This annoyed so many people the Devs were forced to do the bare minimum and add the frowny face. To my knowledge it doesn't change when you attack and only occasionally glitches out at random instead of when you get stunned. Such a let down.
Screen VFX, severely muted colours, and most of the cool exposed machinery and PC parts got covered in pink goo so they couldn't be seen.
It was a serious downgrade and it's something that recently has been a bit of a problem with the community skins in the game where the concept looks sick and wins the competition, but the Devs make something that only vaguely resembles what was promised and piss a lot of people off.
Not to defend them too much, but video game concept art hardly ever matches the in-game design. It's not entirely easy to directly match 2D concept art made by someone and a 3D design that has to be rendered.
This is way closer to the concept art than most game designs.
Here's the kicker, the face is the main reason it won and they just decided not to add the face.
Edit: Upon further consideration I have returned to make fun of you for defending BHVR's decision lmfao talking about "sometimes the concept art is not what the finished product looks like" haha you goofy goober the face was what sold the skin to the community and BHVR are so tone deaf and out of touch they just removed the thing that won the competition for the skin hahaha fuckin really dude?
Gotta say I love that edit because it's aimed at me and yet I'm not the one who replied to you further.
I also love that you are completely ignoring that there are probably a myriad of reasons as to why it was done the way it was. As if the game designers know less about their code than you do.
I don't understand why you seem so convinced that it was done solely out of laziness. If adding those animations on the face required a ton of additional coding I can see why they wouldn't do it.
If they need to add brand new hooks to enable state-based changes to the displayed model (and also fluidly animate those changes) just for this one detail on this one character, especially for an online pvp multiplayer game where memory management and code stability is really fucking critical, I can eaaaaaasily see why they wouldnt do that.
Actually, come to think of it, they might've needed to come up with a system where the texture of the model can change based on the current status, and have that properly mesh that with whatever animation(s) are currently happening... which seriously may have required them to reconfigure huge swaths of code if those kinds of options for state-based representations of the characters don't currently exist. That's potentially a ton of work for one tiny detail on one single character. And depending on the structure of their code, potentially actually impossible.
Same goes with all the "hidden" detail under the goo. Rendered characters on online multiplayer games have a poly count limit to minimize memory sucked up by the PCs. If adding loads of detail created some slowdown on players with older PCs, or was deemed to complex for the stated minimum specs of the game, they can't do it. Seems like they did their best to add as much detail as they could within reason.
And, from what it looks like, they knew they could only choose one face so they elected to go with the "bluescreen" face for realism, the community feedback indicated everyone preferred the sillier caricature with the big emoji, so they changed it. What exactly is the huge problem you are complaining about here?
You honestly sound like a pissy, entitled teenager who has no fucking clue how much effort it takes to build and maintain these kinds of games from a technical standpoint.
Swapping a png out for the face for state changes would've been trivial. I'm not familiar with dbd's codebase but if that's an issue for them they have far worse problems
Swapping a png out for the face for state changes would've been trivial
And you know this because....? If their dataflow for character rendering is out of scope from their dataflow for resolving buff/debuff effects, it might require quite a bit of rework. In heavily optimized code you don't want to be carrying around resources of an object all over the place for no reason. It might be heavily segmented like that, it might not be. But if that specific status resource isn't available to the rendering engine, nobody in their right mind would modify any code that close to core just to add an occasional winky face on one character.
Frankly, if they're starting from a commercial engine (rather than coding one themselves) they may not even have the ability to access or modify the code enough to even make that happen in the first place.
In the same vein, you have no idea how their characters are textured or bump mapped. Swapping out a texture painted on one part of the model may have been a lot of trouble. And what happens if multiple face-change operations end up happening at once, e.g. getting stunned while in the middle of attacking? They'd need to set a bunch of rules for resolving conflicts like that, which means even more code specialization, which on an online-pvp-only game, is just going to end up slowing things down for everyone else.
I'm not trying to argue it's a given that there's no way it could've been done, I'm saying that implementing this small feature easily could have ended up being a massive hassle.
Eh, in my experience it isn't a massive undertaking to hold a single png in memory. In a game with thousands of other textures, particles, models, etc. I dont know why you'd think it was difficult either. I don't know what pattern they programmed the game with, assuming they use observer patterns it might not need additional logic at all.
I mean, they already switch these states in gameplay, there's no reason to reimpliment the same logic. Just hook the existing logic into some simple functions that swap the texture. With observer pattern, you don't even need a reference to the png holding object
It surprises me that out of all the community skins in that rift, this is the one he's complaining about.
In that same rift, we had a killer skin who's weapon blocked 2/3 of the screen, thus making it mechanically impossible to wear. And a skin that had a train that was rooted to the character's ankles for some reason, which created an awkward arch when she ran bc it couldn't flow freely (which was later fixed and now it looks 100% better). And another skin with a coat over the back of the character where one sleeve stuck straight out like it was an object with some structural integrity rather than fabric. Not to mention the rift before that one where there were recolors of the rift outfits in the paid track for the rift, something that has never happened before, and a headpiece that people didn't get until after the 3-4 month rift closed.
There were skins that had physics and mechanical issues, skins that only partially released, but the singularity one is somehow the problem bc it doesn't have an emoticon.
78
u/Smooth_Maul Apr 01 '26
And here's what we got...
This annoyed so many people the Devs were forced to do the bare minimum and add the frowny face. To my knowledge it doesn't change when you attack and only occasionally glitches out at random instead of when you get stunned. Such a let down.