It's a safe assumption. If you DO have knowledge about how easy or hard it would be from an experienced perspective, please share. Otherwise, your assumption that it is easy, is silly.
Enjoy.
http://cinema-4d.won...program-416404/
It's a safe assumption. If you DO have knowledge about how easy or hard it would be from an experienced perspective, please share. Otherwise, your assumption that it is easy, is silly.
Enjoy.
http://cinema-4d.won...program-416404/
It is easy. Plenty of games have already done it and continue to do it. Using a condescending tone when you fail to make any valid arguments doesn't make your opinion truth.
It's not my opinion, but a fact and my arguments were thoroughly valid. You ignoring them just to continue spouting baseless assumptions and half-truths doesn't change that.
And let me repeat it: not a single game has done it in the way you're suggesting - the way it would have to be done to work in DA:I.
I already explained to you why TW2s scabbard/s are completely different and much more simplified and that it was still everything but easy, or there wouldn't have been any clipping. But you chose to ignore that.
I also explained that there weren't any scabbards for two-handed weapons in the vanilla version of Skyrim and that only a few one-handed swords have a unique scabbard. Not to mention that the best mod in this particular area is still very much flawed, despite being ambitious. Again, you chose to ignore that or rather twist it so it coincides with the point you're trying, and failing, to make.
You keep saying how easy it would be and that there are so many games that did it right, yet you're unable to name a single one that meets the same conditions. So all of your "arguments" are in fact utterly invalid and nothing but hot air.
I think the reason is an animation problem: I don't know how people pulled their claymores historically, but to me it seems you can't just pull them from the back, and a sheath is likely to draw attention to that fact. The angles involved mean that you'd need empty space for 1.5 meters behind and/or beside you. Which means that people probably took the straps off over the shoulder and head and pulled the weapon from there, which would be an additional set of animations to prepare for combat. It would also make the game less reactive since you'd be slower to react to a combat situation, a difference which wouldn't matter in RL but people would complain about it in a game.
Anway, not a big thing.
It's not my opinion, but a fact and my arguments were thoroughly valid. You ignoring them just to continue spouting baseless assumptions and half-truths doesn't change that.
And let me repeat it: not a single game has done it in the way you're suggesting - the way it would have to be done to work in DA:I.
I already explained to you why TW2s scabbard/s are completely different and much more simplified and that it was still everything but easy, or there wouldn't have been any clipping. But you chose to ignore that.
I also explained that there weren't any scabbards for two-handed weapons in the vanilla version of Skyrim and that only a few one-handed swords have a unique scabbard. Not to mention that the best mod in this particular area is still very much flawed, despite being ambitious. Again, you chose to ignore that or rather twist it so it coincides with the point you're trying, and failing, to make.
You keep saying how easy it would be and that there are so many games that did it right, yet you're unable to name a single one that meets the same conditions. So all of your "arguments" are in fact utterly invalid and nothing but hot air.
Huh? There are no "facts" by what you have stated. You are merely making excuses for no apparent reason other than flawed logic based on supposed precedent.
I already made it abundantly clear that clipping would be the biggest "challenge." Again, there are ways around that, and other posters have even provided fantastic pictures of avoiding the issues TW2 or Skyrim had.
As far as Skyrim is concerned, BGS didn't have time to add scabbards for other weapons, due to the sheer size and amount of content they wanted in the game. The fact that modders can easily create scabbards for other weapons should give you an idea of how simple it actually is. Now consider a AAA studio with the staff and resources to finish the modder's work and make those sheaths look and function nicely with all the weapons?
You are merely providing further evidence to support my argument. Do you not see how illogical your stance is?
I really don't know why this bothers people so much...
As far as Skyrim is concerned, BGS didn't have time to add scabbards for other weapons, due to the sheer size and amount of content they wanted in the game.
And what makes you think DAI is any different in that regard?
It's not my opinion, but a fact and my arguments were thoroughly valid. You ignoring them just to continue spouting baseless assumptions and half-truths doesn't change that.
And let me repeat it: not a single game has done it in the way you're suggesting - the way it would have to be done to work in DA:I.
I already explained to you why TW2s scabbard/s are completely different and much more simplified and that it was still everything but easy, or there wouldn't have been any clipping. But you chose to ignore that.
I also explained that there weren't any scabbards for two-handed weapons in the vanilla version of Skyrim and that only a few one-handed swords have a unique scabbard. Not to mention that the best mod in this particular area is still very much flawed, despite being ambitious. Again, you chose to ignore that or rather twist it so it coincides with the point you're trying, and failing, to make.
You keep saying how easy it would be and that there are so many games that did it right, yet you're unable to name a single one that meets the same conditions. So all of your "arguments" are in fact utterly invalid and nothing but hot air.
Indie (guy and his wife) studio made an engine about 10 years, and kept improving it. 6 Years ago they made their first game complete. Two years later they made sequel.
It can support scabbards for hundred characters on the screen. That games has hundreds of various weapons shapes, and swords.
That game has no clipping issues when it comes sheathed weapons.
Tell me something about that magic, and how the tiny company could do that 6 years ago and here we are in 2014 and AAA dev game, swords are still floating just like that. Any theory?
And what makes you think DAI is any different in that regard?
Official Creation Kit. Not much left to say.
SNIP
Seriously, could you be any more evasive and nonsensical?
Literally everything I've said is pure fact, there's nothing flawed about it.
TW2 had a single scabbard for all weapons in the game and the execution of the sheathing animation was still very choppy = fact.
Vanilla Skyrim didn't have scabbards for 90% of the weapons in the game and the only really decent mod is still flawed and glitched = fact.
Now, let's compare that with your statements, shall we?
Plenty of other games have shown us how such a feature is properly implemented = a plain untruth.
Modders can easily create scabbards for different weapon types = half-truth. While the scabbards themselves are easy to mod, the sheathing animation isn't.
As far as Skyrim is concerned, BGS didn't have time to add scabbards for other weapons, due to the sheer size and amount of content they wanted in the game.
And that has to be the single greatest self-contradiction and hypocrisy I've seen in a while. Nicely done. I'm done with you, I don't fancy leading a never-ending discussion with people who completely ignore my arguments just because.
theory?
I don't even know which game you're talking about.
I don't even know which game you're talking about.
I talked about this game in most of posts in this thread. And posted many images.
Anyway http://en.wikipedia...._Blade:_Warband
Couldn't the sword attach via some sort of magic?
I mean we have enchants that can do almost everything else, why not assuming an enchantment that makes the sword stick to the back?
Also, was I the only person who though this thread was going to talking about how the OP hoped that Bioware didn't use the same kind of massive shoulder armor WoW uses? Just thinking shoulder blades made me think of WoW rogue armor where so many shoulder pieces had knives on them.
So this is supposed to be your prime example? Alrighty then.
No clue what are you on about now. That it has multiplayer ? DA:I has it too. About graphics ? Game been released 6 years ago by indie company, even before DA:O, and that grahic wasn't all that bad for its time..
And why are you avoiding to answer my question. How did they manage to do something that's so hard, according to your words?
Maybe some more images from the upcoming sequel ?
Look scabards again, and everyone can has his own. Must be some secret tech involved.
Is this graphic enough for you or still bad ?
The simple answer to the whole thing is - where there is no will there is no way. You can put your pure facts to sleep now.
Right, because this is the same thing as designing an entire game, which includes balancing a huge variety of resources and assigning priorities to those resources.
I really don't know why this bothers people so much...
Neither do I. At this point it's just coming across as people bored at their keyboards nit-picking.
Scabbards weren't a priority, get over it.
Scabbards weren't a priority, get over it.
Well good thing other devs don't think that way ![]()
No idea why anyone brings up clipping- If the scabbard clips, a bare weapon would be clipping too while sheathed. The only way clipping would be worse if is the scabbard had straps or other attachments, and I think people are just expecting magnetic scabbards. Or it it could be glued, since they stay there unlike weapons.
Or the straps could just be painted on to the armour. Which wouldn't make sense if different weapons have different locations but they should all be around the waist, anyway, since you can't draw swords from your back.
True enough. On the bright side, I actually believe sheaths/scabbards are very likely in future games due to BioWare committing to Frostbite 3. They no longer have to build entirely new engines for their games, meaning they'll have more time to add more features, as well as use the various assets they have already created for Frostbite 3. That means building bigger worlds and providing more content and features with half the effort it used to require making a game before. Things should only get better going forward.
have you seen the hair.
Well good thing other devs don't think that way
Why? When they can add this stuff in and still give me what I want from a Bioware game, that'll be fine. Until then, it's no big deal. At all.
WITCHER DID IT
If the trade off for fancy sword sheaths is no character creator i'd take the floating swords anyday!
Meh, but at least we finally get bowstrings this time around... yay.
A true showcase for the power of Frostbite™
I really don't know why this bothers people so much...
Well, it's something we're going to spend like half the game looking at
Fun fact: In Kotor 2: The Sith Lords, floating weapons were actually the final boss of the game ![]()
Basically, you're either going to have to imagine the swords floating a bit, or imagine that the sword isn't jabbing you in the gut.
Either way, can't please everyone. Might as well do the economic thing and not put a bunch of effort in this.
Basically, you're either going to have to imagine the swords floating a bit, or imagine that the sword isn't jabbing you in the gut.
Ouch. Unsheathed ones can hurt you too, in the same way.
Just kidding ![]()
Ouch. Unsheathed ones can hurt you too, in the same way.
SpoilerJust kidding
Poor fenris, always getting the arse end of the stick... ![]()