The Graphic Issues of Poison


Topic #1 - Existing Component Graphics

When designing a MMORPG, there are certain truths/objectives that are undeniable:

  1. Graphics take time to download and memory to store

  2. For efficiency's sake, certain graphics and/or icons must be used for more than one item

  3. When deciding which graphics/icons are to be used for a particular item, the selection should be made with the objective of causing as little confusion as possible.

Now, if we take a look at the current graphic implementation of the rogue's poison skill, we see that very little thought was given to lessening the potential confusion of the player. Point in fact: the graphics for poison vials and suspensions.

Suspension
Vials
Lined Vials

 

It should be obvious to anyone that these graphics are confusing. Since all known poisons require a suspension and some sort of poison vial in addition to the other components, anyone can see that the mortar and pestle will need to contain two different items with the exact same graphic. Try carrying around a backpack containing both poison vials and suspension, and you'll have no trouble seeing my point.

Please, Verant, give the vials unique icons! Suspension can remain the same, but I don't think it is too much to ask for regular and lined vials (and sealed, if they ever exist) to have unique graphics that differ from one another. They need not be new graphics entirely, since there are already numerous vial-type graphics in the game that rogues are unlikely to confuse with poison vials. Even the icons used for beer and wine would be a step up, but any of the potion/spell component graphics listed below would be ideal.

For the most part, rogues never see these graphics. They may notice the vials on a vendor or loot them off the odd MOB, but rogues are unlikely to be carrying these sorts of items around. Please also note that this is a small sampling of the graphics available.

If you have other examples, please email a complete screenshot (I'll do the editing) to me at rocha@punchboard.com.

Along the same lines, take a look at the graphics used for poison vial sketches, and unfired poison vials:

Vial Sketch
Unfired Vial

Every other pottery item that I have made has an icon for the unfired product that is different from the generic sketch graphic. Any of those icons (unfired bowl or whatever) would be preferable to the current choice. It is VERY easy to screw up when making vials, since unfired vials look just like the sketches you are using to make them. ANY trade skill in which the finished product looks just like one of the components is flawed, in my opinion.


Topic #2 - Application Concepts and Graphics

Question: When you apply poison, what are you doing?
Answer: You are buffing yourself.

When you think about it, applying poison is a self-buff. You have caused a buff to be applied to yourself much like a damage shield or something similar. True, this buff will wear off after the first successful hit on an opponent, but it is a buff, none the less. Have you ever applied poison and then forgotten whether you had applied it, or forgotten what type of poison you had applied? I know I have.

Why not give rogues an icon in their display like other buffs? An appropriate graphic already exists, after all, and could easily be reused with little chance of confusion. This icon would appear after a successful buff, and holding down the right mouse button on the icon would show the nature of the buff, just like all other buffs. Something along the lines of "Applied Poison: Festering Nettle" seems appropriate. Also, should a rogue wish to, he could left-click the buff to remove it (although there is really no reason to under the current poison system.) Such removal would be easily explained in the context of role-playing by the rogue wiping off his blade. Once the poison is used, of course, the icon would disappear. This sort of feedback would become much more important if Verant ever allowed rogues to apply different poisons to their primary and secondary weapon slots.

 

 

A few parting thoughts:

  • If applying poison is to have a delay (as is now the case) there should be some sort of feedback for the rogue on the progress he is making. A sound like a vial being uncorked and the contents poured out would be cool, but the standard casting delay thermometer would be adequate.

  • Other classes' attack buffs (Firefist, etc.) last through zoning. Poison should be no different.

  • Not all poisons are liquid

  • If I were a real-life rogue, even with fantasy-era technology, I'll bet I could design a dagger that was specially made for holding and delivering poison more efficiently than standard weapons. Wouldn't it be cool to have a rogue quest for a special dagger designed for poison delivery that gave the rogue some sort of bonus when using poison?

  • If a guild master can train me in the making and application of poison, it only makes sense that he would have some nearby. Put some newbie poisons on guild vendors.

I welcome your thoughts and comments. Feel free to email me at rocha@punchboard.com.

Ask me about Bixie-B-Gone!