Glorious Alpha Two Testers!
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For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Realistic vs Fantastical Armor & Weapon Designs
ArchivedUser
Guest
I'm glad to see in the video that was released that it looks like the development team is sticking closer to the realistic design of armor and weapons to the hyper fantasy ala World of Warcraft floating rocks for shoulder armor.
Has the development team commented on this fact that they are steering more toward the realistic (Witcher or Elder Scrolls fantasy feel for weapons and armor) or are they just using placeholder models?
What types of designs do you guys enjoy? Personally the more realistic the better for me tho small flairs of high fantasy are ok with me especially when dealing with elven or dwarven armaments but still to a degree leaning more towards realistic. I hate the games that the greatswords are bigger then the person wielding it. In real life that sword would weight 2000 lbs!
Has the development team commented on this fact that they are steering more toward the realistic (Witcher or Elder Scrolls fantasy feel for weapons and armor) or are they just using placeholder models?
What types of designs do you guys enjoy? Personally the more realistic the better for me tho small flairs of high fantasy are ok with me especially when dealing with elven or dwarven armaments but still to a degree leaning more towards realistic. I hate the games that the greatswords are bigger then the person wielding it. In real life that sword would weight 2000 lbs!
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Comments
I'm looking forward to a bit more on the realistic, however I think things like Orcish armor (depending on how they are depicted in lore) to be less ornate and either very utilitarian or more tribal looking. On the opposite end of the spectrum I would hope dwarves have very intricated detailing, sketching, and etchings in their armor. They are well known for fantastic craftsmanship and put a lot of pride in their craftworks.
Dwarves would have golden, brass, bronze, or overall just very intricate sketchings and writings in their armor sets. In many fantasy settings even the lowly dwarven warriors have some form of exquisite pattern theme.
Orcs could rely on dark aggressive or neutral colors. Reds, Blacks, Dark tans, maybe some greens, and a few other various designs to fit a bit more tribal culture to their overall aesthetic.
Humans would be somewhere in the realm of "Function over Form" except on noble looking citizens or very high tier armors which are relatively fancy and show a lot of flair. Lots of metal colors in the early tiers, then with later high tier gear getting royal reds, blues, golds, and purples for lining with tabards/tassets aesthetically.
Elves would be organically ornate. Exquisite with lots of curves/twists and very earthly/nature based colors. Tans, Greens, Browns, maybe some golden colors / fall leaf colors.
As for inventory wieght: I'm totally against. In an MMO setting where there will be thousands upon thousands of items the only thing weighing you down should be specific items you wield or wear. Carrying pieces of siege equipment, pushing trebuchets, or MAYBE if they begin to design from the start if heavy armor affects overall movement speed. Though I would not approve of this in a balancing factor for PvP unless it can be negated constantly. Then you just get light armor archers or mages who can kite like nobody's business. Many MMO's avoid speed variations except through buffs and debuffs for this exact reason to counter guaranteed kiting.
Has the development team commented on this fact that they are steering more toward the realistic (Witcher or Elder Scrolls fantasy feel for weapons and armor) or are they just using placeholder models?
What types of designs do you guys enjoy? Personally the more realistic the better for me tho small flairs of high fantasy are ok with me especially when dealing with elven or dwarven armaments but still to a degree leaning more towards realistic. I hate the games that the greatswords are bigger then the person wielding it. In real life that sword would weight 2000 lbs!
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I dont mind so much wether the armor or realistic or fantasy like, but i would be disapointed to see the armor be "cartoony". Realistic proportions is definately a winner. Also armor should be relevent to how "tanky" a character is, having someone in cloth but being able to take huge amounts more damage than a guy in full armor is just wierd.
[quote quote=663]oh and in regards to “the greatswords are bigger then the person wielding it. In real life that sword would weight 2000 lbs” i would like to see something similar to BDO’s inventory weight where you can only hold so much, its more realistic than carrying around several thousand items at once.
[/quote]
Once again dont mind weapons being oversized, but I absolutely love the Berserk Anime/Dark Souls series so maybe im slightly biased. Infact having an MMO with Darksouls stylised armor would be amazing.
Guts Full Armor Mode from Berserk
<img src="http://vignette1.wikia.nocookie.net/berserk/images/4/46/Guts3.png/revision/latest?cb=20160808014405" alt="" />
Darksouls 3 Armor Designs:
<img src="http://cdn.mos.cms.futurecdn.net/4307089126946560a9ea23006183291c.jpg" alt="" />
I do agree with weight being important for carry weight in total, but i think it should be more like Elderscrolls (Skyrim/Morrowind) carryweight and less Like BDO's which also has "Inventory Squares". Perhaps even a throwback to ultima onlines inventory system
but with a weight limitation added on.
I have been happy so far with the ESO models and weapons and would be happy to see that type of setup. I was also very much involved with Landmark, and the more "animated" look and feel was off putting for me. Still, if I am happy with with underlying mechanics, the gameplay, and depth of story arc, an animated look would probably not be important to me (unless it included guys dressed as DDD breasted elf women with two foot long ears and postage stamps for armor) :)
That being said, with 8 different races, i don't mind having fantasy themed armour in any way.
weighing in on the carry weight limit, im all for it, id like it low personally, it gives a reason to buy pack animals maybe backpacks / use wagons and what good would caravans be if you can just carry everything you need from one town to the other. if nothing else it would give another reason for comunity interaction. need lots of wood to build up that house? pay some people to help you out, maybe join a guild dedicated to the crafts. i guess the other words that could be useful... logistics and industry. this makes great focus for guilds.
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Everyone's been going the realistic way, and then you come and rebel :)
I really like the middle way, though leaning more towards realistic. If it is just plain bland normal weapons, then there not much fantasy in it for me... But it doesnt have to be much, just a thing line of glowing runes on the sword. Maybe the cape is held in place with rune-edged plates etc.
Generally I think anything that light up just a tiny bit, is very fantasy looking.
If you wanna go the more unrealistic route, I think it would be more fitting if it was only on ancient artifact, maybe with some lore: "The grand old magus of Ros'vedan made this staff, and in the process killing him... It is said that its his burning skull that makes up the magical energy emitting from it" (<-- awesome lore skill I know;) ). When/if you wanna go this route it kinda needs some lore to make it realistic, you can't just have a burning-skull-staff, it needs lore so it makes sense.
But it's definitely the glowing runes route for me, maybe a little more (if the above is filled in).
I think whilst its important for each race to have its own armour types, this should be wearable by all races. Elder scrolls follow this very well, you can wear ork armour while being argonian, or elf armour whilst being an ork. That adaptability allows more freedom for players to dress how they want without being restrained by an early on game decision as to what race you chose to play. It also allows for a uniformed approach to organising a group if, like myself you wanted your own military, it would allow players to decide upon uniforms.
However! What should be avoided is 'the best armour'
I know, this might sound a bit odd, but the last thing you want is hundreds of players running around with the same armour simply because its the overall best. Have armours that give defence in different areas, melee/magic/range defence. This will break it up and allow for a lot more variety which I always find key in any sandbox game/mmo.
Also have light, medium and heavy variations of armour per race motif as it were. Whatever allows for the most variety to allow players to specialise in their preferred style is vital I think. Its pretty obvious what kinds of shapes and ideas we should expect from dwarven/elven/orc type races so I don't think I need to go into those.
1 thing I think could be a nice touch: Banners. The ability to go into battle with people wielding a shield or a flag or a cloak with a banner/symbol or emblem that represents your guild I think will bolster the community aspect of the game. Even if it was basic, its something more than nothing. As an alternative, for those not in the guild, allow them to represent the node they are in support of. It would be a way of creating a natural defensive force and building a bond between a player and their favourite territories. I have found in my experience that even if numbers dwindle many years down the line, its the guilds that are a constant, and can help the life span of any game.
Regarding carry weight, using my earlier idea of light medium and heavy...if you just keep these 3 boundaries, its a simple system to put into place. It makes sense that a knight in full plate armour should not be able to carry the same as a completely unarmoured 'skiller' who is solely aiming to gather materials.
Just a few ideas. I imagine I'll be a medium armour kind of guy, with Elven design, specialising in a assassin/tank hybrid :P So long as I can loot or carry my reward after collecting a bounty....this mercenary will be happy ;)
So i don tmind how they stylise the armour, as long as it is based on the materials used to contruct it, and is size limited by realistic mass.
I would also like to see the E=mc2 applied to magic. Meaning even magic (energy) must have inertia effects, just like weapons.
Which also hits on animation cancelling that 8ft 100lb hammer your wielding.
1. Its going to be slow to get upto speed.
2. Its going to be slow to slow it down and change direction too.
Daggers on the other hand will, have little intertia effect, allowing greater hits per second with light damage.
In effect, both putting out the same DPS but in a unique style....the players preferred style.
ie do away with animation cancelling and force players to choose between quick or slow weapons.....and deal with the consequences.
As for balance, inducing penalties to go with bonuses will do the job fine. Neuralising any and all advantages and just leaving preferred 'play styles'.
Not going to spend a single $ on costumes if they look as boring as ESO costumes/armors.
<img src="http://4.bp.blogspot.com/-oX6onUK9JGc/UqYUFVjFtjI/AAAAAAAACbQ/J8J_PRO5iec/s1600/majesticheavy.jpg" alt="Ugly ass graphics, amazing style." />
Ugly ass graphics, amazing style.
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This can be Awsome, i can imaginate armors like old Otomans, or Like Berserkers of the Vikings, in diferentes types of nodes.
Maybe a Variarity types of the same armor, (i mean the same score of defense or habilities) in sinergy with the local where crafted are a interessanting ideia.
Btw, i'm particulary like the fantasy armor, but some realistic things can be more atractive
Still one of my favourite heavy armor sets in any MMO - probably forever.
A general mix between fantasy and realistic armor is usually the best way to go.
• Not as fantasyish like WoW
• Not as boring as ESO
Makes me feel better.
So ...highly stylised (by biome and race especially) is ok....but must be physics realistic ?
ie class & race specific styles of each biome.
After all, you want to wear appropriate gear to suit both your type of activity and the environment in which you act.
Which also means which gear stats rise and which gear stats fall also depends on the location you are in.
<img src="http://4.bp.blogspot.com/-oX6onUK9JGc/UqYUFVjFtjI/AAAAAAAACbQ/J8J_PRO5iec/s1600/majesticheavy.jpg" alt="Ugly ass graphics, amazing style." />
Ugly ass graphics, amazing style.
[/quote]
It looks like bikini armor to mee.
Leaving legs and stumack free for hits on female characters only.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/realistic-vs-fantastical-armor-weapon-designs/#post-660" rel="nofollow">Aggelos wrote:</a></div>
I’m glad to see in the video that was released that it looks like the development team is sticking closer to the realistic design of armor and weapons to the hyper fantasy ala World of Warcraft floating rocks for shoulder armor.
Has the development team commented on this fact that they are steering more toward the realistic (Witcher or Elder Scrolls fantasy feel for weapons and armor) or are they just using placeholder models?
What types of designs do you guys enjoy? Personally the more realistic the better for me tho small flairs of high fantasy are ok with me especially when dealing with elven or dwarven armaments but still to a degree leaning more towards realistic. I hate the games that the greatswords are bigger then the person wielding it. In real life that sword would weight 2000 lbs!
</blockquote>
I dont mind so much wether the armor or realistic or fantasy like, but i would be disapointed to see the armor be “cartoony”. Realistic proportions is definately a winner. Also armor should be relevent to how “tanky” a character is, having someone in cloth but being able to take huge amounts more damage than a guy in full armor is just wierd.
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/realistic-vs-fantastical-armor-weapon-designs/#post-663" rel="nofollow">Shunex wrote:</a></div>
oh and in regards to “the greatswords are bigger then the person wielding it. In real life that sword would weight 2000 lbs” i would like to see something similar to BDO’s inventory weight where you can only hold so much, its more realistic than carrying around several thousand items at once.
</blockquote>
Once again dont mind weapons being oversized, but I absolutely love the Berserk Anime/Dark Souls series so maybe im slightly biased. Infact having an MMO with Darksouls stylised armor would be amazing.
Guts Full Armor Mode from Berserk
<img src="http://vignette1.wikia.nocookie.net/berserk/images/4/46/Guts3.png/revision/latest?cb=20160808014405" alt="" />
Darksouls 3 Armor Designs:
<img src="http://cdn.mos.cms.futurecdn.net/4307089126946560a9ea23006183291c.jpg" alt="" />
I do agree with weight being important for carry weight in total, but i think it should be more like Elderscrolls (Skyrim/Morrowind) carryweight and less Like BDO’s which also has “Inventory Squares”. Perhaps even a throwback to ultima onlines inventory system
but with a weight limitation added on.
[/quote] I do like the realistic armour with a touch of fantasy. Like from Beserk. Bog clunky armour with a badass greatsword (...ish) weapon (more a lump of iron). I also like the simplistic rogue looks and fast movements. More and more aspects of this game are making my brain hurt. There is so much complexity and so much choice that I don't know what to do with myself xD Races then Class then subclasses then jobs. These are common in many other MMORPGs but this one for some reason (because I'm so nervous about my character build) is confusing me (in a good way) on what I want and how I want to play. Which is how it should be. Gone a little off track but I am glad youv'e gone more realistic than fantasy.
While the ESO armors in general were kind of boring, I did really like how their armor crafting system worked - where armor made by a player of a certain race matched that race's aesthetic. I think that would fit really well in this game too!
But honestly, I don't care how ridiculously fantasmical the armor designs are so long as they are consistent between male and female characters. I'm so sick of seeing female characters looking like they belong in porno versions of the game while the male characters look like they actually belong. Pick one style and stick to it! (That being said, I'd prefer they go the everyone-is-practical route rather than the everyone-is-a-fantasy-porn-star route that FFXIV took :P)
And please, I'm begging you, no boobplates!!!! >A<
No sense in turning this into the western sense of the word 'realistic' where absolutely everything is brown or seen through a brown filter.