Amari
Goblin Squad Member
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A friend and I started playing WoW together, his first MMO. One time when we were playing together he gives away this 1% rare purple drop. I was like, "Holey crap dude, you could have sold that on auction for a boat load !" He thought it was blue. Come to find out he is color blind. Red and orange, blue and purple look like the same color to him. He didn't know they had a color blind setting.
No dot= White item <common>
One dots= Green item <magic>
Two dots= Blue item <Rare>
Three dots= Purple item <Epic>
Four dots= Orange item <Legendary>
Monsters levels etc were done in the same fashion. And of coarse the name plates also had a different design also for type, rare, elite etc.
So my question is this, now that I finally got to it... is PFO going to add a setting for this ?? I truelly hope so.
Proxima Sin
Goblin Squad Member
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Oh that kind of color blindness. I was getting my soapbox ready.
OP has all good points but I wholeheartedly oppose a special setting for colorblind players. I suggest it's early enough GW can avoid extra coding and just produce the default item and boss displays etc. to be visually distinctive and interesting; not dependent only on text color. That will also make identifications even more intuitive and obvious for color-abled players too.
Colorblind gamers unfamiliar with PO will be able to tell just from screenshots or a few seconds of demo video the easy visual distinctions and never have to deal with the situation of not knowing there was a "special setting".
Example:
Tier 1 items, common gear, refining items, etc. have their information text displayed over a plate that looks like simple boards (wood grain features)
Tier 2 items and other mid-level stuff text information goes over a fancier plate that's obviously not wood. Perhaps a banded mail pattern with rivets feature or something.
Tier 3 with oodles of keywords and other elite get plates with finely-wrought gem-encrusted gleaming precious metal work visual features.
Five minutes playing PO, colorblind or not, you're going to have a good intuitive sense of what things are more valuable and a bigger deal than others and it's going to look visually engaging too.
Proxima Sin
Goblin Squad Member
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And it's not just "we need to take care of the 10% of players that can't find the red tree in a green plate". Engaging visuals that are distinctive enough for that practical purpose also make the game look better for 100% of players and make PO stand out from lazy games that give you text following the color wheel from freshman year and call it game design.