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分类: IT职场

2014-09-07 13:50:18

In fact, the hardest thing about it is  finding a dye station, which isn't very hard at all. You'll need to travel to a town or a major city and look for the alchemy vendor on your map. The dye station, a workbench surrounded by barrels full of color, is typically located either inside the alchemy shop or very near it in the town proper. Once you open it up, you can sort your dyes by hue or rarity and then apply them to three different color blocks on each piece of gear. ZeniMax has done a fantastic job here, as it's possible to completely change the look of even your ugliest armor bits with a few quick strokes of your mouse.

The dye station interface also includes an option to show all the dyes you haven't acquired yet, and right clicking on each one reveals the achievement necessary to unlock it. And yeah, crafters, you read that right. You won't be making armor dyes and selling/gifting them to your fellow players. While I love the actual dyeing process and its ultimate results, ZeniMax could have had the genre's best color customization system on its hands but for a couple of poor design choices. Problem number one is the fact that Elder Scrolls' dye system is tied completely to progression. This is a non issue if you've been around a while and have a high level character, since you'll have already unlocked quite a few awesome colors just by playing the game and collecting various achievements along the way.

It's not OK if you're just starting out and want to customize your look from the get go. And let's face it, everybody wants to customize his look from the get go because most newbie MMO armor is either grossly mismatched or straight out of some art team intern's Butt Fugly Summer Collection. Tying personalization and what is largely a fluff system into the game's progression track reinforces the misguided notion that MMOs are about grind, when in fact grind is only one of the options available to players in a proper virtual world. I get that devs are always searching for ways to make players stick around, but this kind of thing rubs me the wrong way because it's both  a blatant capitulation to skinner box design principles and it's unimmersive.

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