JustVine wrote: » After talking with my friend who does some 3-d modeling to confirm my understanding relative to this I am now more confident that my original assessment was correct but I can now be more specific. So here is my understanding of why implementation of this would involve some trade offs: While @Vhaeyne is correct about technology having been improved relative to this there are some indirect trade offs we as a community need to consider. 1. In order to achieve this you need similar body shapes that are scalable to each other's models. In other words that means a beefy T shaped torso Dunir would have to be less T shaped and in line with other models proportions to make it less difficult to scale up for a tubular scrawny elf. Therefore less distinct racial silhouettes. 2. You need to approach the rigging for character models ahead of time to create different areas for rescaling. More simply that means that you need to build all models with the 'bones' of the characters relative to their armor models in mind first. This apparently doesn't cost too many resources to do BUT 3. The more 'bones' and the more difference in shape/size (orc vs dunir) the more likely clipping on all armor models is likely to be, not just different racial ones (so more dev time for this in all armor sets is required.) Therefore I see three tradeoffs we need to consider if we want to make this work. A.. If you want to do this you need less distinct racial silhouettes. However ashes current models are in line with this at the moment according to my friend. So not a lot of work would need to be done on that front. B. If you want to do this but with more distinct silhouettes you need to accept that more clipping will occur in armor sets as a generality and more extreme with these 'borrowed' sets (presumably the clipping on same race armor is going to be worked on regardless, but this adds more variables making it harder to catch in development.) C. If you don't want clipping to occur and you want distinct racial silhouettes you can probably make specialised models for fewer top end core sets. Given the specified goal here is 'trophy' by op this might be acceptable when combined with the death stamp tag already mentioned. D. None of the above are acceptable, do not implement the system given these trade offs. E. The same as D but also specifically limit differences in visuals for armor sets. Given the lack of infinite resources for Intrepid, which choice do you preffer. Given 2 it sounds like it is better to come to a consensus on this before Alpha 2.
JustVine wrote: » It's 'not that simple' BUT unless your claiming I got things incorrect, it's still the relevant trade offs.
Vhaeyne wrote: » If literally every other current MMO on the market can handle having armors scale to characters model's bodies without it being an issue. I think Ashes can handle it as well. Racial armor the way Lineage 2 did it and the way Steven wants to do it with Ashes is an ancient way of doing things. The method of doing things this way is less scalable in the long run. You did not see many new armors being put into Lineage 2 over its life because for them to do so they had to make a new one for every race and gender. For Ashes this would mean that a single new armor set is 18 armor models to be made. This means for us as players, we will see a lot less armor verity outside of... Cosmetics. This makes Ashes a much more cosmetics focused game. Which is not something people are fond of when cosmetics will mainly come from the cash shop. Add to that the problem where cash shop cosmetics are already confirmed to not be dyed or mixed and matched. Contrast this to a game like FFXIV where the cosmetics are already cheaper and mostly able to be died and mixed and matched. In addition, FFXIV puts out a lot of new armors with each content update that are obtainable in game. A lot more than I could ever expect for Ashes since they are using the lineage 2 method of doing things. With proper scaling and rigging, a single armor is a single armor. Maybe two if there is a gender difference for some reason. To me, the writing is on the wall. Ashes will never be able to keep up with last generation MMORPGs cosmetics systems by using cosmetics systems from generations before that. Ashes wants to be a next-generation MMORPG, but it is already planning on being obsolete in an area that many players care a lot about. Again, it just seems tone-deaf for them to want to go down this old route. Modern MMORPG players want to play dress up endlessly. This is not something I, personally, care about, but I am aware of its importance to the larger MMORPG community. If more people understood how bad racial armors will be for playing dress up. There would be a lot more outrage.
JustVine wrote: » Could you name more games that do better? You named ESO earlier but ESO definitely chooses option A on the survey. They rely a lot more on superficial racial traits like skin and facial structure and less on varying body structures. A valid answer but not one I think everyone would agree on given the responses in various 'make my race more distinct' threads (the dwarf one definitely comes to mind.) You mention FFXIV but to my knowledge they get away with this due to having 1. Their own in house engine (well not quite as in house now but still on very good terms. Really big deal when it comes to making models and getting around certain design paradigms.) 2. Waaaaaaaaaay more resources. Neither of which are really applicable to Ashes situation. Edit: double checked and ESO also has their own graphics engine. Made from scratch specifically for them.
Vhaeyne wrote: » JustVine wrote: » Could you name more games that do better? You named ESO earlier but ESO definitely chooses option A on the survey. They rely a lot more on superficial racial traits like skin and facial structure and less on varying body structures. A valid answer but not one I think everyone would agree on given the responses in various 'make my race more distinct' threads (the dwarf one definitely comes to mind.) You mention FFXIV but to my knowledge they get away with this due to having 1. Their own in house engine (well not quite as in house now but still on very good terms. Really big deal when it comes to making models and getting around certain design paradigms.) 2. Waaaaaaaaaay more resources. Neither of which are really applicable to Ashes situation. Edit: double checked and ESO also has their own graphics engine. Made from scratch specifically for them. I don't think having an in house engine has a lot to do with it. I understand that is both a blessing and a curse. That said, FFXIV, WOW, ESO, PSO2, AION, FFXI, Wildstar. Off the top of my head, all have it so that armor parts are not racial and can be mixed and matched. PSO2 being the game that currently has the most impressive implementation of this. A game by SEGA which is not a company know for having a ton of cash these days.
Dolyem wrote: » Honestly I liked how GW2 did it with specific racial sets instead of all armors across the board race locked
Vhaeyne wrote: » @JustVine PSO2 races proportions are insane. Pretty sure, she can wear any armor in PSO2NGS now....