Threeshades |
This might sound really petty, but one thing i have yet to see in any RP video game, that actually allows for the use of a variety of weapons, are realistic sheathes.
Normally weapons when sheathed just stick to the back, or the side of the hip, or even hover a few inches away from it. At best they are sheathed butthe sheath is hovering next to the character, or attached with nothing.
The only games where this isn't the case are such in which the player character is only ever using the same type of weapon, like in the Witcher, where you only use swords or the character model is not customizable.
So how about being the first to implement some realistic weapon sheathes that are actually attached to a belt, rather than just sticking to the haracter mag(net)ically?
It's just an idea, but it always bugs me in other games.
Jiminy Goblin Squad Member |
Malin Blackshire Goblin Squad Member |
The Shameless One Goblin Squad Member |
shadowmage75 |
I wouldn't legitimately consider it 'unnecessary'. Putting it better is that it is a detail system that cannot yet be implemented by today's coding standards and still have a feasible visual action in the game environment. You would have to construct each sheath for each blade shape, how and where it hangs, interacts with the character as well as other characters, and of course animations for drawing and sheathing. Since this would have to be implemented into, less a turn based organization than, a twich-based system, the effects on combat, traps, etc would also have to be included into the development.
Valandur |
I wouldn't legitimately consider it 'unnecessary'. Putting it better is that it is a detail system that cannot yet be implemented by today's coding standards and still have a feasible visual action in the game environment. You would have to construct each sheath for each blade shape, how and where it hangs, interacts with the character as well as other characters, and of course animations for drawing and sheathing. Since this would have to be implemented into, less a turn based organization than, a twich-based system, the effects on combat, traps, etc would also have to be included into the development.
They have to do this work already with just the naked blade. Positioning it on each character model, representing it with each state of character movement, adjusting how it moves along with a character while walking, running, sitting etc.. So really aside from creating a scabbard for each blade type, it would be no more extra work. Well they would have to have a draw and a sheath animation, but they would need these animations for the naked blade anyway so even that's not additional work either. Maybe they have just gotten lazy with recent games? Lol.
Being Goblin Squad Member |
Lord of Elder Days Goblin Squad Member |
Spellhammer Goblin Squad Member |
They have to do this work already with just the naked blade. Positioning it on each character model, representing it with each state of character movement, adjusting how it moves along with a character while walking, running, sitting etc.. So really aside from creating a scabbard for each blade type, it would be no more extra work. Well they would have to have a draw and a sheath animation, but they would need these animations for the naked blade anyway so even that's not additional work either. Maybe they have just gotten lazy with recent games? Lol.
Lets think about this mechanically. We'll assume a standard black sheath.
First you have to design the dimensions for the blade; including making sure we don't clip the planes on the blade. Because of that we will likely need to add a few pixels for padding, so it may look a bit unrealistic (people will complain if it does).
On realism, does the sheath stay behind when the weapon is drawn? If it does then it technically becomes a separate art item that will require individual development per blade. As well as new animations depending on where the item is sheathed, per weapon.
Standard animations of drawing the weapon won't work; drawing a weapon quickly is not easy when surprised. So each weapon type will require a new animation, including variants so if there is a two inch difference in blade length it will require a slightly different animation. This will also cause a time difference in drawing times due to size. Daggers would have an inherent advantage over most any other weapon; two handed swords would have a major disadvantage. This will become a major PVP point of contention.
And that's just in black, if we add embellishments or player customization it goes out the window.
I don't think it's simply people being lazy.
Valandur |
Valandur wrote:They have to do this work already with just the naked blade. Positioning it on each character model, representing it with each state of character movement, adjusting how it moves along with a character while walking, running, sitting etc.. So really aside from creating a scabbard for each blade type, it would be no more extra work. Well they would have to have a draw and a sheath animation, but they would need these animations for the naked blade anyway so even that's not additional work either. Maybe they have just gotten lazy with recent games? Lol.Lets think about this mechanically. We'll assume a standard black sheath.
First you have to design the dimensions for the blade; including making sure we don't clip the planes on the blade. Because of that we will likely need to add a few pixels for padding, so it may look a bit unrealistic (people will complain if it does).
On realism, does the sheath stay behind when the weapon is drawn? If it does then it technically becomes a separate art item that will require individual development per blade. As well as new animations depending on where the item is sheathed, per weapon.
Standard animations of drawing the weapon won't work; drawing a weapon quickly is not easy when surprised. So each weapon type will require a new animation, including variants so if there is a two inch difference in blade length it will require a slightly different animation. This will also cause a time difference in drawing times due to size. Daggers would have an inherent advantage over most any other weapon; two handed swords would have a major disadvantage. This will become a major PVP point of contention.
And that's just in black, if we add embellishments or player customization it goes out the window.
I don't think it's simply people being lazy.
Your right about the sheath being factored in when the weapon is being used. Likely right about the weapon draw animations. There might be some workarounds for this, but I'm not a Dev.
The lazy comment was a joke :p. I imagine publishers pushing development time lines is the main reason problems like this haven't been tackled in most games.
LordDaeron Goblin Squad Member |
Spellhammer Goblin Squad Member |
The lazy comment was a joke :p. I imagine publishers pushing development time lines is the main reason problems like this haven't been tackled in most games.
Ya, I didn't think you were being snide. I really wasn't trying to come across as chiding either, just educational. I'd actually really like to see a working sheath, but for me it's more cosmetic; tends to sit low on desired list. Might be able to make it happen with the Crowdforging concept though.
Nihimon Goblin Squad Member |
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Opening up the creation of art assets up to the community would be a massive boon to developing these kinds of low-priority things.
Yes, obviously, there would have to be controls. Nevertheless, "crowdforging" could eventually come to mean much more than just helping to prioritize development goals.
Marthian Goblin Squad Member |
I'd like to see this.
Also, in my experience (and opinion), player customization isn't really going to cause lag.
The one game I played that just about EVERY thing on a character could be custom (the items had 3 or more colors that could be different.) The only lag I had was because the engine was just old and the developers/publisher are too lazy to fix it.
Bluddwolf Goblin Squad Member |
I thought you were going to ask for the spear + shield combo, like it was asked for in Age of Conan.
Wonder if the GW Devs would go through the same mental jujitsu that Godger Guate did? FUNCOM actually hired a military "expert" who denied that anyone in history ever used a spear and shield at the same time.
LordDaeron Goblin Squad Member |
Being Goblin Squad Member |
LordDaeron Goblin Squad Member |
Snowbeard |
Well, Spartan phalanx is an example that lance and shield can be used together. And the history registers are good for that time. Statues, writen stuff.
All that written stuff was just early fantasy, like sci-fi rayguns are for us. And those statues, those were abstract art. And those African tribes, heck, they're getting paid by the tourist industry to add flavor. ;P
LordDaeron Goblin Squad Member |
LordDaeron wrote:All that written stuff was just early fantasy, like sci-fi rayguns are for us. And those statues, those were abstract art. And those African tribes, heck, they're getting paid by the tourist industry to add flavor. ;PWell, Spartan phalanx is an example that lance and shield can be used together. And the history registers are good for that time. Statues, writen stuff.
Are you a politician Snowberad? LOL
Nihimon Goblin Squad Member |