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Warhammer Online : Age of Reckoning

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WAR (Warhammer Online) » General Discussion » WAR IS EVERYWERE!! mwahaha

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Joliust  7/18/08 12:27:48 PM

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Originally posted by TheHavok

Originally posted by Joliust

This is what a realistically orc looks like. Incidentally it is also what all realistically fantasy characters look like because for it to be realistic it can't be there. Sorry I am just sick to death of these god damn threads.



Thats a fucking great picture. Reminds me of the places i use to hike before i became a video game nerd. Where was that taken? Just curious

I donno I googled open field and it reminded me of someplace I use to walk around when I was real young, looks like Wisconsin to me but I am sure a lot of places look like it does around here.

gillvane1  7/18/08 12:33:30 PM

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Google "MMORPGMaker" if you want to make your own MMORPG.

Originally posted by Kataal

first of all, I'm currently in CB.

1.) The graphics, while not as good as Age of Conan, are much better than WoW's. I don't know about all of you, but I'd rather have a decent looking game that my computer can actually run, than an amazing looking game in which I get one fps.

2.) If you're coming to the game for PvP, you WILL NOT be disappointed. It's even better than DAoC. If you're coming for PvE, you will also not be disappointed, and probably very surprised. I was grinning when I ran into my first public quest, and had more fun than I've had in a LONG time.

3.) PLEASE don't let the haters get you down. If they're in CB, and they STILL don't like the game, fine. If they haven't played yet, don't listen.

 

once again: It's worth the wait, and you WILL NOT BE DISAPPOINTED.

 

 
gamerman98  7/18/08 12:41:19 PM

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Originally posted by Silverthorn8

Originally posted by butters88

Here, I have a comparison in my favourites for moments like these.
img227.imageshack.us/img227/7281/warvswow6te.jpg



The wolf screenie's perhaps show the biggest distinction, that open mouthed look bears and wolves have in wow always bothered me- it just looks sooooo inane.
It would be far far better to compare wow and war pics of max level characters decked out in high level gear.

why though? The gear dont mean crap when the basis of comparison in this thread is about the models themselves...if someone made a thread "WoW gear vs WAR gear" then maybe i can see your point lol.

Silverthorn8  7/18/08 12:55:56 PM

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Originally posted by gamerman98

 


Originally posted by Silverthorn8

Originally posted by butters88

 

Here, I have a comparison in my favourites for moments like these.
img227.imageshack.us/img227/7281/warvswow6te.jpg



The wolf screenie's perhaps show the biggest distinction, that open mouthed look bears and wolves have in wow always bothered me- it just looks sooooo inane.
It would be far far better to compare wow and war pics of max level characters decked out in high level gear.

 

why though? The gear dont mean crap when the basis of comparison in this thread is about the models themselves...if someone made a thread "WoW gear vs WAR gear" then maybe i can see your point lol.

I just love people that selectively quote stuff, read back a bit and you'll see my post that totally agrees with the OP.
 

Argueing for nothing in geeky forums, good job I'm at work defrauding my firm

 
BlackWatch  7/18/08 2:16:33 PM

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I think the other key thing to look at  with character models and 'artwork' within a character is the detail and attention given to movement.

You can have the greatest looking characters in the world, but if they don't move well then they aren't that great... unless all you are doing is playing 1 frame at a time or taking non-stop screenshots.  Player models and npc's need to walk right, carry weapons right, breathe, manipulate and work with world objects, they need to fight, they need to run and jump... all of those things... in a 'realistic' way or pseudo-believable way. 

Character models often react slowly or awkwardly to commands.  They 'skate' across terrain rather than walk or run across it.  They 'snap' to targets, rather than really turn... head, torso, hips, legs, feet... it all happens 'now'. This mechanic changes for 2 legged creatures, 4 legged, etc.,.. Same goes for creatures that fly or  swim. 

The other thing... armor needs to fit the character... each character... as if it were crafted for them.  I hate how some surfaces on armor in some games look 'stretched' on some character models, yet fine on others.  I don't think each race needs their own armor, but I do think the armor should appropriately fit and look right.

How the creature or player model reacts to 'effects' that are placed on them.  More often then not, we see players who are subjected to 'ice' as 'moving slow'... as if in a blizzard, ahem.  If someone throws some ice down infront of you... of if they make it magically appear in your path... and you are already running at them at full speed, are you going to really 'slow down'?  No.  You'll hit the ice and fall on your arse or you will 'skate' by them, into them, or something unpredictable. 

If a player is 'blinded' in a game... make their screen go black or darken it.  Why should they be able to 'see' what's around them?  I mean, I'm sorry... you're 'blind'.  You were 'blinded' for a reason... not so that you could continue to watch and track your target so that whenever the blindness wears off you can immediately attack him.  Maybe their field or viewing radius gets dropped to a really low number... but that should be addressed, too. 

Rant off.

Harkkum  7/18/08 2:21:12 PM

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I quite liked this one, but still they are always as funny when they make them look like people would fight like from the 16th century war guide: on an open field with straight lines on both sides, charging when commanded. Still to see the first online encounter obeying these rules ;)

 
Tee312  7/18/08 4:02:31 PM

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Originally posted by BlackWatch

I think the other key thing to look at  with character models and 'artwork' within a character is the detail and attention given to movement.

You can have the greatest looking characters in the world, but if they don't move well then they aren't that great... unless all you are doing is playing 1 frame at a time or taking non-stop screenshots.  Player models and npc's need to walk right, carry weapons right, breathe, manipulate and work with world objects, they need to fight, they need to run and jump... all of those things... in a 'realistic' way or pseudo-believable way. 

Character models often react slowly or awkwardly to commands.  They 'skate' across terrain rather than walk or run across it.  They 'snap' to targets, rather than really turn... head, torso, hips, legs, feet... it all happens 'now'. This mechanic changes for 2 legged creatures, 4 legged, etc.,.. Same goes for creatures that fly or  swim. 

The other thing... armor needs to fit the character... each character... as if it were crafted for them.  I hate how some surfaces on armor in some games look 'stretched' on some character models, yet fine on others.  I don't think each race needs their own armor, but I do think the armor should appropriately fit and look right.

How the creature or player model reacts to 'effects' that are placed on them.  More often then not, we see players who are subjected to 'ice' as 'moving slow'... as if in a blizzard, ahem.  If someone throws some ice down infront of you... of if they make it magically appear in your path... and you are already running at them at full speed, are you going to really 'slow down'?  No.  You'll hit the ice and fall on your arse or you will 'skate' by them, into them, or something unpredictable. 

If a player is 'blinded' in a game... make their screen go black or darken it.  Why should they be able to 'see' what's around them?  I mean, I'm sorry... you're 'blind'.  You were 'blinded' for a reason... not so that you could continue to watch and track your target so that whenever the blindness wears off you can immediately attack him.  Maybe their field or viewing radius gets dropped to a really low number... but that should be addressed, too. 

Rant off.

 

Oh really?  WAR has some things wrong with it, but I don't see how they "skate" across the ground.  I haven't seen a lot of what you're ranting about, actually.

 
altairzq  7/18/08 4:07:47 PM

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Originally posted by BlackWatch

If a player is 'blinded' in a game... make their screen go black or darken it.  Why should they be able to 'see' what's around them?  I mean, I'm sorry... you're 'blind'.  You were 'blinded' for a reason... not so that you could continue to watch and track your target so that whenever the blindness wears off you can immediately attack him.  Maybe their field or viewing radius gets dropped to a really low number... but that should be addressed, too. 

Rant off.

 

Ah, good old EQ had this. The first time it happened to me I thought my graphic's card was broken hehe. Back when MMOs were made with some common sense.

 
BlackWatch  7/21/08 12:58:06 PM

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Originally posted by Tee312
Originally posted by BlackWatch

I think the other key thing to look at  with character models and 'artwork' within a character is the detail and attention given to movement.

You can have the greatest looking characters in the world, but if they don't move well then they aren't that great... unless all you are doing is playing 1 frame at a time or taking non-stop screenshots.  Player models and npc's need to walk right, carry weapons right, breathe, manipulate and work with world objects, they need to fight, they need to run and jump... all of those things... in a 'realistic' way or pseudo-believable way. 

Character models often react slowly or awkwardly to commands.  They 'skate' across terrain rather than walk or run across it.  They 'snap' to targets, rather than really turn... head, torso, hips, legs, feet... it all happens 'now'. This mechanic changes for 2 legged creatures, 4 legged, etc.,.. Same goes for creatures that fly or  swim. 

The other thing... armor needs to fit the character... each character... as if it were crafted for them.  I hate how some surfaces on armor in some games look 'stretched' on some character models, yet fine on others.  I don't think each race needs their own armor, but I do think the armor should appropriately fit and look right.

How the creature or player model reacts to 'effects' that are placed on them.  More often then not, we see players who are subjected to 'ice' as 'moving slow'... as if in a blizzard, ahem.  If someone throws some ice down infront of you... of if they make it magically appear in your path... and you are already running at them at full speed, are you going to really 'slow down'?  No.  You'll hit the ice and fall on your arse or you will 'skate' by them, into them, or something unpredictable. 

If a player is 'blinded' in a game... make their screen go black or darken it.  Why should they be able to 'see' what's around them?  I mean, I'm sorry... you're 'blind'.  You were 'blinded' for a reason... not so that you could continue to watch and track your target so that whenever the blindness wears off you can immediately attack him.  Maybe their field or viewing radius gets dropped to a really low number... but that should be addressed, too. 

Rant off.

 

Oh really?  WAR has some things wrong with it, but I don't see how they "skate" across the ground.  I haven't seen a lot of what you're ranting about, actually.


 

I'm not ranting that WAR doesn't have this or does have this... in general, people were stating what some of the issues with graphics with games were.  Most people mention how local terrain looks or how 'plastic' textures look in many games.  I was just saying that we need to look beyond that and think of other things, too.

Some of the things WoW does well, imho... how a character runs or jumps is pretty funny.  The tauren player model jumping, breathing, etc..,.. funny, imho.  I'm not saying the mechanics are 'right' or exact (for a mytho-creature), but they are entertaining at least... and not forced or stretched the point of me seeing those characters are 'ridged' or 'stiff'. 

I haven't played WAR as of yet (alpha/beta or otherwise), but since I pre-ordered the CE... I will be checking it out. 

 

Tuck2000  7/21/08 3:42:12 PM

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Originally posted by BlackWatch
Originally posted by Tee312
Originally posted by BlackWatch

I think the other key thing to look at  with character models and 'artwork' within a character is the detail and attention given to movement.

You can have the greatest looking characters in the world, but if they don't move well then they aren't that great... unless all you are doing is playing 1 frame at a time or taking non-stop screenshots.  Player models and npc's need to walk right, carry weapons right, breathe, manipulate and work with world objects, they need to fight, they need to run and jump... all of those things... in a 'realistic' way or pseudo-believable way. 

Character models often react slowly or awkwardly to commands.  They 'skate' across terrain rather than walk or run across it.  They 'snap' to targets, rather than really turn... head, torso, hips, legs, feet... it all happens 'now'. This mechanic changes for 2 legged creatures, 4 legged, etc.,.. Same goes for creatures that fly or  swim. 

The other thing... armor needs to fit the character... each character... as if it were crafted for them.  I hate how some surfaces on armor in some games look 'stretched' on some character models, yet fine on others.  I don't think each race needs their own armor, but I do think the armor should appropriately fit and look right.

How the creature or player model reacts to 'effects' that are placed on them.  More often then not, we see players who are subjected to 'ice' as 'moving slow'... as if in a blizzard, ahem.  If someone throws some ice down infront of you... of if they make it magically appear in your path... and you are already running at them at full speed, are you going to really 'slow down'?  No.  You'll hit the ice and fall on your arse or you will 'skate' by them, into them, or something unpredictable. 

If a player is 'blinded' in a game... make their screen go black or darken it.  Why should they be able to 'see' what's around them?  I mean, I'm sorry... you're 'blind'.  You were 'blinded' for a reason... not so that you could continue to watch and track your target so that whenever the blindness wears off you can immediately attack him.  Maybe their field or viewing radius gets dropped to a really low number... but that should be addressed, too. 

Rant off.

 

Oh really?  WAR has some things wrong with it, but I don't see how they "skate" across the ground.  I haven't seen a lot of what you're ranting about, actually.


 

I'm not ranting that WAR doesn't have this or does have this... in general, people were stating what some of the issues with graphics with games were.  Most people mention how local terrain looks or how 'plastic' textures look in many games.  I was just saying that we need to look beyond that and think of other things, too.

Some of the things WoW does well, imho... how a character runs or jumps is pretty funny.  The tauren player model jumping, breathing, etc..,.. funny, imho.  I'm not saying the mechanics are 'right' or exact (for a mytho-creature), but they are entertaining at least... and not forced or stretched the point of me seeing those characters are 'ridged' or 'stiff'. 

I haven't played WAR as of yet (alpha/beta or otherwise), but since I pre-ordered the CE... I will be checking it out. 

 

I was in WOW closed and open and played for the first 2 years before being burnt out. I also noted the same animation issue swith it and over time and  after release everything smoothed out. WAR in some of the beta shots have shown some of the same issues. I sure by the time they go gold with the code all will be smoothed out you can not judge a game on the beta code I've been apart of quite a few beta's over the last  years and I've found the retail release code almost always is 1000% better then the beta builds. 
 

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PROdotes  7/21/08 4:34:25 PM

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