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Ugly Weapons


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#51
merak43

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basically everything they spend on (i my opinion) minor things like flying swords in the back,means less things for story elements 
ok the witcher and assassins had realistic swords but what you must remember is that all weapons were the same on those games (especially assassins creed) they are not here and that means an animation for all weapon types (be it staffs, mauls (think that is a weapon), swords, hammers and so on and that cost money for more important things like story

So better for mods to change it

sorry for bad english

Modifié par merak43, 29 octobre 2009 - 10:36 .


#52
Inhuman one

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well the graphic and story departments arent that linked.



I dont need a higher polygon count, I just want to see sheathed blades, maybe attached to a belt or such. And bowstrings.



Sure its difficult to animate, but many other animations in the game would be as well. And games are about moving forward.



Personly I prefer properly sheathed weapons attached to belts or weapons on belts without sheathes and not floating or such over a higher polygon count. This would actually be a step forward where the higher polygon count wouldnt be that noticable.

#53
ITSSEXYTIME

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I can't think of a single game that didn't have floating weapons on the back, and the reason they do is because it's a clipping nightmare to make realistic looking scabbards. It's a limit of the technology really and each individual weapon model would have it's own specifically designed scabbard, not to mention the animations for drawing and sheathing a sword would have to be individually tailored.



Way



Too



Much



Work




#54
merak43

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Inhuman one wrote...

well the graphic and story departments arent that linked.

I dont need a higher polygon count, I just want to see sheathed blades, maybe attached to a belt or such. And bowstrings.

Sure its difficult to animate, but many other animations in the game would be as well. And games are about moving forward.

Personalty I prefer properly sheathed weapons attached to belts or weapons on belts without sheathes and not floating or such over a higher polygon count. This would actually be a step forward where the higher polygon count wouldn't be that noticeable.



the problem is that these animators have so much to animate so if they would do that something else would be missing instead as time is a factor here.

and the one thing that reviews has been complaining about is the graphic so less polygon count equals more complaining about it 

(and just so you know i do think it look really good with weapons sheathes and stuck to belt but i will not even download a mod for it i just don't think it is important. (i respect that you think it is important though (i allmost sounded like a politician there did i not:O ) 

#55
goat_fab

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 Sorry, but I'm going to have to disagree with the OP. I'm not going to read through all 5 pages.

I honestly think you're just QQing. The weapons are fine, although a tad bit big. No reason to get pissed off. The weapons don't float in midair. I watched a video recently and it looked like they were until the camera panned to the side. There's strings/straps holding it too your back. Btw, don't freak out about them being attached to your back. Try carrying a greatsword on your waist. 

#56
Ryllen Laerth Kriel

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I'd even not mind it if there was a simple "sheathed" texture while it was on their back where the skin of the blade was changed. There would be no need for a sheath and no clipping issue, the bladed weapon would just change colors along the blade once draw. Maybe someone would mod that simple solution. One thing that looks wierd is when short swords are on a character's back. I can understand the two handed sword, but a shortsword or longsword? They should of gone the WoW route and put them on the hips. Even unsheathed, one handed weapons just look better on the hips.

#57
Fyreshock

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Deltrex wrote...

Fyreshock wrote...

Why is everyone tiptoeing around this guys spelling judging from it i wouldn't be surprised if he was too young to legally buy the game anyway



i apologise english is not my first language. however as a compansation you may keep any mistake you find.



O sorry about that then makes a huge difference(No Sarcasm intended) anyway my opinion is who cares where you sheath it as long as it can kill stuff

#58
Inhuman one

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At the moment I really am very curious about Assasin's Creed 2. 1 had sheathed weapons with great draw animations and hardly any clipping. both for the player character and all enemies.



and AS2 promises more weapons than just swords.



Dragon Age will handle other aspects better I am sure, but this is something Assasin's Creed 2 will be a lot better at. This and combat probably. Overall it probably wont be the better game considering the much shorter duration and lesser story.




#59
Mordaedil

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I'd like to point out that Assassin's Creed was an entirely different game with only 5 weapons or so, and focused very heavily on weapons, since you were an assassin.



DAO is a VERY different game with a very different focus.



Weapons. Are second rate in an RPG like this.

#60
Lotion Soronarr

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Selzurius wrote...
But here's a tip, and a reminder. It is a GAME. Be happy with the fact that blood effects seem consistent. Be happy with the fact that Bioware has taken the time and energy to create a beautiful, intriguing fantasy world where human behavior and interactions should more closely mimic the truth than has ever been handed to us in a video game before. Don't get hung up on little things like "he wears his sword and shield on his back."

It is petty, and it does not stop this from being a great game.


It ain't petty. Different people have different tolerances. And yes, it's a game - but you can see in which direction the gmaes are moving.
People complaining about something is a catalist for improvements in the future.

It would be petty if people would read to much into it - like refuse to buy a game because of it.


The reason for over sized weapons or cartoony weapons is to make you feel powerful when around others.


I can live without that kind of false "power". Frankly, that sounds extreemly cheap and shallow.

Interestingly enough I care not for clipping or sheats. Then again, you could make sheats by changing the blade texture once the sword is "sheated". Sure, it would look like the sheat just popped into existence suddenly, but who cares?


In terms of weapon size, i bet its because of the level of threat in the game. If they're normal size and you were up against a dragon, there would be no way you would believe that its even possible for someone to win. Everything in the world (armor, weapons, enemies) is bigger and more dangerous so this has to be consistent.


Bollocks. Things you fight aren't that big...have you any idea what a good swrod can do anyway?


Truth is, most medieval weapons look like crap. Especially after you've fought with them.


Sword have to be properly mantained, but medieval swords were VERY durable and well made.
They don't look like crap.

Modifié par Lotion Soronnar, 30 octobre 2009 - 07:37 .


#61
Boeresmurf

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i dont understand all the fuzz, my dwarf will never use a sheath for his weapon, always carry it in my hands..ready to kill :)



weapon sheats are overrated.... Axes belong with one end in my hands and the other end in a "later to define" random skull. if possible to sharp side in the skull, then i am happy.



hmm since i read about animations for sheating, i wonder if there is a "flourish" animarion for all weapons, like in kotor. I kept flourishing my dual blasters all time :)

#62
Silver Sparkle

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If you played mass effect and didn't find it odd you'd be fine with floating weapons in DAO. Its the same. Personally I think the issue has been bloated out of proportion.



It is normal practice for weapons to resize based on a characters height.



In the character creator if you create an elf rogue you'd see a floating bow. Is this what everyone is talking about ?? Well if so, its difficult to judge from what we saw. I'd reserve judgement till after release.


#63
Lotion Soronarr

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No, they are not talking about that.



They are talking about weapons being disproportionally huge and unwieldy.



Take a look at some real images of two-handed swords or axes for example.

#64
Maufurtado

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lol... There are game that sword is as big as the player, so I would imagine the weapons in DAO are quite alright.

#65
lionsfan208

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Del I agree with the size of some of the weapons. I have noticed and maybe this is just me but comparing the first images and videos to the more recent things it seems some of the weapons, especialy the 1h swords, have gotten sized down. Again maybe that is just me. The bows are the big problem for me. Length wise I am ok with them but WTH is up with the witdh of them? The could be freakin' planks off a floor. No bowstrings bothers me in any game but I kind of understand that maybe hard to put in.

#66
Lotion Soronarr

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Here's a good source for accurate weapon sizeds:
http://www.thearma.o...ays/weights.htm

Modifié par Lotion Soronnar, 30 octobre 2009 - 04:41 .


#67
Inhuman one

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Sorry but if even a strategy game like Medieval 2 has bowstrings which is already an older game I dont think that any RPG has the excuse anymore to exclude bowstrings. Are there quivers in the game though? I never play an archer if quivers and bowstrings both arent in a game, it just gets too weird then and we should be way past that. That kind of things belong to the age of Neverwinter Nights and Dungeon Siege.




#68
akaste

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Daggers in DA:O ARE the ugliest things I've seen evar. How can anyone call those metal bars daggers? Isn't a rogue supposed to hide them under the belt or in boots? It's like people see you in the street and asume "See those two thingies on the back? It's a rogue".

#69
Katarian

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Inhuman one wrote...

Sorry but if even a strategy game like Medieval 2 has bowstrings which is already an older game I dont think that any RPG has the excuse anymore to exclude bowstrings.


Medieval 2 uses one model for it's bowmen and just reskins them. It's not too much trouble to put bowstrings on one model that you are going to repeat 120 times to made a unit. Each different bow in DA:O has to be animated for each seperate race and gender, so it's 6 times as much work as a single model (even forgetting that DA:O models are much much higher resolutions).

The same applies to the weapons by a characters side. Assasins Creed managed it as they had one fixed character and very limited weapons. Once again it's 6 times as much work per weapon model (and there is definately more then one model for each type of weapon) to do that in DA:O. It's basicaly far too much effort for such little return.

#70
Schuback

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It's fantasy world. So everytime you see glitches, bugs, or bloopers like no bowstrings or weapons hanging off backs, just imagine a wizard did it or some magical stuff!



Yeah but you're right, DAO is epic and these tiny issues can sometimes lead to big attention!!.

#71
SheffSteel

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Ryllen Laerth Kriel wrote...

I'd even not mind it if there was a simple "sheathed" texture while it was on their back where the skin of the blade was changed. There would be no need for a sheath and no clipping issue, the bladed weapon would just change colors ...


That is a very good idea and it would work well for a PS2 game, but it's quite a bit more complicated with shader-based rendering. The sword model would need a dynamic material and at the end of the day I think it would burn CPU / GPU power whether or not the sword was drawn.

Take this with a pinch of salt - I do audio rather than shader programming.

Modifié par SheffSteel, 30 octobre 2009 - 06:03 .


#72
Keyser Soeze

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smurfk1 wrote...

I haven't paid much attention to the weapon detail (they look good to me) but I agree with the size issue. One of the first things I noticed while watching an early DA:O trailer, was how freakin huge the mage's staff was! It was like the size of a 2x4! If the style of this game was more closely aligned with Japanese anime, then the gigantic weapons wouldn't have bothered me, but oh well.

Then again, everybody in Ferelden seems to have huge hands, so maybe big swords just aren't a problem in this world! :)


Yea the hands are way to big in the CC at least :)

Dont think it will show as much when you play ISO tho.

#73
Quecken

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akaste wrote...

Daggers in DA:O ARE the ugliest things I've seen evar. How can anyone call those metal bars daggers? Isn't a rogue supposed to hide them under the belt or in boots? It's like people see you in the street and asume "See those two thingies on the back? It's a rogue".


I agree with you. Those so called "daggers" look more like pillars supporting a temple, heh. But honestly, they do look a bit too big and clumsy...

#74
Jamarus

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akaste wrote...

Daggers in DA:O ARE the ugliest things I've seen evar. How can anyone call those metal bars daggers? Isn't a rogue supposed to hide them under the belt or in boots? It's like people see you in the street and asume "See those two thingies on the back? It's a rogue".


I could be wrong here this is just speculation, but are we sure that those "daggers" in the cc are actually daggers and not short swords?

Heres a quote from neverwinter nights description of short swords:

"One of the first types of sword to come into existence, the short sword
is a double-edged weapon about two feet long. It is an economical
weapon, and a favorite of archers and rogues."

#75
Deltrex

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I've heared alot that it would be to dificult to do bowstrings and sheathe the swords but Bioware is a big company with alot of programmers and money.

As example on the good side i would point to "Mount and Balde" where one handed weapons are on the hip (swords and sabers in scabbards) bows have strings and weapons are only slightly flowing, also all the weapons look like real weapons. This was done my a rather small company with a rather small development budget.

Too much to ask is not to have the weapons look like such and 1h weapons on the hip, swords in scabbards, but to have 2h axes and staves acualy be held in the off hand when not in use and put aside when the hero needs both his hands. Even when it would look cool if a mage would realy use his staff for walking on the jurney and a dwarven fighter would have his Axe leger over his shoulder while walking throu a city there is realy see limitations.

I don't want perfect animations for everything but i don't think the easy way out by placing the wepons somwhere behind the back like 10 years ago is apropriate for a modern game with claim to a living atmospheric world.

Also the designs of the weapons I've seen in the character creator and some of the videos are not just "not so good" but actualy belong to the worst weapon designs I have ever seen in a game, I still hope they are only placeholders and the finished game will have much nicer disigns.