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#126
upsettingshorts

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You're dramatically overestimating my support for Bioware and underestimating my annoyance with bad arguments delivered with casual arrogance. I have a fairly bad habit of responding in kind.

So, are you going to explain why I should be worried based on the potential in-flux status of an incredibly minor feature at this point in DA:2's development or should I simply assume we're done here?

Modifié par Upsettingshorts, 06 décembre 2010 - 11:32 .


#127
Maverick827

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Big Blue Car wrote...

It's shocking how aggressive some of you are.

I think you should change your name to "Big Black Pot."

#128
addiction21

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Maverick827 wrote...

Big Blue Car wrote...

It's shocking how aggressive some of you are.

I think you should change your name to "Big Black Pot."


You humans are so racist.

/joke

#129
Saibh

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Big Blue Car wrote...

This is such a minor issue and he can't even say for sure it's coded yet. And the game is out in 3-4 months.

Better have some insect repellent on hand if you buy this game at release, if you catch my drift.


Let's say they started adding it, I dunno, two days ago. After lengthy discussion over coffee and fans' tears they decided that they could spare the time and resources to make this toggle that does nothing for gameplay other than to help a portion of the fanbase be pleased aesthetically.

So, he announces to us something we clamor for and would be excited to hear about once they start coding this toggle. They're pretty sure it'll be in--why not, after all? It's fairly simple.

But, let's say a week or a month from now they discover a bug through testing that is more damaging than the effort needing to keep the toggle and fix the bug is worth. So they dump it. And no one can say they didn't warn us.

When picking things to overreact about, try to pick something other people will help you overreact to next time, okay? Always has worked for me.

#130
Dave of Canada

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Saibh wrote...

Always has worked for me.


Are we overreacting now? I CAN'T TELL IF I'M SUPPOSED TO BE OVERREACTING!

#131
ErichHartmann

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I never realized how much rage toggles could cause.

#132
lv12medic

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ErichHartmann wrote...

I never realized how much rage toggles could cause.


That's because the real world doesn't have a rage toggle.  :wizard:

#133
upsettingshorts

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lv12medic wrote...

That's because the real world doesn't have a rage toggle. 


Sure it does.  It's called tetrahydrocannabinol.

#134
TJPags

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Some people wanted this? Hmm . . well, okay, good for them.



Means nothing to me.



Can't wait to see it in game, though <hint hint>

#135
addiction21

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Upsettingshorts wrote...

lv12medic wrote...

That's because the real world doesn't have a rage toggle. 


Sure it does.  It's called tetrahydrocannabinol.


A pot joke? This thread has reached new highs.

#136
lv12medic

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Upsettingshorts wrote...

lv12medic wrote...

That's because the real world doesn't have a rage toggle. 


Sure it does.  It's called tetrahydrocannabinol.


But thats a mod.

B)

#137
Sylvius the Mad

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Mike Laidlaw wrote...

First off, I promise nothing. Anything can happen between here and March....

...but it looks very likely that you will be able to hide your helmet while still enjoying the statistical protection it offers in DA II.

I know this particular feature was something a few people held near and dear to their hearts, so there you go. Breaking news straight to the forum. Not something I do often, but hey, it's late, I'm tired, have a cookie.

And you know the best part? I'm willing to bet there's a sizeable number of people who will see the new helmets (for all classes) and not bother turning them off at all, because they are wicked.

Happy Monday, folks.

I'm forced to ask whether this toggle will also affect whether the helmets are visible in conversation.

That said, I'm glad that the visible helmets are still an option.

Can helmets be visible on companions as well?

#138
Harid

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Sylvius the Mad wrote...

Mike Laidlaw wrote...

First off, I promise nothing. Anything can happen between here and March....

...but it looks very likely that you will be able to hide your helmet while still enjoying the statistical protection it offers in DA II.

I know this particular feature was something a few people held near and dear to their hearts, so there you go. Breaking news straight to the forum. Not something I do often, but hey, it's late, I'm tired, have a cookie.

And you know the best part? I'm willing to bet there's a sizeable number of people who will see the new helmets (for all classes) and not bother turning them off at all, because they are wicked.

Happy Monday, folks.

I'm forced to ask whether this toggle will also affect whether the helmets are visible in conversation.

That said, I'm glad that the visible helmets are still an option.

Can helmets be visible on companions as well?


Companions. ..wear?  helmets?  News to me.

#139
lv12medic

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Sylvius the Mad wrote...

I'm forced to ask whether this toggle will also affect whether the helmets are visible in conversation.


I'm guessing it'll be like DA:O with the magic vanishing helmet act for better or worse.  It is nice visually with a talking protaganist to actual see them talking (otherwise, like ME2, it seemed like a complete waste of the animation technology to have a helmet stuck on and all that happens was a couple lights blinking while talking).  But it seems awkward sometimes to see helmets appear and disappear all the time.  Plus, sometimes it'd be nice to see you staring someone down in some angry terror-inducing helmet of evil or something.

Can helmets be visible on companions as well?


I hope so and I am guessing so, though there's will probably disapear during conversations as well.

#140
In Exile

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Sylvius the Mad wrote...
I'm forced to ask whether this toggle will also affect whether the helmets are visible in conversation.

That said, I'm glad that the visible helmets are still an option.

Can helmets be visible on companions as well?


Mike confirmed that helmet toggle was always going to be in. This just allows helmets to always be toggled off.

I'm willing to bet companions never have helmets.

#141
tmp7704

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There is no helmet slot for companions on the screenshot included in the recent podcast about their gear, so it would be difficult for them to wear one. The bandana and such are likely part of their custom hairstyle model, similar how Duncan't earring worked in DAO.

#142
In Exile

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tmp7704 wrote...

There is no helmet slot for companions on the screenshot included in the recent podcast about their gear, so it would be difficult for them to wear one. The bandana and such are likely part of their custom hairstyle model, similar how Duncan't earring worked in DAO.


That would only mean any helmet is part of the custom mesh. Which is reasonable, but I bet is not in because it would obscure the face of the character constantly.

#143
tmp7704

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I don't think it works this way -- in DAO at least the custom mesh replaces the body from neck down, it doesn't affect the head in any way. You can even see it -- sort of -- in that DA2 inventory screenshot, note how the icon for the outfit doesn't include the bandana even though the rest of the piece is replicated in pretty accurate detail.

#144
In Exile

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tmp7704 wrote...

I don't think it works this way -- in DAO at least the custom mesh replaces the body from neck down, it doesn't affect the head in any way. You can even see it -- sort of -- in that DA2 inventory screenshot, note how the icon for the outfit doesn't include the bandana even though the rest of the piece is replicated in pretty accurate detail.


Do you think that the head is a separate mesh from the body in DA2?

Now that I think about it, you're right - DA:O did treat heads as separate from the body. I just assumed that a custom model for NPCs meant that the whole model was one mesh, instead of a custom head mesh + a custom body mesh.

#145
tmp7704

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In Exile wrote...

Do you think that the head is a separate mesh from the body in DA2?

Now that I think about it, you're right - DA:O did treat heads as separate from the body. I just assumed that a custom model for NPCs meant that the whole model was one mesh, instead of a custom head mesh + a custom body mesh.

Yup, i think the head and body are still separate in DA2 -- DAO has quite a number of NPCs with custom body (Duncan, Desire demons, Abominations, Lady of the Forest, werevolves etc) and all these models have head as separate piece from the main part which would define everything else. Depending on the model it can be either a "special" head or just regular morph. (you can seemingly attach such regular morph to any DAO creature, even to ones like nug) So i'd expect them to keep it this way rather than change it, if just because it's more practical this way.

Modifié par tmp7704, 07 décembre 2010 - 04:35 .


#146
David Gaider

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Saibh wrote...
Let's say they started adding it, I dunno, two days ago. After lengthy discussion over coffee and fans' tears they decided that they could spare the time and resources to make this toggle that does nothing for gameplay other than to help a portion of the fanbase be pleased aesthetically.


I know you guys are just hearing about it, but the fact that Mike mentioned it to you only means it works. We've been planning and implementing it for some time. If we don't jump on the forums and tell you about every feature the day we begin working on it, especially ones that might end up not working like we planned, then you'll all just have to forgive us. ;)

#147
Lord_Valandil

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David Gaider wrote...
I know you guys are just hearing about it, but the fact that Mike mentioned it to you only means it works. We've been planning and implementing it for some time. If we don't jump on the forums and tell you about every feature the day we begin working on it, especially ones that might end up not working like we planned, then you'll all just have to forgive us. ;)


Well, we cannot do something else, Mr. Gaider.
Unless, of course, sending a box full of fresh new kittens. Or Nug Bombs.

#148
upsettingshorts

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I think that would be an amusing experiment though. Develop a game with real time updates with everyone on staff mandated to post every change or update of significance.

Well, it'd be amusing for me.

#149
Atakuma

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Upsettingshorts wrote...

I think that would be an amusing experiment though. Develop a game with real time updates with everyone on staff mandated to post every change or update of significance.
Well, it'd be amusing for me.

That might break the internet... and my brain.

#150
upsettingshorts

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Atakuma wrote...

That might break the internet... and my brain.


That's half the fun!