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colorize items by relative level, not absolute #799

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vgaming opened this issue Feb 2, 2019 · 2 comments
Open

colorize items by relative level, not absolute #799

vgaming opened this issue Feb 2, 2019 · 2 comments

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@vgaming
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vgaming commented Feb 2, 2019

This is a feature request to make item colors more helpful for artifact navigation.

Current situation: you don't know how useful an item is until you hover it. Colors sometimes help, or at least they should've been helpful, but it's mostly negated by the fact that lower-level artifacts may have the same color as very high-level.

The proposal is to make colors dependent on level difference instead. For example: weak lower-level artifacts can be made white. Higher level is green. More higher level yellow. Super high-level items and unique artifacts violet. The point is not the assignment of colors specifically, but the general idea, of course.

@dorkster
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dorkster commented Feb 2, 2019

Interesting idea. I think turning down the brightness/saturation of the colors for "weak" items would be appropriate.

Basically, we could have a threshold for how many levels below the current level is considered weak. For example, if the player's level is 8 and the modder sets the threshold to 2 levels, items with a level less than 6 would be considered weak for the player.

However, I don't think such a threshold would fit will with the Empyrean campaign's items specifically. The items are split into tiers of 4 levels each: 1-4, 5-8, 9-12, 13-16. So perhaps the engine should be able to look at these tiers and consider items in lower tiers than the player's tier to be weak.

@vgaming
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vgaming commented Feb 3, 2019

Yes, the items are indeed split into tiers, and colors follow that convention. Still, for at least my gaming experience, I don't care about tiers as much as I care about levels and "whether I can/should put this item on me". So I'm still curious how it'll feel, even if applied to Empyrean.

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