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Weapons that diddnt make the cut.


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#1
_-Greywolf-_

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I was just wondering what happened to the spear, the halberd and the flail? It seems that it is fairly common among RPG developers these days to totally ignore these weapons and leave them out of their games, the only recent RPG I have played that has these weapons is Demon's Souls (except for the flail however I am not that far into the game yet so I dont know) and I dont know about you guys but I wouldnt mind to see them return.

I guess I can see why these weapons would be negectled as if you limit your melee options to swords, hammers/maces and axes you really only need to have one set of skills and animations for each fighting style (weapon and shield, 2 weapons 1 in each hand and 2 handers (however stabbing ogres in the face with a mace doesnt make much sense and where is the skill set for just a single one handed weapon style?)) where if you put the spear and halberd in the game you would at least need some new animations (However I hear Bioware now has animations for staves in melee combat) and probably a new skill set as well and god knows where the flail would fit in (would it fit with the one handers or would the flail look awkward with the current one hander animations?), but for the spears and halberds at least does anyone else here think that it would be worth it?

Also why not post whatever weapons you would like to see in the game as well. I would love to have a whip in the game however so far to my knowledge vampires dont exist in thedas and without vampires the whip just wouldnt be the same.

#2
Bobad

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Indiana Jones wasn't a vampire.

#3
_-Greywolf-_

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Good point however there are no ****s in the game either, hmmm but then again there is probably exploring of ancient temples so perhaps the whip could be of some use?

Modifié par _-Greywolf-_, 20 octobre 2010 - 02:17 .


#4
Maconbar

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I think that animations for whips, flails, mornings stars, and alike would be challenging because of the motion of these weapons.

#5
Bobad

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Maybe it'll appear in DAs's version of The Pearl?

#6
SteveGarbage

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1. Part of the answer is you have to develop completely new animations and models for all these additional weapons. Considering at the most you're using 16 melee weapons (if all 8 humanoid people were using dual wield) adding a whole new set of weapons and animations for them is additional work not necessary.

2. Spears typically don't have much utility in close combat which is what Origins is completely consisting of. Considering there appear to be no mounted enemies to attack or horses to ride, a spear doesn't have a whole lot of use. We do see old statues that have spears, so they may have once been used widely during more "barbarian" times in Ferelden.

3. The flail is a historically dubious weapon as it is. And considering that you have one-handed maces which are essentially the same thing, a flail wouldn't be necessary.

4. I like spears and might like to use them but I can understand why they weren't included. Otherwise I think the weapon spread was pretty fair in Origins.

#7
_-Greywolf-_

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SteveGarbage wrote...
2. Spears typically don't have much utility in close combat which is what Origins is completely consisting of. Considering there appear to be no mounted enemies to attack or horses to ride, a spear doesn't have a whole lot of use. We do see old statues that have spears, so they may have once been used widely during more "barbarian" times in Ferelden.




A pretty sloppy example but you get my point, also look at how Hawke fights in the trailer.

#8
The Hardest Thing In The World

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I'd like to see each weapon has their own attacking animations and more unique weapons that aren't of the long sword variety. Maces suffered the most in this department, I felt.

#9
_-Greywolf-_

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Also here







Yeah they fight the other half of the battle with swords but still.

#10
Dan-mac RI

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SteveGarbage wrote...


2. Spears typically don't have much utility in close combat which is what Origins is completely consisting of. Considering there appear to be no mounted enemies to attack or horses to ride, a spear doesn't have a whole lot of use. We do see old statues that have spears, so they may have once been used widely during more "barbarian" times in Ferelden.


Don't forget halberds, which are about as easily usable as any of the two handers, even in close quarters. Come to think of it, halberds are probably one of the most versatile weapons ever.

#11
Russalka

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Polearms are not for traditional close combat.

EDIT: The fighting situations Hawke is in are not very polearm-friendly, as they were designed to keep enemies at a distance. Halberdiers always carried swords or daggers for even closer combat.

Modifié par Russalka, 20 octobre 2010 - 02:52 .


#12
filetemo

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dual wielding halberd rogues ftw!

#13
Elanareon

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Remove the fatality move then and bring back those weapons...

#14
Sir JK

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I think part of the problem with spears, halberds and other polerams is that they're so incredibly different from swords. In theory axes, swords and maces fight very similarily (they do in fact fight nothing alike though). Polerams however... it's fairly obvious that mano-a-mano they fight completely different.
For one they're very aggressive weapons. A big part of using a poleram is never let your opponet breathe without you letting him. Be on their back -all- the time.
The other part is that the footwork needed becomes more apparent. With a poleweapon in your hands your entire body becomes an extent of that weapon. Footing, posture, stance all becomes part of and involved in every attack.
I can imagine polearms being something of a pain to properly depict (and iof you don't... they just end up looking silly and ridiculous). They'd practically need the same level of interaction with their target as the killing blows do... all the time (then again, technically so do swords).
Too much effort for weapons that aren't that popular perhaps?

Edit: Also, to those of you thinking that spears and halberds didn't see single combat. They did. Occasionally soldiers did get seperated from formations (and after a while most formations break down anyways) so single combat styles were developed and perfected for these weapons. Just like two-handed swords, bows and crossbows, these weapons were as useful if you were alone as if you were in a formation.

Modifié par Sir JK, 20 octobre 2010 - 02:59 .


#15
ErichHartmann

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I just desire a classic katana or wazikashi for my (ninja) rogue. :)

#16
The Hardest Thing In The World

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Or scimitars.

#17
SXOSXO

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Easy explanation, less worry about doing specific animations for all those weapon types. It's already bad enough that weapons like axes get the same animations has swords. The budget always has the final word.

#18
Maconbar

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Why have axes when herrings are better at chopping things.

#19
lv12medic

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Well, flails are out mostly because that weapon requires the weapon to be animated. As for polearms, I don't know. Maybe over time in future DA games we'll see them. But speaking of effectiveness of weapons in general... considering the some of the environments we fight in most of the weapons in DA:O are technically rather difficult to use. Inside of buildings, down inside of natural caverns and such. DA:O combat environment's are at such close quarters that I don't think two-handed weapons or bows would be any use either, let alone pole arms.



But then again, the game world is convenient and lets us fight in wide, flat and open corridors, with doorways tall and wide enough to fit ourselves + armor + weapons through etc. etc. etc.

#20
John Epler

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I believe it comes down to, as has been mentioned, the fact that those other kinds of weapons require a significantly different kind of animation to the weapons we already have. Polearms are handled in a rather unique way - the same can be said of flails, whips, all those sorts of things. Of course, this is conjecture - my job intersects the combat and combat animations only when I decide 'hey, I want someone to play this awesome combat animation in this cutscene'.



I have to agree with Bobad, by the way, and take issue with your association of whips with Simon Belmont! Castlevania over Indiana Jones? I just don't understand you folks sometimes...

#21
M8DMAN

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JohnEpler wrote...

I believe it comes down to, as has been mentioned, the fact that those other kinds of weapons require a significantly different kind of animation to the weapons we already have. Polearms are handled in a rather unique way - the same can be said of flails, whips, all those sorts of things. Of course, this is conjecture - my job intersects the combat and combat animations only when I decide 'hey, I want someone to play this awesome combat animation in this cutscene'.

I have to agree with Bobad, by the way, and take issue with your association of whips with Simon Belmont! Castlevania over Indiana Jones? I just don't understand you folks sometimes...

I understand that weapons like Whips and Flails would be hard to do in the game correctly. 

But I still don't see why polearms couldn't be added to the game.

#22
Chris Priestly

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M8DMAN wrote...
I understand that weapons like Whips and Flails would be hard to do in the game correctly. 

But I still don't see why polearms couldn't be added to the game.


For the exact same reason.



:devil:

#23
ErichHartmann

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Chris Priestly wrote...

M8DMAN wrote...
I understand that weapons like Whips and Flails would be hard to do in the game correctly. 

But I still don't see why polearms couldn't be added to the game.


For the exact same reason.



:devil:


Difficult in general or for DA's graphics engine? 

#24
slumlord722

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I see the points about why it isn't featured, but I have to agree that seeing something like a polearm in-game would be more unique than the whole completely overdone katana thing.



As for realistically depicting combat with a polearm...I think the game strives for making combat look cool as opposed to making it look real (dual-wielding swords moves, for example).

#25
tmp7704

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slumlord722 wrote...

I see the points about why it isn't featured, but I have to agree that seeing something like a polearm in-game would be more unique than the whole completely overdone katana thing.

As for realistically depicting combat with a polearm...I think the game strives for making combat look cool as opposed to making it look real (dual-wielding swords moves, for example).

It's probably not a matter of being realistic, but as you say yourself a polearm is quite different weapon type from a sword, so even if they wanted things to look just "cool" it'd still require separate set of animations simply because of how different it is when it comes to application in combat.

Modifié par tmp7704, 20 octobre 2010 - 04:56 .