Memoefe said:After 2016 Taleworlds didn't mention about crafting system. I would like to see the details of weapon crafting.
DanAngleland said:Memoefe said:After 2016 Taleworlds didn't mention about crafting system. I would like to see the details of weapon crafting.
I think they went into as much detail about crafting as they could, we saw quite a lot of video footage of exactly how it is done and what the options are. Off the top of my head I cannot think of any questions that were left unanswered about it.
Considering how fast the game and dev's opinion about topic changes and how open this feature is to changes, there might be serious changes or details.DanAngleland said:Memoefe said:After 2016 Taleworlds didn't mention about crafting system. I would like to see the details of weapon crafting.
I think they went into as much detail about crafting as they could, we saw quite a lot of video footage of exactly how it is done and what the options are. Off the top of my head I cannot think of any questions that were left unanswered about it.
FBohler said:I don't think it would be very hard to make an armor crafting system as simple as picking different parts (e.g. breast, shoulders, neck, waist, etc) and assigning different materials and finishes (textures) to each part.
As a plus, it would be cool to see decorative parts that don't affect the performance, but have social relevance.
DtheHun said:FBohler said:I don't think it would be very hard to make an armor crafting system as simple as picking different parts (e.g. breast, shoulders, neck, waist, etc) and assigning different materials and finishes (textures) to each part.
As a plus, it would be cool to see decorative parts that don't affect the performance, but have social relevance.
It would be hard. Those components have effects (wrinkles, shadows) on the cloth, leather or gambeson worn under them, normally modelled and textured by the 3D workman. With a modular system those details would lose, as not every armor component has the same outline. Because of it's layered structure, intersection glitches would also arise during animation.
DtheHun said:FBohler said:I don't think it would be very hard to make an armor crafting system as simple as picking different parts (e.g. breast, shoulders, neck, waist, etc) and assigning different materials and finishes (textures) to each part.
As a plus, it would be cool to see decorative parts that don't affect the performance, but have social relevance.
It would be hard. Those components have effects (wrinkles, shadows) on the cloth, leather or gambeson worn under them, normally modelled and textured by the 3D workman. With a modular system those details would lose, as not every armor component has the same outline. Because of it's layered structure, intersection glitches would also arise during animation.
FBohler said:DtheHun said:FBohler said:I don't think it would be very hard to make an armor crafting system as simple as picking different parts (e.g. breast, shoulders, neck, waist, etc) and assigning different materials and finishes (textures) to each part.
As a plus, it would be cool to see decorative parts that don't affect the performance, but have social relevance.
It would be hard. Those components have effects (wrinkles, shadows) on the cloth, leather or gambeson worn under them, normally modelled and textured by the 3D workman. With a modular system those details would lose, as not every armor component has the same outline. Because of it's layered structure, intersection glitches would also arise during animation.
Shadows are rendered in real time, no need to "make" them.
If they wanted to include armor crafting, they would have added it.
Imo better virtuals and larger battles are already done well, maybe soft body simulations needs some tweaks. Other than that i dont understand how armor crafting would add complexity.DtheHun said:I think, TW is still struggling to force the already announced improvements (better visuals, larger battles, soft-body simulation) on their engine, which graphically shows more and more resemblence to Warbands. The numbers are still a question. I doubt, that they want additional complexity in the battle scenes.
FBohler said:If they wanted to include armor crafting, they would have added it.
AlexHBK said:I'm more concerned with being able to create something out of small things. Just as it is in the usual games about the sandbox and survival.
Yeah yeah, i know that M&B is a squad-sandbox, but it would be cool if the game went further and added the ability to create everything from weapons and ending with traps and the ability to skin the carcass of animals, getting after that raw meat, which can then be cooked on fire.
This would greatly deepen the gameplay process.
Breezy Tee said:Shadows are rendered in real time, no need to "make" them.
Breezy Tee said:As I've said, it's too laborious, so they simply cut it or don't even mention it.
Last one year they added some features that I thought might never be added, either because I thought development stage is already past that or too 'laborious'. Considering that, there is still a chanceFBohler said:I acknowledge that armor crafting is more complex than weapon crafting, but definitely not so complex it can't be done within ten years.
Memoefe said:After 2016 Taleworlds didn't mention about crafting system. I would like to see the details of weapon crafting. Moreover, eventhough they said there will be no armor crafting, I wonder what is the chance of we getting it (Atleast as a mod).