There will be different armatars between karma and playpoints or what are they called?
We haven't decided yet.
My first problem with custom armatars is ...
Maverick4, Please stay on topic. We don't want discussion about custom armatars in this thread, regardless of whether they're for seasonal armatars or something else.
When I looked at the Legacy armatars, the vertical display was.... weird.
"Weird" is subjective. Can you elaborate a little more on what you think it should look like?
I do agree with what others said in the other thread (and around the office) that if all AG2 armatars are going to be unlocked with the AG3 launch, then we shouldn't group them according to AP needed on AG2 to unlock them.
will these (seasonal armatars) have specific AP or karma thingies whatever levels as well?
No, we'll probably unlock all seasonal armatars for any user who wants to use them, but they'll only be available for a limited time.
let's say I had to find Mr. Spike in his designated game, and I got an achievement for it, I would unlock the armatar for it at the same time, basically? As a relatively specific hypothetical example.
I imagine it'd be more like "here's 5 armatars for Crush The Castle" for everyone to use (regardless if they play the game maybe?), but if the game tells us via the achievement engine that you've actually finished the game, we might unlock a 6th armatar, so only people who have *finished* a game can get the achievement. Or who have gained all other achievements, etc.
It's really going to be a much larger cooperative effort on the part of Armor Games and game developers to (a) get achievements into the games, (b) communicate those achievement progressions as they happen, and (c) having the system recognize when you unlock all available achievements and having *that* achievement unloack a reward, like Armor Points, or another armatar (or both), etc. to you.
We're actually going to talk about the achievement system today, so I'll ask some questions about how that will tie into the achievements.
So back to the UI question ... if you can describe in better detail what looked 'weird' about the interface, it would be much more helpful.