Sigil Developer Tracker
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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here.
Please remember that these developer posts
are taken out of context, so beware of any silky venom being spewed forth.
Color Key:
Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member
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Quote:
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Originally Posted by Neric
They can't, because they are using an engine to create the generic bodies. Instead of the classical method where a drawing gets scanned it or a mini-model that gets scanned in with a laser, they use an engine to maintain a set of polygons that shall resemble basic body anatomy according to an algorithm designed by someone who has never seen a human being before, not even in the mirror. The only thing that got designed by hand are the faces and those are outstanding. Too bad they did not expand on that and give their artists more room to make an impact on the models.
As long as you fail to understand that it is the overall concept that prevents them from improving, you will not be able to assess the situation correctly. Can you follow now or shall I explain it for the 1001940th time?
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I'm not trying to feed the troll, but this is horribly inaccurate. I walk through the art department everyday and I assure you it is mostly occupied by human beings. Our H.A.L. 9000 super computer need only scan the immediate area to get a glimpse of human anatomy before it begins its cold calculations of lifeless model making. H.A.L. spits out faceless models that our crack team of amateur artists haphazardly fix using the latest crayola technology.
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reply to this post
Find all posts by Nino.
Find all posts in "Vanguard - 9 New "Beta 0" Screenshots Released".
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Quote:
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Originally Posted by fuvi513
I agree with Kildace.
By having xp per mob numbers even in the game itself points people toward min/max'ing. If they are going to have it as part of the game from the jump they might as well give you the mob's hp bar with exact numbers as well. Less we forget, part of some people's 'adventure' in EQ was deciding where to go xp based on xp per mob and hp per mob. You didn't know the exact figures within that, just how you based your opinion on it. Therefore, it gave people more of a sense of 'adventure' by not knowing every detail.
Maps, in many ways, have done the same thing. Instead of key'ing 'M' or 'backspace' to bring up a very nice map for you, so you know exactly where to go each time, it added to the immersion by knowing the zone for what it is. Landmarks within the zone and the like helped as well.
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Sorry, I probably should have posted this sooner. There is a lot more info, including exp per kill numbers, being shown than there will be at launch for debug/beta purposes.
I also mentioned elsewhere that most animations are placeholder right now and that we're going in for a major motion capture session soon. Place holder anims aren't stopping us from early beta testing though, so we're forging ahead.
The graphics *will* continue to get more polished, but as some people have pointed out, what you're seeing now is still indicative of the game -- there's not going to be a paradigm shift, and we're not suddenly going to look like a future FPS game using the epic 3.0 engine. (At least by launch -- by expansion 1 or 2 we do plan on migrating to the new engine, but still, FPS and single player games, and, really to an extent, games that don't have seamless worlds, will look better).
There you go -- there are my excuses I do appreciate the comments here and the long thread, no matter if they are negative or positive. It lets us know what is important to everyone.
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reply to this post
Find all posts by Aradune Mithara.
Find all posts in "Vanguard - 9 New "Beta 0" Screenshots Released".
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