It could often hit multiple targets or eliminate one target with a single blast. The original request requests varieties be added as additional market products, similar to any other weapon type.The scatter gun was a low-velocity slugthrower that fired a spray of solid pellets when fired. Respect yourself too: As a customer, expect EA/BioWare to ensure quality, execute, and perform. As professionals, they can execute, ensure quality, and perform. Bioware is building off of previous, existing work, not re-handpainting each frame like Tom&Jerry. Again SWTOR runs on the HeroEngine and C++: both modular. No new animation, motion capture, or vfx is necessary. Bronze tier Cartel Market items would suffice this request.Īdditionally, Statement 3 discusses animation "sequence per knife". The original request is for scattergun / vibroknife variety to be added to the game, as an additional product, so both customers and corporation benefit. Statement 3 depends on unnecessary assumptions: mainly projecting exaggerated expectations onto the original post. Statement 3: " plug-in model that would raise the complexity, cost-of-render, bugginess, etc. Statement 2 feels like an attempted distraction / strawman. Just because any kind of parameter is hidden, graphically or otherwise, does not preclude modification. Case in point? Helmets in the Outfit Designer. Whether an object can be hidden has no real link to whether it can be changed. Statement 2: "(.) Blaster rifles (.) are visble all the time, whether they are drawn or stowed, and whether they are being used or merely held." The same process that implemented the original model can implement a new model. This is because those "models" are objects in the HeroEngine & C++. If Vibroknives cannot be changed due to involvement in ability animations, then Armor, blasters, and lightsabers cannot be changed due to involvement in ability animations, yet the opposite is true. Statement 1: "Speculation: mostly because the model we see is part of the ability. To make a new model, see tools like Zbrush, maya, blender, Mudbox and teams like EA/BioWare Art teams. The model in the ability is an imported model, Such as an "object" objects are very easy to change in OOP languages (OOP langs = anything after CoBOL HeroEngine runs on C++) One just needs a new model to import. Request Repetition: The original suggestion requests varieties be added as additional market products, similar to any other weapon type. one One, Minor point." Can we see some visual feedback, as an aesthetic animation of Shielding effects? (preferably with a disable option for people on potatoes & hardcore pvp players) Why can't we see any sign of, above all, the shielding effect of a Shield?įirst let me say, "I agree. of the animations.Īnd one might ask the same question about the Focus, Shield and Generator items used by other classes. Having the model in the ability depend on the specific vibroknife (say) in use would mean that each ability would have one animation sequence per knife, or a plug-in model that would raise the complexity, cost-of-render, bugginess, etc. Blaster rifles (to cite your example, but the reasoning applies to blasters, sniper rifles, assault cannons, lightsabres of all kinds, and non-light blade/staff weapons) are visble all the time, whether they are drawn or stowed, and whether they are being used or merely held. Speculation: mostly because the model we see is part of the ability.
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