Isle of the nameless skill change

Smal

Smal

Ascalonian Squire

Join Date: Aug 2007

netherlands

W/E

I don't know if it is suggested before, searched sticky and forum but could'nt find any. I like testing skills/builds on isle of the nameless, but when I want to make some changes i have to go back to the temple. I think it would be nice if iotn would be the only explorable where you can change skills. I don't know if that would give probs. What do you guys think?

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

I'm sure there's some programming reason why it wouldn't work, but I like the idea in theory.

For the record though, it's not like it's an insane walk, and they've even got the guys that cast Windborne Speed on you.

Smal

Smal

Ascalonian Squire

Join Date: Aug 2007

netherlands

W/E

I know the walk is'nt long, but I'm a bit lazy . But it would be nice when you can makes some fast changes just to check, without going through 2 loadscreens.

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

I think the programing of the game wouldn't allow that, no matter what the makers do to it. If they do that for IoTN then it will happen for all areas, so there's no use of trying. What I would really want to change in IoTN is put more hostile NPCs in there and make them a big challenge. Heck, we don't even have sin spikers, or ele nukers in there. I say, put in some hardcore practice guys that will really test us. We have them in the Bison Tournaments, but that's only for PvE guys. I say, make our PvP characters suffer the beating too and come out better. Nothing like good old pain to win the gain.

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

I dunno where people get this is a programming issue, it's easily possible and at no point does doing something in one explorable automagically make it happen in them all. It's called setting a tag so that it only happens there.

We can't change the skill bars in the Costume Brawl outpost, it's not like that occurs in every outpost, no? Exactly.

EDIT:
All for this /signed signed signed signed

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Quote:
Originally Posted by DarkNecrid View Post
I dunno where people get this is a programming issue, it's easily possible and at no point does doing something in one explorable automagically make it happen in them all. It's called setting a tag so that it only happens there.

We can't change the skill bars in the Costume Brawl outpost, it's not like that occurs in every outpost, no? Exactly.

EDIT:
All for this /signed signed signed signed
You'd be amazed at how horribly GW is programmed. We suggest a lot of seemingly simple changes to skills (not even map related or anything complicated), and Izzy says that to make an edition, a lot of the times the programming team has to rework a good chunk of the code.

Just like how one of the last few updates messed up the GvG AT rotation and had it reset to what it was the last month. You'd imagine that making changes and a new patch wouldn't affect that, but it does. Everything's so intricately tied together and it's a pain to make changes because of rushed programming to begin with.

I wouldn't be surprised if they tried to tag it so that skill changes only work there, that it'd end up affecting some other areas as well (switching skills mid-GvG? )

Hyper.nl

Hyper.nl

Desert Nomad

Join Date: Oct 2006

Defending Fort Aspenwood

E/

This behaviour is probably too deep into the game engine basics for a quick fix.
But if it can be easily changed: /signed.