Why is everyone so happy about the new inventory system?
#326
Posté 09 novembre 2010 - 07:58
#327
Posté 09 novembre 2010 - 07:59
Aermas wrote...
The fact of the matter is, that they are taking away, not adding, to the inventory & to the customization of the game
No, the fact of the matter is they took away something you valued, and added something you don't value.
But that's just like, your opinion, man.
#328
Posté 09 novembre 2010 - 08:01
leonia42 wrote...
Aermas wrote...
Upsettingshorts wrote...
Aermas wrote...
So why can't they program specific armor types for the companions?
Limited resources and time. It's easy to ask for the moon when you don't have to be the one who provides it.
They can make all the graphics "hot rod samurai" but they can't make two or three unique looks?
But they are making unique looks.. each companions is going to look vastly different than the next. We may even get multiple outfits, that hasn't been ruled out yet. We had a lot less unique look going on with Origins and generic armour suits 1, 2, 3 and 4 in different colours.
So instead of making a ton of generic armor have them make three or four interchangable styles of armor? They have already said that the companions armor will change as the story progresses & changing is an exception not a rule, this leads me to believe that I will have little/no control as to what my companions look like.
#329
Posté 09 novembre 2010 - 08:02
That would make more sense if we're in a situation where we're commissioning the smith to create some brand new armor-weapon piece just for us. But the very backbone of Fantasy/Roleplaying involves finding legendary old stuff and preferrably acquiring it the good old fashioned HARD way: by fighting for it.Upsettingshorts wrote...
Aermas wrote...
Upsettingshorts wrote...
Sources that make more sense?
What makes more sense than the soldier I just killed?
An armorer or weaponsmith?
#330
Posté 09 novembre 2010 - 08:02
Yeah, I will admit to color coordinating my crew. These things are important.Lotion Soronnar wrote...
I don't like this decision. Why can't character X equip armor X, when is perfectly capable physicly? What force is stopping him from doing it? For what sensible reason?
There is none. Except "uniqueness". Guess what - you make unique looking armors/items and players will equip them on NPC's. OR maybe not, if they prefer the more generic look. Besdies, why SHOULD all NPC have distinct clothing.
In NWN2, I equipped my whole party in matching armors (and all had the same cape). They looked epic...professional...like an elite death squad.
#331
Posté 09 novembre 2010 - 08:02
"where are my precious elfroots?!"
#332
Posté 09 novembre 2010 - 08:02
Upsettingshorts wrote...
Aermas wrote...
The fact of the matter is, that they are taking away, not adding, to the inventory & to the customization of the game
No, the fact of the matter is they took away something you valued, and added something you don't value.
But that's just like, your opinion, man.
They have taken out armor, they have added... what? Runes were in Awakening & unique armor is just part of there image.
#333
Posté 09 novembre 2010 - 08:04
Remember the way the engine works is that body and head are seperate (hence why the neck needs to be hidden). You're essentially putting the character on the armour, rather than the armour on the character. So if you're going to make a unique look per piece of armour you'¨d end up making what... 7-9 (or whatever the number of character intended to be able to wear it is, including both gender pc) unique bodies per armour-suit. Just two different suits and you'd have more different models than Origins had, let alone 3.
So why is it important to have unique models? Unique body language (it's personal but accounts for 40-60% of all human communication... mostly subcounciously) and the ability to pose the character in cut scenes and dialogue. Those two things means a lot in characterisation.
#334
Posté 09 novembre 2010 - 08:04
Soooo armor is merely stats now? Cosmetics are controlled separately? I fail to see this as a bad thing o_O
#335
Posté 09 novembre 2010 - 08:05
Aermas wrote...
So instead of making a ton of generic armor have them make three or four interchangable styles of armor? They have already said that the companions armor will change as the story progresses & changing is an exception not a rule, this leads me to believe that I will have little/no control as to what my companions look like.
That's right; you'll have little control.
The problem is that adding a few interchangeable styles gives you all the disadvantages of both systems with the advantages of neither. This is one of those design issues where compromise doesn't work; the best solution is for one side to lose completely.
#336
Posté 09 novembre 2010 - 08:06
Addai67 wrote...
Yeah, I will admit to color coordinating my crew. These things are important.
You even had Dog rocking in black!
#337
Posté 09 novembre 2010 - 08:06
leonia42 wrote...
Aermas wrote...
Upsettingshorts wrote...
Aermas wrote...
So why can't they program specific armor types for the companions?
Limited resources and time. It's easy to ask for the moon when you don't have to be the one who provides it.
They can make all the graphics "hot rod samurai" but they can't make two or three unique looks?
But they are making unique looks.. each companions is going to look vastly different than the next. We may even get multiple outfits, that hasn't been ruled out yet. We had a lot less unique look going on with Origins and generic armour suits 1, 2, 3 and 4 in different colours.
What leona42 said..
and Aermas I dont think you quite understand how it works. If you have 7 companions with distinct body types and sizes, you would have to make 7 versions of every piece of armor, so essentially making the time spent on armor 7x longer then it will be now. Either that or you have origins, where everybody had generic body shapes and all armor looked the same (except male/female versions)
I'm in the middle on this subject. While I do like to customise looks. I think Having Unique models works best. Your companions will look more distinct and unique. One character might be more muscular/taller/skinnier whatever, then the other companions.
#338
Posté 09 novembre 2010 - 08:07
Sir JK wrote...
On the why not make unique models for every armour discussion:
Remember the way the engine works is that body and head are seperate (hence why the neck needs to be hidden). You're essentially putting the character on the armour, rather than the armour on the character. So if you're going to make a unique look per piece of armour you'¨d end up making what... 7-9 (or whatever the number of character intended to be able to wear it is, including both gender pc) unique bodies per armour-suit. Just two different suits and you'd have more different models than Origins had, let alone 3.
So why is it important to have unique models? Unique body language (it's personal but accounts for 40-60% of all human communication... mostly subcounciously) and the ability to pose the character in cut scenes and dialogue. Those two things means a lot in characterisation.
I'm not saying that every armor in the game needs to be tailored for every character. I am saying give me a handful of armors that I can change whenever I feel like
#339
Posté 09 novembre 2010 - 08:07
shadowclasper wrote...
wait, still confused on this front.
Soooo armor is merely stats now? Cosmetics are controlled separately? I fail to see this as a bad thing o_O
Join the club, mate. Here have a beer. You might have need of it.
#340
Posté 09 novembre 2010 - 08:08
Yrkoon wrote...
That would make more sense if we're in a situation where we're commissioning the smith to create some brand new armor-weapon piece just for us. But the very backbone of Fantasy/Roleplaying involves finding legendary old stuff and preferrably acquiring it the good old fashioned HARD way: by fighting for it.
To be honest, my point is basically nitpicking. Because in my scenario, this happens:
Big influential guy: Go kill the dragon he has been terrorizing our town!
Adventurer: Okay! *Does so, comes back*
Big influential guy: As a reward for your great deeds, I have commissioned our finest craftsmen to make you this supercool armor.
Adventurer: Sweet! Thanks!
Big influential guy: Don't mention it.
Modifié par Upsettingshorts, 09 novembre 2010 - 08:08 .
#341
Posté 09 novembre 2010 - 08:08
Yeah, "we're adding value" is almost always marketing blather.Aermas wrote...
Upsettingshorts wrote...
Aermas wrote...
The fact of the matter is, that they are taking away, not adding, to the inventory & to the customization of the game
No, the fact of the matter is they took away something you valued, and added something you don't value.
But that's just like, your opinion, man.
They have taken out armor, they have added... what? Runes were in Awakening & unique armor is just part of there image.
While I don't like the idea of clothing restrictions, I like even less that we apparently will not be able to choose weapon sets- Isabela will always have to wield daggers, etc.
#342
Posté 09 novembre 2010 - 08:09
Addai67 wrote...
Yeah, "we're adding value" is almost always marketing blather.
Yeah, way to totally dismiss the opinions of everyone - for example Dave - who have expressed the value they see in the change.
I'm just saying that it's subjective. Nothing more.
#343
Posté 09 novembre 2010 - 08:10
And we looked so badass.Zjarcal wrote...
Addai67 wrote...
Yeah, I will admit to color coordinating my crew. These things are important.
You even had Dog rocking in black!
#344
Posté 09 novembre 2010 - 08:11
#345
Posté 09 novembre 2010 - 08:12
i'm hoping that is the case for DA2.
Modifié par nightcobra8928, 09 novembre 2010 - 08:13 .
#346
Posté 09 novembre 2010 - 08:12
Aermas wrote...
Upsettingshorts, what have they added? You haven't supported your point yet
Dave's and others have told you. I haven't actually been talking about how I feel about (relatively) fixed companion armor/outfits.
I've just been going on about loot and how adventurers should get money and items in a conceptual sense.
Modifié par Upsettingshorts, 09 novembre 2010 - 08:14 .
#347
Posté 09 novembre 2010 - 08:13
Aermas wrote...
I'm not saying that every armor in the game needs to be tailored for every character. I am saying give me a handful of armors that I can change whenever I feel like
Yes, but that will mean that none of the characters will have any body language or uniquely poseable bodies (or rather they'd all have the same). That limits characterisation a great deal by reducing the character to just a head and cutting out between 40 and 60% of their entire communication. The interactability with the companions loses a lot by having generic bodies.
That is the primary drawback.
#348
Posté 09 novembre 2010 - 08:16
Sir JK wrote...
Aermas wrote...
I'm not saying that every armor in the game needs to be tailored for every character. I am saying give me a handful of armors that I can change whenever I feel like
Yes, but that will mean that none of the characters will have any body language or uniquely poseable bodies (or rather they'd all have the same). That limits characterisation a great deal by reducing the character to just a head and cutting out between 40 and 60% of their entire communication. The interactability with the companions loses a lot by having generic bodies.
That is the primary drawback.
Look what if Isabela had, pantsless suit, leather armor suit, & black leather pirate suit
Carver had peasant's smock, chainmail, fieldplate
Bethany had chainmail corset (her in the pic), Green robe, & Tevinter Magister Robes?
They could keep their signature body shape/movements!
Modifié par Aermas, 09 novembre 2010 - 08:19 .
#349
Posté 09 novembre 2010 - 08:17
Aermas wrote...
Upsettingshorts, what have they added? You haven't supported your point yet
I dont know if you really listening to what some people are saying. I dont know about "added" but there are benefits to the new system.
The main thing is Each character will have thier own body type instead of generic male/female body. You do understand what this means right? I find it as a benefit. That also causes an issue with armor though. since now you cant have generic male/female armor they have to be unique armors for each character.
Ideally you will have multiple unique outfits for each character but we dont know how many each charater will have of how they will aquire them yet.
Modifié par Tiax Rules All, 09 novembre 2010 - 08:19 .
#350
Posté 09 novembre 2010 - 08:18
Tiax Rules All wrote...
Aermas wrote...
Upsettingshorts, what have they added? You haven't supported your point yet
I dont know if you really listening to what some people are saying. I dont know about "added" but there are benefits to the new system.
The main thing is Each character will have thier own body time insted of generic male/female body. You do understand what this means right? I find it as a benefit. That also causes an issue with armor though. since now you cant have generic male/female armor they have to be unique armors for each character.
Ideally you will have multiple unique outfits for each character but we dont know how many each charater will have of how they will aquire them yet.
Look at my above post.





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