Bioware asking fans what to put into Dragon Age 3
#76
Posté 12 septembre 2012 - 06:21
#77
Posté 12 septembre 2012 - 07:35
Don't define the PC's personality for us. If I want my PC to be dismissive and condescending, let me play him like that. If I want my PC to be simpering and obsequious, let me play him like that. If I want my character not to understand his companions' motives, let me play him like that. And don't ever decide for me why my character did something. The game can't ever know that unless it explicitly asks.
#78
Posté 12 septembre 2012 - 07:54
Modifié par renjility, 12 septembre 2012 - 07:55 .
#79
Posté 12 septembre 2012 - 08:33
Yes, you are correct. Two-handed swords were not the overly cumbersome weapons we see portrayed in video games today. That said, I understand there has to be balance. But I think DA2's combat in general was too fast for it's own good. I think it had little to do with the type of sword one chose to use.Allan Schumacher wrote...
swinging twohanders like featherdusters
To be fair, I have always loathed how cumbersome games have made two handed swords. A well crafted, and well balanced two hander is still a surprisingly agile and capable weapon. DA2 did it too fast (especially when factoring in combat balance... the real reason for two handers always being slow), but DAO's was equally absurd in the wrong direction.
In the end, I feel gameplay trumps realism and if slower two handers makes for a superior game, then let them be the anvils that they are
Modifié par EpicBoot2daFace, 12 septembre 2012 - 08:35 .
#80
Posté 12 septembre 2012 - 09:08
Whenever I am prompted to make a dialogue choice for my character, let me know what my character will say before it says it; that is the most basic form of player agency over the character, that the paraphrasing completely denies by hiding the line. In addition to that, never have my character speak unprompted, unless it is to acknowledge commands from the player (which can be considered a sound cue to the action being acknowledge in-game, and thus is less a character thing and more a gameplay asset).
But seriously: No more blind guessing in dialogues. Let us know what the options actually are.
As a more general point, I'd suggest taking a long, hard look at the genre where writing matters the most: Graphic Adventure games. It used to be the most dialogue heavy genre of the market, specially during the golden age of LucasArts, back when they were less about milking Starwars and more about making fun games. It's also the genre that most heavily empashized non-combat based conflict, which is something RPGs need.
DA2 in particular suffered from entering this cycle of "fight. talk. fight.talk. fight.talk" and never really break it, which makes for a dull experience. Most tabletop RPGs will include one or two combat scenes per session, but will heavily focus on the narrative, the investigation, the interaction with NPCs, etc..., the combat being there for a reason that makes sense narratively, not to fill in time.
Modifié par Xewaka, 12 septembre 2012 - 09:16 .
#81
Posté 12 septembre 2012 - 10:16
renjility wrote...
The ability to pause cutscenes.
Patriotism, politics, bard songs, tavern songs, folktales by the fire, instrumental music. More ingame music/songs please.
Unique Castles, Towers, Keeps, epic vistas, more "visual power". Let me see the cunning and feel the power of the leaders of different factions. Conflict, let me see skirmishes (help, ignore). Let me play the magnificent bastard.
People in the world reacting to the choices you make (actual characters and ambient background people) and that they treat you different for it. (for better or worse, Conflict!)
Maturity. (Do what you need to do to improve the atmosphere of the game)
Will continue to update
Thank you.
Modifié par Kingroxas, 12 septembre 2012 - 11:05 .
#82
Posté 12 septembre 2012 - 10:28
To be less (sincerely) pissed off and rude, and more specific:
1. Option to see full dialogue-lines
2. Option to turn off voice-acting
3. Finer art: no cartoonyness; give us believable and well-p(l)aced animations that aren't very saturated-colorful nor monochrome (both faults were present in the unprofessionally silly and origami-like pseudo-JRPG direction), and most of all, no more of the "we're going for the "milf" look" Flemeth
4. Think about strategy and well-paced "atmosphere" in encounters (and elsewhere as well), give us genuine planning through choice in very free and possibly complex character-builds (NOT roles) and involving the player through higher cognitive processes, not action for action's and cinematics' sake
5. Option to eliminate wheel of atrocity
6. Option to see all underlying (meta-gaming) mechanics
7. Comprehensive modding tool
8. No over the top absurd cheesyness (best example the introducing of Aveline in the dying scene of her husband), no one-liners and no more of the one-dimensional "buddy"/"obnoxious" dichotomy. Make characters less like cartoon-characters, make them more diverse and believable, and incorporate choices in relation to followers (as with Loghain, but do go a bit farther). Also, you could implement a sort of system where followers have missions of their own.
9. An elf that upholds the true meaning of the word. At least no Disney/Avatar/Alien stuff.
10. Vast role-playing options - do give us an option to turn off VA, customize characters (most importantly to choose race) and to overall make many different choices with unexpected (yet logical) consequences.
11. Give us a sense of adventure and exploration. LESS stream-lining and more situations where you'd feel everything is unexpected.
Though a Dragon Age game shouldn't be exactly as blandly "do-what-you-wish" as Elder Scrolls - you guys mostly excell at writing.
Would think of more, but am in a bit of a hurry right now. :/
edit: I did use some of that undetected self-irony more than I should have in this post.... might write a fully serious and neat list later on.
Modifié par eroeru, 13 septembre 2012 - 08:38 .
#83
Posté 12 septembre 2012 - 12:01
#84
Posté 12 septembre 2012 - 12:38
#85
Posté 12 septembre 2012 - 01:50
Xewaka wrote...
Oh well, let's give this a try:
Whenever I am prompted to make a dialogue choice for my character, let me know what my character will say before it says it; that is the most basic form of player agency over the character, that the paraphrasing completely denies by hiding the line. In addition to that, never have my character speak unprompted, unless it is to acknowledge commands from the player (which can be considered a sound cue to the action being acknowledge in-game, and thus is less a character thing and more a gameplay asset).
But seriously: No more blind guessing in dialogues. Let us know what the options actually are.
As a more general point, I'd suggest taking a long, hard look at the genre where writing matters the most: Graphic Adventure games. It used to be the most dialogue heavy genre of the market, specially during the golden age of LucasArts, back when they were less about milking Starwars and more about making fun games. It's also the genre that most heavily empashized non-combat based conflict, which is something RPGs need.
DA2 in particular suffered from entering this cycle of "fight. talk. fight.talk. fight.talk" and never really break it, which makes for a dull experience. Most tabletop RPGs will include one or two combat scenes per session, but will heavily focus on the narrative, the investigation, the interaction with NPCs, etc..., the combat being there for a reason that makes sense narratively, not to fill in time.
Couldn't agree more. Especially the first paragraph.
#86
Posté 12 septembre 2012 - 02:25
- No multiplayer - to me, that just takes away development from the singleplayer campain (like Mass Effect 3). If they do have multiplayer, I hope it DOES NOT affect the singleplayer in any form whatsoever (unlike Mass Effect 3)
- Have fast-paced combat from DA2 but make it more strategy based like DAO.
- Characters with development - which can vary depending on your relationship with them (the DA2 characters had virtually no development whatsoever).
- Bring back DAO's way of a complex storyline with thousands of different choices and make them matter!
- Bring back multiple races and origin stories.
- Bring back the DAO crafting system.
- Make the art style and graphics more similar to Origins again (the graphics and art style were apalling in DA2 - the elves were just
- the only good thing were the Qunari redesign). In relation, no more ugly elves!
- Have Cassandra and Tallis as companions and love interests.
- More main quests tied to the story (unlike DA2's run and fetch quests which has little to no impact on the story).
- No reused levels!
- I'm also gonna agree with the people who said have tavern mini-games and horses.
[list] - See both sides of the argument. In DA2, we hear stuff about the mages being abused in the circle, but we never actually see it. The only examples that are given to us are Karl, Alain, Ella and Ser Alrik. Yet we constantly see Meredith and Cullen's views on Mages in each act - Act 1: Grace and Decimus, the mages who captured Kerran, Idunna, and other random encounters. In Act 2 there's Quentin and in Act 3 there's Grace, Huon, Evelina and Orsino, not to mention Merrill's view throughout the game. So in DA3, balance the views and make it difficult for the player to decide which fraction they'll side with.[/list I will add more if needed.
Modifié par StaceysChain, 12 septembre 2012 - 04:18 .
#87
Posté 12 septembre 2012 - 02:29
Braellina wrote...
More indepth characters, storyline and romance(s) like DAO. I preferred the dialogue options of DAO more than DA2 because you had more options to choose from. You also didn't know what the outcome was always going to be. (Suggestion: I know there are limitatoinns to what can be done with XBox 360 & PS3 so use the DA2 selection picking icon system. But for computers so much more so use the DAO selection (1/2/3/4) system).
I preferred the way the characters, scenery and scenes looked in DAO...more real. In DA2 they looked cartoony.
I don't care if my character talks or not. I kind of prefer not having him/her do so.
Make it where you can choose what race you can be like in DAO: human, elf, dwarf. This makes the game more interesting because you have NPC's react differently to the different races.
I think the story in DAO flowed together better and the romance(s) felt more solid. In DA2 the story (to me) felt rushed or clipped in places. I felt there was a lot of gaps in areas...for example the romance(s)...these didn't have that indepth feeling like DAO had. I know I related more to the my character's party members more in DOA then I did in DA2. A good is example for DA2 is this: I'm reading a good book then I come across a couple of pages missing. Though pages are missing I read on hoping to fill in the gaps but can't. The missing pages where what filled in the gaps I need to make the story complete.
redneck nosferatu wrote...
What would I like to see?
- Greater player agency and control of dialogue.
- Race/Origin options return: Human (Chevalier, Bard, Apostate), Elf (Alienage, Dalish), Dwarf (Kal'Sharok Defender), Kossith (Qunari, Tal'vashoth).
- More involvement of the qunari, including females, that is not inevitably antagonistic. I'd even want to see an option to convert to the Qun, or already be Qunari if the appropriate Origin is chosen.
- More factions and subfactions we can support; not just two sides of the same coin. Seekers, Mages, Qunari, the Empress of Orlais, Orlesean Revolution (which will not be civilized), and so on. Basically, primary factions and then smaller "guild" like groups, similar to the Stronghold quests in BG2 who can lend the PC a hand in the endgame.
- Large, epic main quest spanning multiple locations.
- More noncombat quests and minigames. Bring back thievery quests, diplomacy, deception, puzzles, and possibly even quests to strengthen guilds we have joined, which could effect our endgame. Others have suggested card minigames, and I support the idea as well.
- More moral greyness and tough decisions, less "all mages are psychopaths" and more "neither side is without its flaws".
- A more matured version of the DA2 art style. Less spikes and over-the-top, but in keeping with a similar style and aesthetic.
- A more matured version of the DA2 combat system. It had its flaws and was over-the-top, but it has its merits as well and can be improved and refined.
- Resolution and consequences in our endgame. Something like the Suicide Mission, but with much greater difficulty for the "golden ending" to be attained to make it feel like you have earned it. And then seeing how our choices effect the world, a la DA:O's epilogue slides or the ME3 Extended Cut. I do not necessarily need multiple endings (DA:O had one: Kill the Archdemon, save Ferelden), but I do want to see multiple ways of doing it and how good or bad the result is (you, or your friends, can die, the world can be changed for the better or the worse depending on the fallout, or you can fail utterly).
What I do NOT want to see:
- Mage v. Templars as the sole or primary focus.
- Restriction to one city.
- Repeated dungeons/environments.
- Wave combat and parachuting bandits.
- Railroading and autodialogue.
- Pointlessly oversimplified fetch quests a la DA2/ME3.
Yes, I understand all too well that a lot of what I ask might be way too much to ask; so this is not a post that says "I want to see ALL of this, or PREORDER CANCELLED!!!" No, it is merely some suggestions that I honestly believe would be great to see in a future Dragon Age game.
What these guys have said - absolutely epic!
#88
Posté 12 septembre 2012 - 03:09
* Slightly more visualization of certain talents enemies use so that it's easier to ascertain what they're doing.
* Include some of the excellent music from DA:O (namely the Campfire & Lake Callenhad tunes)
* Please go for a stratergy combat system and gear everything towards that before worrying about the "action" aspect of it.
* Real life style dilemmas such as catching your romance cheating on you - some of the romance options should be faitheful, but if your romancing the likes of Zevran you should catch him in bed with someone different every night, and if it pisses you off you have the option to slit his throat.
Allan Schumacher wrote...
swinging twohanders like featherdusters
To be fair, I have always loathed how cumbersome games have made two handed swords. A well crafted, and well balanced two hander is still a surprisingly agile and capable weapon. DA2 did it too fast (especially when factoring in combat balance... the real reason for two handers always being slow), but DAO's was equally absurd in the wrong direction.
In the end, I feel gameplay trumps realism and if slower two handers makes for a superior game, then let them be the anvils that they are
I've yet to see any game fully capture the feel of the damage a 2 handed weapon can do. I'm fine with the slowness of the weapon, but enemies ought to suffer heavier penalties when they are hit (eg lost limbs which mean attack power/defense/attack speed/movement speed etc.) and this ought to be represented visually so the gamer can appriciate it.
For me the role of a 2-handed party member would be as a damage dealer to bosses, but also as an "anti-tank" to smaller enemies, concentrating on crippling enemies more. I know this is already done to a certain degree with knock downs like "Pummel Strike", but it'd be cool to see "Arm slice" which wips an opponents random arm off and affects attack if it's their weapon arm, or defense if it's their sheild one. Be a useful stratergy hindering duel-weilding rogues for example and could give 2 handers their part to play in various missions.
#89
Posté 12 septembre 2012 - 03:39
Female Kossith as playable race, or at least IN THE GAME.
Arcane warrior and spirit warrior specs. Please.
Gritty, more realistic world. DA:O instead of DA2.
More realistic fighting (ala DA:O style). I hated on DA2 whenever Fenris or Isabella zapped through hordes of enemies like ninjas from anime.
Change they way darkspawn and elves look. They both look like dolls atm.
Lots and lots of conversation, lore and most important of all: no deus ex or lore-breaking.
I never played BG, but from what I've read about the MP it seemed really good, so I approve of that.
I don't know wheter the game will be purely focused within Orlais, or spread out over all of Thedas, but in any case, let us travel to as many cities/ locations as possible. Not just those needed to continue the main storyline.
Male and female counterparts of every race in the game. But I'm sure you guys already got that covered.
Lastly: I'm not very hyped about griffons in the game, but if you feel that they must be there, please don't make them to some sort of ultimate weapon or whatever. Show them in kind of a epic but still unimportant way, and let the players then choose what to do with them (to some degree of course).
I know this might feel very much like a rant, but these are just things I really want to be in the game. What the devs said at PAX east sounded great IMO and made me really look forward to this game, something I hadn't done before. I'm positive that this game will be good, and I'm just pointing out some things I felt would make it even better.
Modifié par Get fired up, 12 septembre 2012 - 03:42 .
#90
Posté 12 septembre 2012 - 04:57
When your art guys start making 2-handed swords realistic sizes, then we can talk about realistic speeds.Allan Schumacher wrote...
To be fair, I have always loathed how cumbersome games have made two handed swords. A well crafted, and well balanced two hander is still a surprisingly agile and capable weapon.
I maintain tht DAO's weapon speeds made perfect sense for weapons with that much bulk.
#91
Posté 12 septembre 2012 - 05:07
I'd like to see strength play a factor in how quickly you could swing aarge weapon, and dexterity play a factor in how fast your can attack with a dagger.
The only time I would ever expect to see DA2 speed combat would be if there is a triple-stacked haste spell (like what could be done in DA:O). Stats should be the determiners of attack speed, not having a default ninja-speed attack for everything (except it still takes just as long to shoot a crossbow or longbow... go figure...)
#92
Posté 12 septembre 2012 - 05:34
#93
Posté 12 septembre 2012 - 05:48
Take off the training wheels - there is no need to assume new customers are new to video games. There was simply too much hand-holding in DA2.
Less FedEx quests - we all know they're just filler.
Less junk loot - if I have to be a rogue, or have a rogue with me to open chests, at least make it worth my while. And while I'm on the subject, why was there loot everywhere? There was something to pick up or open in every single nook and cranny of DA2. And 98% of it was junk. Quantity is not better than quality. That seems like it should be obvious.
Living cities - locations in DA2 were dead. Nothing really changed, except barrels and crates, in the span of over 10 years. NPCs in Kirkwall basically just stood there. If you clicked on them, and they said "Moo", it would have been an improvement. If you need an example of cities/towns done well, just look at RAGE. Or Skyrim. Or (insert any other game that has living cities). People move around, have schedules, react to your pc based on your actions, etc.
Character development - work on what you're already good at. I'd like more interaction/dialogue with each character, similar to DAO.
Story development - this is an area that should be a bit more coherent than DA2 was. OK, a lot more coherent.
Choice and consequence - this is another area BW is known for. Hone the skill, and make us feel like we are in charge of our pc's destiny. Or scrap it entirely. This is not something you can do halfway.
Voice acting - I am all for this. However, the color wheel in DA2 was weird. Instead of focusing on different inflections for the pc, I'd rather see the VA zots spent on more story dialogue for the pc to say. This should not be confused with "more cinematics", though. ME3 went waaaaay too far with that. If you have to use a dialogue wheel, make it more like Deus Ex: HR, where the first sentence of the pc's response is shown. More transparency into what the pc is going to say would be good. Paraphrasing in DA2 was sometimes shocking, eye-rolling, etc. It just wasn't an accurate representation. At all.
Acts and time jumps - I don't mind the idea of splitting the story into acts *that make sense*. For instance, the act format of The Witcher 2 splits it into pieces that make sense, and are a seamless part of the story. They're easy to wrap your mind around, because they're turning points in the game. In DA2, they not only didn't make sense, but to add gaps in time? They just didn't make logical sense, or add to the story in any way, and were quite jarring. It would have been easier to suspend disbelief if something, anything, was different in Kirkwall when you "came-to", but it wasn't.
Don't limit abilities (and armor) by class. If I want to be a mage that can pick locks, while wearing heavy armor, why can't I? Or if I want to play as a warrior that can cast the occasional healing spell, why not? Why does my character have to conform to someone's ideas/stereotypes of a particular class? Why does it need to be that rigid?
Bring back Ranger!
Last, but not least, please get someone on the design staff that can draw hands.
Modifié par happy_daiz, 12 septembre 2012 - 05:56 .
#94
Posté 12 septembre 2012 - 06:07
Allan Schumacher wrote...
swinging twohanders like featherdusters
To be fair, I have always loathed how cumbersome games have made two handed swords. A well crafted, and well balanced two hander is still a surprisingly agile and capable weapon. DA2 did it too fast (especially when factoring in combat balance... the real reason for two handers always being slow), but DAO's was equally absurd in the wrong direction.
In the end, I feel gameplay trumps realism and if slower two handers makes for a superior game, then let them be the anvils that they are
That is one way of doing it. :happy:
though berserker and vanguard talent tree make short work of that.
I think the perverse effect of that is that it really reduces the versatility of the class.
from my 10 years of sparing and test cutting, Two hander swords or zwei hander proper are really fast, in fact they are faster, nimbler than a single handed sword and do much more damage.
damage wise there is really no comparison.
That being said some two handed weapons are not that fast , heavy axe based weapon (bardish, dane axe and so are hammed based pole axes and noble axes.
some on proposed that that two handed blade/sword could be used more as 1 vs 1 and the mass/axes more as a 1 vs many weapon.
may be the concept could be used not necesarrily by weapon type but by talent trees where hevay weapons could be used in the two different ways?
Phil
#95
Posté 12 septembre 2012 - 06:52
StaceysChain wrote...
See both sides of the argument. In DA2, we hear stuff about the mages being abused in the circle, but we never actually see it. The only examples that are given to us are Karl, Alain, Ella and Ser Alrik. Yet we constantly see Meredith and Cullen's views on Mages in each act - Act 1: Grace and Decimus, the mages who captured Kerran, Idunna, and other random encounters. In Act 2 there's Quentin and in Act 3 there's Grace, Huon, Evelina and Orsino, not to mention Merrill's view throughout the game. So in DA3, balance the views and make it difficult for the player to decide which fraction they'll side with.
Sounds good in theory. But despite all that, most people STLL support mages.
This is that so far the templar side in-game didn't really bring good arguments, even if there are plenty. Instead the devs had mages go crazy left and right
However, at this point people have already picked their side, and you can have mages roast kids alive in DA3 and many would still side with them.
#96
Posté 12 septembre 2012 - 06:54
you know..swining a SWORD and not a a house door.
Modifié par Lotion Soronnar, 12 septembre 2012 - 06:55 .
#97
Posté 12 septembre 2012 - 06:57
happy_daiz wrote...
More open exploration (less rails and limited pathing).
Take off the training wheels - there is no need to assume new customers are new to video games. There was simply too much hand-holding in DA2.
Less FedEx quests - we all know they're just filler.
Less junk loot - if I have to be a rogue, or have a rogue with me to open chests, at least make it worth my while. And while I'm on the subject, why was there loot everywhere? There was something to pick up or open in every single nook and cranny of DA2. And 98% of it was junk. Quantity is not better than quality. That seems like it should be obvious.
Living cities - locations in DA2 were dead. Nothing really changed, except barrels and crates, in the span of over 10 years. NPCs in Kirkwall basically just stood there. If you clicked on them, and they said "Moo", it would have been an improvement. If you need an example of cities/towns done well, just look at RAGE. Or Skyrim. Or (insert any other game that has living cities). People move around, have schedules, react to your pc based on your actions, etc.
Character development - work on what you're already good at. I'd like more interaction/dialogue with each character, similar to DAO.
Story development - this is an area that should be a bit more coherent than DA2 was. OK, a lot more coherent.
Choice and consequence - this is another area BW is known for. Hone the skill, and make us feel like we are in charge of our pc's destiny. Or scrap it entirely. This is not something you can do halfway.
Voice acting - I am all for this. However, the color wheel in DA2 was weird. Instead of focusing on different inflections for the pc, I'd rather see the VA zots spent on more story dialogue for the pc to say. This should not be confused with "more cinematics", though. ME3 went waaaaay too far with that. If you have to use a dialogue wheel, make it more like Deus Ex: HR, where the first sentence of the pc's response is shown. More transparency into what the pc is going to say would be good. Paraphrasing in DA2 was sometimes shocking, eye-rolling, etc. It just wasn't an accurate representation. At all.
Acts and time jumps - I don't mind the idea of splitting the story into acts *that make sense*. For instance, the act format of The Witcher 2 splits it into pieces that make sense, and are a seamless part of the story. They're easy to wrap your mind around, because they're turning points in the game. In DA2, they not only didn't make sense, but to add gaps in time? They just didn't make logical sense, or add to the story in any way, and were quite jarring. It would have been easier to suspend disbelief if something, anything, was different in Kirkwall when you "came-to", but it wasn't.
Don't limit abilities (and armor) by class. If I want to be a mage that can pick locks, while wearing heavy armor, why can't I? Or if I want to play as a warrior that can cast the occasional healing spell, why not? Why does my character have to conform to someone's ideas/stereotypes of a particular class? Why does it need to be that rigid?
Bring back Ranger!
Last, but not least, please get someone on the design staff that can draw hands.
Agree overall happy.
Of course, I'm not a fan of the voiced PC in certain games because I think the adverse effects on design and role-playing, for games that bill themselves as RPGs, expand almost geometrically from it. But, if they can make it work in a tolerable manner, go for it I say.
I would boldly suggest also that there should be no "junk" loot. With a well-thought out crafting system, everything can have a purpose, all within the player-selected paramenters of what his/her character is, does, and uses. If Bioware is looking for examples from Skyrim to take away for their franchise, a serious crafting/loot system overhaul would be a good start. Of course, this naturally leads to a discussion of inventory and inventory management, so they may as well resort back to an Origins-like system, or dramatically re-vamp what they thought was sufficient in DA2.
Also, regarding 2-Handed, as was discussed earlier, I absolutely feel that player selected stats and perks (as well as weapon upgrading) should factor in, not only to DAM per hit, or per second, but swing speed as well. I'd also suggest that swing speed should be tiered for 2-Handed: for example: greatswords swing slightly faster than battleaxes, which, in turn swing slightly faster than warhammers, with approriate balance established through damage done.
But based on the precedent of less is more, in their last two offerings, and the chatter we're hearing from certain developers, I'm just not real sure this level of player choice and design is what Bioware is looking for any longer. My guess is that they will still shoot for the sweetspot between DAO and DA2, and make alot of people unhappy, and generally find 3 to not be well-received. I'm still hoping they'll blow us away with another Origins-like offering. But I still think most will give it a chance (for me, through a lot of player reviews before purchasing though).
It's not like most of these things haven't been hashed and re-hashed since DA2....and...well...we still got ME3 in the state is was!
Modifié par Barbarossa2010, 12 septembre 2012 - 07:02 .
#98
Posté 12 septembre 2012 - 07:12
Lotion Soronnar wrote...
I'd like to see them make weapons of proper size, length and width....
you know..swining a SWORD and not a a house door.
Are they pragmatic or for fantasy purposes? They look like Sabers made for Hill Trolls! lol
#99
Posté 12 septembre 2012 - 07:44
You can see some examples here:
http://www.thearma.o...ssays/2HGS.html
The
two-handed sword was a specialized and effective infantry weapon, and
was recognized as such in the fifteenth and sixteenth centuries.
Although large, measuring 60-70 in/150-175 cm overall, it was not as
hefty as it looked, weighing something of the order of 5-8 lbs/2.3-3.6
kg. In the hands of the Swiss and German infantrymen it was lethal, and
its use was considered as special skill, often meriting extra pay.
Fifteenth-century examples usually have an expanded cruciform hilt,
sometimes with side rings on one or both sides of the quillon block.
This was the form which remained dominant in Italy during the sixteenth
century, but in Germany a more flamboyant form developed. Two-handed
swords typically have a generous ricasso to allow the blade to be
safely gripped below the quillons and thus wielded more effectively at
close quarters. Triangular or pointed projections, known as flukes,
were added at the base of the ricasso to defend the hand
Modifié par Lotion Soronnar, 12 septembre 2012 - 07:46 .
#100
Posté 13 septembre 2012 - 12:17
Imperial Sentinel Arian wrote...
Lotion Soronnar wrote...
I'd like to see them make weapons of proper size, length and width....
you know..swining a SWORD and not a a house door.
Are they pragmatic or for fantasy purposes? They look like Sabers made for Hill Trolls! lol
I have been lucky enough to hold some of those swords.
yes some of theme are really heavy and cumbersome. those were bearing sword. basically parade sword.
however most of them are really really nimble, i know it is hard to even imagine, but when you use them they are almost weight less nimble quick and precise. (the usable one seems to be between 170-185 cm).
the blade geometry seems to be very cut orienatated.
I have not test cutted with orinal but the tip velocity is monstruous.
Phil





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