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Live and Let Dye

Another week, another great update to get stuck into from the ArenaNet team, and this time Kristen Perry discusses the dye system in-depth. If you thought it was all about slapping a few colours together to come up with the dye system then you?Eurore very much mistaken. As the update stresses, the Guild Wars 2 dye system is highly complex with dependence on material type and numerous other complex factors and even the introduction of Sets. Check out the full article. Here’s a quick snip on Sets.

In Guild Wars 2, weight classes determine the profession distribution and the seam rules for our armor coordination. We realized there were times when we desperately wanted to break those rules, so we developed a solution to do so. For example, town clothes work similar to the light armor system. There is a waist seam that allows mixing and matching to work relatively smoothly between pieces, which gives the player as much creative freedom as possible. But for clothing, it would be a travesty to never have a long trench coat, which has a seam overlap that would follow medium armor seam rules.

To solve this dilemma, we have created sets. Sets are two or more sections of armor fused into one to prevent mixing troubles that allow us to design with far less seam constraints. For example, we could have an outfit with a large trench coat, an inside vest and shirt, and pants. You?Eurove seen this before in my previous clothing blog post. That outfit is one piece. However, because we know there?Euros so much fabric real estate, three dye channels aren?Eurot enough. In cases like these, we have allowed four dye channels. This will allow a remarkable amount of control over the parts of the outfit without having to require the pants to dye the same as some part of the coat.