Loadout Feedback

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    • Loadout Feedback

      Most guilds make use of spreadsheets, images, discord lists and similar to manage their accepted gear so from this alone. QoL are always welcome and this one is definitely up there on most anticipated ones.

      So I'll just list the good and the bad of what I found so far:


      Good
      • Loadouts exist
      • Shareable through chat or mail (amazing btw)
      • Able to start loadouts from equipped items to save time
      • Decent amount of slots (30 for personal, 60 for guild?)


      Bad
      • Cannot select different food / potion amounts unless done by inventory or starting a loadout from equipped items
      • Cannot match loadout by IP or give enough alternatives (such as: 5.3 6.2 or 7.1)
      • Possible Bug: Guild loadouts don't show on tab like regular loadouts are (everything else works with them)
      • Minor, but now "Quick Equip" and "Manage" require an extra click which will be annoying at the start. Possible to use the space available to bypass that?
      • Average IP shows without including your destiny board bonuses (as mentioned in another post)


      Also did some testing, and you can sort of work around the matching by IP issue by making use of the different matching for tier and enchantment. Example:
      1. Loadout has a 5.3 Item, meaning you want to match 6.2 as well
      2. You can set tier to be "equal or higher" and enchantment to "equal or lower"
      3. Now you can equip 5.3, 6.2 and if not available, 6.3 as well
      Obviously example above is a bit iffy as you'd likely not want to equip a 6.3, but then it's just up to chest organization really.
      The Fleet's Guild Master
      Roads of Avalon Guild

      discord.gg/8WqzHdm

      The post was edited 2 times, last by Vocandin ().

    • Hi @Vocandin,

      thanks a lot for your feedback.

      Vocandin wrote:

      Decent amount of slots (30 for personal, 60 for guild?)
      Guilds actually have 100 Loadout slots ;) .

      Vocandin wrote:

      Cannot select different food / potion amounts unless done by inventory or starting a loadout from equipped items
      This is not in the current staging version, however we have already fixed it and it will be in very soon. You will be able to use the amount selection (1,10,Full Stack) AND be able to stack items simply by dragging more of it onto the slot.


      Vocandin wrote:

      Cannot match loadout by IP or give enough alternatives (such as: 5.3 6.2 or 7.1)
      Actually the entire system is built around IP. What the equipping settings provide is a way to filter the items in a container by the different parameters (tier, enchantment, quality). The system will essentially scan a container for all of the items that match the selected one, filter out all that dont match the selected rules and equip the item that has the closest matching IP to the original.

      Vocandin wrote:

      Possible Bug: Guild loadouts don't show on tab like regular loadouts are (everything else works with them)
      This is actually not a bug. Guild loadouts need to be saved into your list of personal Loadouts by using the "save as new" button in order to have full access to them in banks or chests. This is a current technical limitation that we are facing, and we might revisit that in the future.


      Vocandin wrote:

      Average IP shows without including your destiny board bonuses (as mentioned in another post)
      This is true and unfortunately also a technical limitation. Items selected in loadouts arent "real" items and therefor the calculation of the average IP doenst trigger the way you know it from your inventory. We want to make this work, but we will have to make some bigger changes to the way IP is calculated in order for that to work first.


      Hope that clarifies some of your points.


      Cheers,
      - Mo
    • "Actually the entire system is built around IP. What the equipping settings provide is a way to filter the items in a container by the different parameters (tier, enchantment, quality). The system will essentially scan a container for all of the items that match the selected one, filter out all that dont match the selected rules and equip the item that has the closest matching IP to the original.

      Cheers,
      - Mo"


      This does match IP but that isn't always good. The way the system is designed, if I want the IP of a 7.2 Normal item but flexibility to go up to T8.1 or down to T6.3 I have to select the extremes in the loadout rules. I am incentivized to make my loadout with a 6.3 Normal item and select Same or Higher for Tier, Same or Lower for Enchantment, and Same or Higher for Quality. If I have a 6.3N and 7.2N item in my bank tab that loadout will always select the 6.3N item first, because obviously it is closest to my loadout. But a 6.3 warbow for example is 200k more expensive than the 7.2 version despite being slightly lower IP. There is something missing that trades off between IP and Estimated Market Value, because I'd almost always rather have the item with a little bit more IP and a lower cost.

      The post was edited 1 time, last by Lanzier ().

    • Lanzier wrote:

      "Actually the entire system is built around IP. What the equipping settings provide is a way to filter the items in a container by the different parameters (tier, enchantment, quality). The system will essentially scan a container for all of the items that match the selected one, filter out all that dont match the selected rules and equip the item that has the closest matching IP to the original.

      Cheers,
      - Mo"
      This does match IP but that isn't always good. The way the system is designed, if I want the IP of a 7.2 Normal item but flexibility to go up to T8.1 or down to T6.3 I have to select the extremes in the loadout rules. I am incentivized to make my loadout with a 6.3 Normal item and select Same or Higher for Tier, Same or Lower for Enchantment, and Same or Higher for Quality. If I have a 6.3N and 7.2N item in my bank tab that loadout will always select the 6.3N item first, because obviously it is closest to my loadout. But a 6.3 warbow for example is 200k more expensive than the 7.2 version despite being slightly lower IP. There is something missing that trades off between IP and Estimated Market Value, because I'd almost always rather have the item with a little bit more IP and a lower cost.
      A simple rule to always pick the lower cost of the two would be a good idea... Meaning in the realm of the same IP. Like if there are two items that have a 10 IP difference but a 200k difference a rule to pick the lower cost item would be nice...