Sheathed Weaponry
#1
Posté 22 septembre 2012 - 04:36
- Gabdube aime ceci
#2
Posté 22 septembre 2012 - 04:37
#3
Posté 22 septembre 2012 - 05:00
Would add realism, possibly fix some clipping issues(or at the very least have minor ones - In the Witcher 2 weapons can be sheathed with small albeit hardly noticeable clipping.).
#4
Posté 22 septembre 2012 - 05:20
- Gabdube aime ceci
#5
Posté 22 septembre 2012 - 05:52
- Gabdube aime ceci
#6
Posté 22 septembre 2012 - 06:47
#7
Posté 22 septembre 2012 - 06:48
Wulfram wrote...
I'd rather have the weapons disappear than have them floating.
#8
Posté 22 septembre 2012 - 06:49
In Dragon Age, not so much...
- Gabdube aime ceci
#9
Posté 22 septembre 2012 - 06:50
#10
Posté 22 septembre 2012 - 06:51
Savber100 wrote...
In Mass Effect, it made sense and there's an explanation on how the guns stick on your back.
In Dragon Age, not so much...
More importantly, in me the weapons were actually connected to the armor, rather then half a meter behind.
#11
Posté 22 septembre 2012 - 06:52
Savber100 wrote...
In Mass Effect, it made sense and there's an explanation on how the guns stick on your back.
In Dragon Age, not so much...
Velcro.
With the new engine I'm sure it could be done.
Modifié par slimgrin, 22 septembre 2012 - 06:52 .
#12
Posté 22 septembre 2012 - 06:54
#13
Guest_Guest12345_*
Posté 22 septembre 2012 - 06:56
Guest_Guest12345_*
#14
Posté 22 septembre 2012 - 06:58
scyphozoa wrote...
You can't just let the blade dangle.
...lol.
On a serious note, I'm not sure if I agree with weapons disappearing being a better option than just floating, but the floating is kind of... weird.
#15
Posté 22 septembre 2012 - 06:59
#16
Posté 22 septembre 2012 - 06:59
Lithuasil wrote...
There's lots of threads floating around, that demand less ridiculous anime weaponry, and a more grounded design. While we're at that, can we please do away with weapons hovering in the air half a meter behind characters, and instead include sheathed graphics? That'd also fix the (still pretty massive) clipping issues, since the sheath could be individually located on each armor, as to not interfere with the graphics.
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?
- Aimi, chrstnmonks et mikeymoonshine aiment ceci
#17
Posté 22 septembre 2012 - 07:02
Pseudocognition wrote...
scyphozoa wrote...
You can't just let the blade dangle.
...lol.
On a serious note, I'm not sure if I agree with weapons disappearing being a better option than just floating, but the floating is kind of... weird.
I'm just basing it on my minding how Jade Empire did it much less than how DA does it.
Modifié par Upsettingshorts, 22 septembre 2012 - 07:04 .
#18
Posté 22 septembre 2012 - 07:03
Allan Schumacher wrote...
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?
I genuinely hate the weapons glued-to-backs. It's something I have to stare at for almost the entire game and it's the most persistently irritating aspect of every BioWare game in recent memory.
Basically, it's an eyesore that I can't avoid or ignore.
Modifié par Upsettingshorts, 22 septembre 2012 - 07:04 .
- Gabdube aime ceci
#19
Posté 22 septembre 2012 - 07:03
Allan Schumacher wrote...
Lithuasil wrote...
There's lots of threads floating around, that demand less ridiculous anime weaponry, and a more grounded design. While we're at that, can we please do away with weapons hovering in the air half a meter behind characters, and instead include sheathed graphics? That'd also fix the (still pretty massive) clipping issues, since the sheath could be individually located on each armor, as to not interfere with the graphics.
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?
I wouldn't say it's bothered me, but there is an added effect of "we're about to throw down" when previously your character's sword was safely tucked away. It was actually one of the things I missed from Assassin's Creed 1 with the transition to #2, where you walk around with a naked sword.
#20
Posté 22 septembre 2012 - 07:06
Allan Schumacher wrote...
Lithuasil wrote...
There's lots of threads floating around, that demand less ridiculous anime weaponry, and a more grounded design. While we're at that, can we please do away with weapons hovering in the air half a meter behind characters, and instead include sheathed graphics? That'd also fix the (still pretty massive) clipping issues, since the sheath could be individually located on each armor, as to not interfere with the graphics.
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?
For me its something i noticed right away but eventually just learned to deal with.
And some weird clipping because the scabbard had to stay in the same place on all sets of armor would probably be easier to get used to than floating swords.
#21
Posté 22 septembre 2012 - 07:06
Plus, sheaths would help reduce clipping if capes, flowing hair, and such things were included.
At least, I imagine so. Appears nice in my head.
#22
Posté 22 septembre 2012 - 07:07
Modifié par Pseudocognition, 22 septembre 2012 - 07:08 .
- Lady Luminous aime ceci
#23
Posté 22 septembre 2012 - 07:08
Allan Schumacher wrote...
Lithuasil wrote...
There's lots of threads floating around, that demand less ridiculous anime weaponry, and a more grounded design. While we're at that, can we please do away with weapons hovering in the air half a meter behind characters, and instead include sheathed graphics? That'd also fix the (still pretty massive) clipping issues, since the sheath could be individually located on each armor, as to not interfere with the graphics.
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
Capcom did it with Dragon's Dogma you know.
- Gabdube aime ceci
#24
Posté 22 septembre 2012 - 07:08
Plus, sheaths would help reduce clipping if capes, flowing hair, and such things were included.
How so? Unless we're sheathing at a different location (like the hip), it doesn't make the item outright disappear.
Although I was just thinking that sheaths would also place restrictions on the types of designs for weapons as well...
#25
Posté 22 septembre 2012 - 07:08
Allan Schumacher wrote...
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?
Imho, the animations wouldn't need to be custom, just a default "right shoulder" "hip" "both shoulders" "both hips", pretty much like what the games already have - slight clipping issues in a fluid unsheathing of a weapon are much easier to ignore then something you stare at, all the time.
(And of course with shields/polearms, you could just always carry them in the hands).
For me, the biggest issue is that it very prominently intrudes the dialogue scenes (i.e the much more immersive parts of the game). If something weird happens during gameplay that's one thing, and easy to miss in a sufficiently frantic combat. But if there's a staff that looks like it's literally as heavy as I am floating behind me in all conversations, that's pretty hard to unsee.





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