Because there are other armour options in the game world which should fit the companions, and I might prefer to see them in those.just_me wrote...
But assuming that Bioware provides 3-4
distinct full armor sets (no parts) per companion that the player can
freely choose, why exactly is this not enough?
In those 3-4 complete sets (why can't they be parts, incidentally - I'd like to mix and match even within the iconic looks), the overall theme to which they adhere might be something we really dislike. For example, I hate that Fenris is barefoot. It's incredibly stupid. I also dislike that he appears to be wearing lycra stirrup pants. And, I think he violates the laws of physics when he runs. The ability to give Fenris shoes, of any sort, plus the default animation rig, is a huge bonus, and one without which I don't think I could bring myself to use Fenris at all.
The generic armour of DA2 suits Fenris extremely well, I think (it does cause some clipping in several cinematics, but John Epler could easily work around that if he knew Fenris might be wearing bigger armour).
Not true. Very few armours in DAO were lmited by class. They were limited by attributes.I mean it does satisfy the need that you -as the player - can choose what the companions wear... but it is obviously just a subset of all the available options... but even companions in DA:O were supposed to wear a subset of the available armor, even if the subset was bigger... the only class that could wear everything were
Arcane Warriors...
All of those. There's no reason for my level of control over the companions to differ at all from my level of control over the PC. It doesn't during combat. It doesn't during level-up. It doesn't during exploration or overland travel. It doesn't while shopping. Why is equipment suddenly different?Is it because the subset is just too small? (not enough options)
The level of control is not fine enough? (just sets not parts)
Or because control (probably) appears to late in the game? (might take a while
to obtain a 2nd outfit to choose from)
What you think looks good has no bearing on what appearances other people might want to use. Not only might I disagree with you about what looks good (and I do; I found matched sets were generally too monochromatic, and the muted tones in DAO pretty much all went well together - that's another win for DAO's overall art direction compared to DA2's, by the way), but I also would routinely choose equipment for other reasons. That a character is willing to look like an idiot to achieve some statistical goal is relevant to his personality. That a character thinkgs heavy gauntlets intimidate people (regardless of whether that's true) is relevant to his personality. And in a roleplaying game, every decision ties on to that character's personality. It has to. Otherwise the decision-making process doesn't make any sense within the game world.My point is, when I was optimizing stats I appreciated the fine level of control, since I could apply various combinations of effects (this is what I did for my active party), but when it was just about visual customization (the guys I did not intend to use) I never felt that this level of customization was really necessary, since I was going for stuff that "looks good together" I usually gave full armor sets to companions for a consistent look (I think meshing parts from various armor types together didn't look good in most cases ...e.g massive gauntlets and light armor) I even pretended some sets are "iconic looks" for certain companions... Legion armor for Oghren, Ancient Elven armor for Zevran etc.
The only way to make everyone happy is to make both visual customisation and visual representation of statistical customisation optional.I sometimes think separating visual customization completely from stat customization is a good thing, just because it provides more flexibility with builds if there is no need to care about stat requirements for armor.
Modifié par Sylvius the Mad, 04 septembre 2011 - 05:27 .





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