNICALLY those pips just divide themselves among the kills you get, so i did see in editor once like a 10+ kill counter on the kill banner but that was just to make sure the system worked :P
Riot oniram I played urf with u
nice! i bet i was kayne and i bet i was garbage!
i love this - its never happened before and i hope to see it one day :)
It's just that the weapon skin art is far different than that of the game. Nowhere else in the game can we see this type of lightning that makes things shine and the art looks different too. Why is there such a difference ? I think if you keep to the way that the skins that we earn from agent contracts are made, you'll have far more consistent skins that more people will like. I adore the look of those skins, but the ones in the shop are inferior to them.
we'll definitely have a range of skins for sure - some will be more elaborate and have materials that vary because of the fantasy that the skinline is trying to sell, and some will be a bit more muted. it comes down to preference and what we've seen for a while now is that what one person thinks is trash, another person loves - so we have to work within the boundaries of the style we have while still appealing to multiple groups. definitely a challenge and one that the team is up to. ultimately we want to make sure above all else that our quality bar is cohesive and we'll strive to make sure we maintain that as we continue to add new content.
Read moreAwesome! Can you take a look at my other comment here ? I'd just love to hear an actual developer opinion on that. Please :(
Edit: I'll paste it here.
I like the Prism line purely because of the nuanced blue and purple mix as that's one of my favorites in general for anything, but I have to say that right now, apart from the agent weapon skins which look fantastic, there's not a single skin I'd buy from the shop.
The reason for that is because skins look plastic-y to me. Like toys, not weapons. I don't know if it's the lightning that contributes to that so much, but the art and texture of all skins looks awful. Default weapon looks are fine-ish, although some, like the Vandal do suffer from the same although to a much lesser degree.
Please consider doing some tweaks to have a more cleaned up look and not so much shining angles on the weapons. The agent skins are fine because they look like a skin out of CS. No lightning on every corner, no ...
yep we're definitely taking a look at buddies. We're doing our best to limit clipping as much as possible by making rules that buddies have to abide by - overall dimensions, where they're positioned, etc.
in regard to the guns feeling plastic-like, we're actively working on making this better. we've actually taken a sweep at all of the base guns to get their materials and textures reading a bit better and its actually uncovered a lot of issues with the way we were working and the rules we were following before, so going forward we'll be able to have a bit more dialed in materials that feel more representative of what they should actually be while still fitting within the stylized world
Sneak peak into weapon skins on brainstorming board shown:
(does anyone know what the yellow sticky on top next to single green dot says?)
- Mecha (could be rito troll) (1 vote)
- Instrumental / DJ (3 votes)
- WWII / Alternate History (1 vote)
- Souvenir/ GI Joe (1 vote)
- Map Themed Skins
-
Balenciaga??(apocalypse / junkrat )- prehistoric (1 vote)
- Viking
- Symbiotic/Alien Gun (4 votes)
- Underwater
- Dragon / Gothic (3 vote)
- Cosmic
- Wilderness
- Horror
- Liquid Metal / Cyberpunk (3 vote)
- Angel / Devil
- Popcorn / Food (1 vote) (Rito... what??)
- grafitti/Surreal (1 vote)
- comic book / classic animation (2 vote)
- High Class (1 vote)
- Fast and Furious
- Stuffed Animal / Hamster Powered
the one at the top next to the green dot reads "Mecha" - a mixture of my poor handwriting and the low quality image :P
yeah my bad i changed it, i initially read "apocalypse" as Balenciaga.
That exact thing though is how some of our successful ideas come about! When someone misinterprets something, its generally one of those "oh thats also something we didnt consider" moments and the new idea from that gets everyone excited :)
In CSGO, there are guns that are pretty similar, and then you just swap them around in your collection tab (Desert Eagle vs Revolver, suppressed vs non-suppressed M4 come to mind) Is this something you guys might consider in the future?
We've talked about it way early on but there's no plans to take a look at that yet. We havent found any particular instances where we were needing to make a gun that we didnt already have, and we wouldnt want the tradeoff to be arbitrary.
Fore grip one of thhem
Like was mentioned in the article we tried some sort of attachments system - one of the potential problems with doing visual attachments is the comparison to other games. A foregrip for example in another shooter indicates better recoil control - we want to make sure we dont give any false expectations that having a weapon with an attachment gives you a distinct gameplay advantage, and we wouldnt want the visuals of a weapon to influence your choice to use that weapon or not.
Awesome! I take it the latest patch is the one that just came out? .50
yep. .50 - the scale bit of i think came out in .49 but still was largely unnoticed, so we made the stock change sometime in the last week or so and should be live today.
Have you noticed that the killfeed logo for the phantom is different to the logo in the inventory?
yep! its got the old weapon silhouette without the silencer, we're updating it ;)
So... what was the Otto?
Comments here are right :)
At one point we had more guns than are currently available in the game, and part of our balancing efforts were to get rid of redundant weapons. The Guardian has always sat in this strange space of "is it a rifle or a sniper," because technically it can function as both - its actually the only gun with a higher ADS zoom, maybe something like 1.5 compared to all other guns with like 1.25, i forget the exact numbers.
The Otto was an automatic sniper rifle ("omg noob weapon!") that we found just didn't really have a place in the game - the high price point and damage output felt like it was trying to take the best of the Operator and Guardian and combine it into one, which just didn't make sense considering we already had those.
I get that they couldn’t make every gun look completely different but did they have to make the spectre and phantom look almost identical?
We've definitely been trying to address this - at their core the spectre and phantom are fairly different, but the addition of the silencer made it confusing for sure, especially on the ground. Additionally, we actually scale the guns up when they're dropped so that they're more noticeable, and at the time, the Spectre had a higher scale than the Phantom, making them appear similar in size.
In the latest patch, we've actually tried to address this in 2 ways.
Hopefully this combo of changes can help with the confusion of the two guns. Let us know if it does!
u/PhilosopherDave - i saved this thread so i could come back and update you. This type of flavor piece of work is something we absolutely wanted to do at some point but was generally lower priority and marked as a polish item. I can confirm for you now that this has been addressed and will be updated in game in the future. additionally when you're at 0/0 when you inspect you'll no longer see a shell inside the weapon. :)
Also. what is with the Anti-Aliasing on the skins vs the no-skin Version?
We're looking into this. The way we're rendering the skins here is actually a bit unconventional, and ultimately we dont have a way to utilize and post process for this screen atm, so things like glowing, transparent or sometimes higher fidelity details suffer as a result. We definitely want this screen to showcase the weapons, buddies, sprays etc in the best way possible and we'll be finding ways to make this better before launch!