Fix the Dye System - Red, Orange, Yellow, other stuff

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Shayne Hawke
Shayne Hawke
Departed from Tyria
#1
The aforementioned dyes are absolutely terrible at mixing with other dyes. They become terribly faded out, or just create absolutely raunchy colors. Also, for some armors, it seems that there will be little to no noticeable difference between Red and Orange dye, or Orange and Yellow dye, and especially so when mixed (the dyeable festival masks, however, seem to be an exception to these rules, and dye combos you use on them will often yield much different colors than on most armors).

While we're at it, it should be mentioned that using multiple copies of the same dye will often result in a different color or shade, but we are told that this is unacceptable. If using one Green dye on an armor looks different than using two Green dyes, it seems a little silly to not have the option to use two.

Fix these, please?
Icy The Mage
Icy The Mage
Forge Runner
#2
I'd very much like this to be fixed, I tried previewing two blue dyes on my monk's armor and it looked much better than just 1. Kind of random.
[Morkai]
[Morkai]
Jungle Guide
#3
Yeah, and the depth of colour created by one dye alone would be nice to have fixed. I've found adding Silver to almost any colour will add depth and make it seem much more realistic.
Bristlebane
Bristlebane
Desert Nomad
#4
I agree that multiple dyes of same color should be allowed.
After all they do look different in preview.
Hyper.nl
Hyper.nl
Desert Nomad
#5
The multiple dye system works fine in my opinion.

The only strange thing in the system is that a single dye colour works differently than multiple dyes. (A single dye always produces the pure colour of that dye, while with multiple dyes the colour of the armour itself also counts in the result)

An expensive solution would be to allow multiple of the same colour dyes.
[Morkai]
[Morkai]
Jungle Guide
#6
Oh, and bring back old black dye
KoKoS
KoKoS
Wilds Pathfinder
#7
ya.. i miss u old black dye
D
Dont Nerf The Perma
Frost Gate Guardian
#8
I think if you place two blue dyes in with a gray dye you get the same effect.

As for fixing those dyes I totally agree. Doesn't look like this it at the top of ANets to-do list tough
Xsiriss
Xsiriss
Jungle Guide
#9
Definitely.Hell, I'd like to see something that's in fable where you dye a pimray area and seconday area of your armour...wishful thinking.
m
mooi mer
Ascalonian Squire
#10
aha, will be nice ... i would like to try girly pink, there is no way to make it. And the black...it's more like dark grey.
Carnivorous Cupcake
Carnivorous Cupcake
Academy Page
#11
I have my Rit's Elite Kurzick Armor dyed yellow and I like the result.

I would like to see Orange and red becoming more vivid though, those should be saxay and vivid. >:3
T
Tom Swift
Jungle Guide
#12
Agree

I suffer from a very sad armor addiction and am getting really tired of the dye system not making sense.
P
Pinkest One
Lion's Arch Merchant
#13
Quote:
Originally Posted by mooi mer View Post
aha, will be nice ... i would like to try girly pink, there is no way to make it.(
My monk is sad that his pink isn't "girly"
Just depends what you're trying to dye.
I'd like to see multiple copies of the same dye usable though.
Shadowhaze
Shadowhaze
Nothing, tra la la?
#14
Agreed it would be nice. Sadly it probably won't be changed at this point.
D
DoomFrost
Lion's Arch Merchant
#15
I wish they had a better dye system, utilizing a much larger palette than just being limited to 11 colors, and having to mix from those which nearly all the time come up with horrible results.
Pistachio
Pistachio
Lion's Arch Merchant
#16
There's really no reason the dye system needs to be so cryptic.

Even something like an in game chart with the spectrum of colors, or a wide selection, where you would choose your color and it would tell you what dyes you needed to mix.
Or.
Even better, make the dye trader a dye mixer. So, you just choose a color and he makes it up for you.
MithranArkanere
MithranArkanere
Underworld Spelunker
#17
As far as I can tell, the dye system does not dye the skin before being applied to the item. It seems to colorize part of the image after the items is rendered, as if the image was a 'color by numbers' picture. This method is used mostly in 2D games, and I rarely see it in 3D ones.

I don't now what advantages that may have over dying the textures before applying them to the item, and I don't know if the dye system issues are caused by this weird way of dying.

Whatever the cause, truth is that the dye system sucks now:
- Items may be crafted dyed gray, but they keep the base color under them. Eye of the North armos have a shiny red as base. That may have been theoretically done to make the dye system work on them (in a 360 degree hue scale red is considered to be 0), but the theory doesn't always match the practice.
- The base color gets mixed with the dyes when adding two or more dyes with some armors. That's why "red+red" doesn't look like just "red" in most armors, even if it should. The base color gets partially in the mix as if you were adding the long lost dye remover.
- Same combination of dyes may have very different results in different items. That is a problem specially in items of the same profession. Again, slightly different base colors seem to be the reason. For example, the primeval ranger armor has a quite dark brown as base. The Shing Jea armor has a very light one.
- When zoomed out the item may not be dyed correctly, and the base color may appear from under it as patches of color and colored aliasing in the edges (it happens a lot with many EotN and some nightfall armors).

I though that it could have been my videocarcd, but I tested others, and it's not. It's the dye system. It's messed up. The 'better teture filtering' doesn't help much either.

So, either they fix the dye system to ignore the hue and saturation of the base color and use only brightness (that is, just colorize) or they change the skins to have a raw base (white cloth, pale brown leather, gray armor)

And either, way, it shoukd do it correctly, without leaving patches and aliased borders.