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Dragon Age Dragon Age: The Veilguard Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

KateMicucci

Arcane
Joined
Sep 2, 2017
Messages
1,676
j5tD1gEylMZZS4P_Lk5FWDh2w-UutEXv7L6VzCNFMgZzjdoLQaKaaER1AnjbGQEDH_gQ7xgejPX2ep_11pmff7ZoBZSNxaTGTRPVmlw9nyVvS_-zPF8CQmMBi7CLW0bQ3pkGE2qFokF4_h16nKsJYSAMMBW-0Z6YeWdNrYpx_qnlGN9MPbFv0GWW0A
This is pretty good as fantasy armor goes.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,083
Atlantico, your avatar reminds me of Templeton Peck of the A-Team! Cool. If only there was an A-Team RPG.... well Jagged Alliance I guess and Silentstorm might do.... customized characters or the A-TEAM MOD? Does it exist? Air Wolf Mod? Knight Rider mod?
An A-Team RPG would be pretty damn awesome. Especially a tabletop one.
Although there probably will be some discussions about character selections. Someone will get to play as Hannibal,while another player might pick(or be selected to play as) B.A Baracus etc.
 

Frozen

Arcane
Joined
Jan 1, 2014
Messages
8,753
Am I reading this correct they are basically calling on Reddit fanart to do their work for them?

It couldn't be worse then it is but still...so fucking lazy.
 

KateMicucci

Arcane
Joined
Sep 2, 2017
Messages
1,676
This is pretty good as fantasy armor goes.
Looks like the armor on the Origins box, the one they never included in game. The close helm is cool, breastplate is shit.
I don't see anything wrong with it. The breastplate has weird aesthetics but it would be functional. Most artists draw corselets as shirts so that the wearer wouldn't be able to bend at the waist. This artist correctly drew it ending at the waist. Aesthetically I'd change some details but it isn't nearly as bad as most fantasy armor.
 
Joined
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Messages
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Location
The western road to Erromon.
The breastplate has weird aesthetics but it would be functional.
It looks like part of a breastplate made for a dwarf that's been jury-rigged with straps to the middle of a man's chest. The part that should be resting on the collarbone is sitting on his pectorals, riveted to steel bands that hang from the shoulders. The lower half is a series of lames, but might as well have just been a solid piece of steel because no freedom motion is necessary there. Lastly, it looks like someone welded a spaulder atop the main plate.

All said, better than nothing, but only barely.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,648
It looks like part of a breastplate made for a dwarf that's been jury-rigged with straps to the middle of a man's chest. The part that should be resting on the collarbone is sitting on his pectorals, riveted to steel bands that hang from the shoulders. The lower half is a series of lames, but might as well have just been a solid piece of steel because no freedom motion is necessary there. Lastly, it looks like someone welded a spaulder atop the main plate.

All said, better than nothing, but only barely.
Minor nitpick here, but you absolutely don't want the breastplate resting on the collarbone or it'll transfer the impact into it. The breastplate is meant to rest on the upper pectorals and the waist and nowhere else, the clavicles get covered by the pauldrons and gorget.

Other than that, I'm with you - that design's less ridiculous than your average World of Warcraft rubbish, but still too far removed from the functional medieval designs that it's supposedly trying to embellish. Actually, that particular design or something very similar to it is featured in Dragon Age: Inquisition, one of the less offensive armour sets. For some reason, nu-BioWare has an absolute aversion to plackarts, presumably warriors in Thedas live in constant fear of the macarena challenge.
 
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Messages
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Location
The western road to Erromon.
Minor nitpick here, but you absolutely don't want the breastplate resting on the collarbone or it'll transfer the impact into it. The breastplate is meant to rest on the upper pectorals and the waist and nowhere else, the clavicles get covered by the pauldrons and gorget.
Sometimes but not always. Our definitions of "rest" may have been different. It sits on the collarbone. There is always some impact transference, better that there's part of a steel plate in the way, since pauldrons and gorgets were not always worn.

ump.di
1200px-Vittore_Carpaccio_-_Young_Knight_in_a_Landscape_-_Google_Art_Project.jpg
dscf1562.jpg
p0bm0hpf.jpg
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,648
Minor nitpick here, but you absolutely don't want the breastplate resting on the collarbone or it'll transfer the impact into it. The breastplate is meant to rest on the upper pectorals and the waist and nowhere else, the clavicles get covered by the pauldrons and gorget.
Sometimes but not always. Our definitions of "rest" may have been different. It sits on the collarbone. There is always some impact transference, better that there's part of a steel plate in the way, since pauldrons and gorgets were not always worn.

ump.di
1200px-Vittore_Carpaccio_-_Young_Knight_in_a_Landscape_-_Google_Art_Project.jpg
dscf1562.jpg
p0bm0hpf.jpg
Maybe I'm generalising and it varied with design. I think it was a Knyght Errant video that brought up the point, that you'd want to relegate protecting the collarbones to some other piece of plate or mail rather than have any blow anywhere on the breastplate transfer into them, but I just don't remember anymore.
 
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Messages
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Location
The western road to Erromon.
I think it was a Knyght Errant video that brought up the point
I used to watch him as well back when he still made videos, he might have been talking about how the weight should be distributed, majority at the waist rather than on the shoulders, but I have seen other breastplates in period art that do sit on the pecs as you mentioned, it's just a damned chore to finesse the algorithm past the heaps of modern fantasy armor images to find the actual period portraits.

These are the best I could do, but I've seen some pieces that sat lower. I may keep a hold of the bottom one as a character portrait.
80152fd71515b61bb1abac17e2b69f92.jpg
61-74-805x1024.jpg
Unidentified_Artist_%28German%29_-_Portrait_of_a_Man_in_Armor%2C_Circa_1540-Circa_1560%2C_1927.392.jpg
 

Turbo normie

Scholar
Joined
Nov 10, 2017
Messages
249
Location
Sigil
How the fuck are they able to make a videogame ? I expected Bioware to die with Anthem for fuck sake.
It seems DA:Cisquisition, Andromeda and Anthem weren't enough.

I'm already hating this shit.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
How the fuck are they able to make a videogame ? I expected Bioware to die with Anthem for fuck sake.
It seems DA:Cisquisition, Andromeda and Anthem weren't enough.

I'm already hating this shit.
That is not dead which can eternal lie,
And with strange aeons even death may die.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
How the fuck are they able to make a videogame ? I expected Bioware to die with Anthem for fuck sake.
It seems DA:Cisquisition, Andromeda and Anthem weren't enough.

I'm already hating this shit.
swtor prints money and is low investment, which is hilarious considering the terrible launch
anthem was killed because EA got angry that bioware kept pulling devs off of swtor to try to fix the mess
 
Joined
Sep 5, 2020
Messages
1,258
Location
Germania
Bioware Edmonton isn't the main development studio for SWTOR.

I doubt that Edmonton has been profitable for about eight to ten years. Shutting down that woke shithole studio would be the sane thing to do. We can only speculate as to why EA is so hesitant.
 

Ibn Sina

Liturgist
Patron
Joined
Jul 12, 2017
Messages
1,004
Strap Yourselves In
man every word, every picture every update they release reeks of soi and nu male estrogen laden fest. It is going to be the most fruity game ever released.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
I ran Stable Diffusion on my rig to generate some Dragon Age: Dreadwolf neural network images
At first basic description results looked like a decent thing:
dDqxemU.png
FlRBIoz.png

But then I stated to add...specifics. With current Bioware writers and developement team. And results became much closer to actual state of things
J7gc6sH.png
fd60y8p.png
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
swtor prints money and is low investment, which is hilarious considering the terrible launch
You have a source on that? Because from the way things look in TOR I very much doubt what you wrote is the case.
https://www.gamespot.com/articles/huge-mmo-star-wars-the-old-republic-has-made-close/1100-6471011/
Publisher Elctronic Arts announced on an earnings call that The Old Republic is now closing in on $1 billion in lifetime revenue. "Believe it or not, we are close to $1 billion on Star Wars: The Old Republic revenue from the start of its history," EA CFO Blake Jorgensen said. "So it's a business that just keeps on going. We like those types of businesses."
that's from 2019 before their very successful steam launch btw
 
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Location
The western road to Erromon.
swtor prints money and is low investment, which is hilarious considering the terrible launch
I was there for the launch of TOR and slightly before it during the very last days of beta, and launch went fine for me. I grouped with several friends the first day and it was smooth sailing, no crashes or anything. About the only thing I noticed about the launch was that it didn't feel like a launch because by then it had been played for so long. There was barely any socializing going on in all-chat, but I saw plenty of other groups of players. Were things worse on other servers or something?
 

Morgoth

Ph.D. in World Saving
Patron
Joined
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Messages
36,055
Location
Clogging the Multiverse with a Crowbar


That logo looks incredibly cartoonish though.

https://www.ea.com/games/dragon-age/news/alpha-milestone

A New Milestone for Dragon Age: Dreadwolf​

Moving closer and closer to completion.​



Hello,
In my last blog, back in February, I talked about the next Dragon Age™ game entering the production phase. Well, we’ve come a very long way since then, and the team is incredibly happy to announce a huge step forward in the development of the game you now know as Dragon Age: Dreadwolf: We have just completed our Alpha milestone!
Up to this point, we’ve been working hard on the various parts of the game, but it’s not until the Alpha milestone that a game all comes together. Now, for the first time, we can experience the entire game, from the opening scenes of the first mission to the very end. We can see, hear, feel, and play everything as a cohesive experience.

NOW WHAT?
Of course, the game is not finished by any means, but Alpha is one of the most important game development milestones for a number of reasons. First and foremost, we can now turn our sights toward bringing the visual fidelity to its final form and iterating on gameplay features. The big question now is, “Where do we focus our efforts?” To answer that, we solicit feedback from a number of sources, including our Community Council members who each have unique perspectives and experiences, our quality verification team, and extensive internal playtesting. Gathering feedback from multiple sources gives us the greatest insight on where we need to spend more time improving the experience.
Additionally, we can now evaluate the game's pacing, how relationships evolve over time, and the player’s progression, as well as narrative cohesion—essentially how the story comes together. We can take the story we’ve written and see if we’re expressing it well through the characters, dialogue, cinematics, and ultimately, the player’s journey. Now that we have the ability to do a complete playthrough, we can iterate and polish on the things that matter most to our fans.
Hitting Alpha was the culmination of so much effort from the entire team and we used this milestone as an opportunity to come together and celebrate. We held a hybrid-style event with people onsite while others joined remotely and the team showcased their work to everyone at BioWare. We even took some time to do something fun and non-work related—a virtual escape room where we had to work together to help someone on camera find their way out. It was a really great time, and no matter where our devs are, it's important to share these types of moments together.

START TO FINISH
Now that we’re finally able to experience the entire game, for me, my favorite part is the characters. Whether followers, allies, or villains, they’re woven into the game in ways that take a concept that’s always been a part of the Dragon Age DNA—stories about people—and push it further than ever before. The characters help contextualize the world and the stakes, and I can’t wait until we’re able to start really discussing them in depth.
It’s also exciting to finally be able to bring our fans to parts of the world that we’ve previously hinted at, but never been able to fully explore—like the city of Minrathous, the capital of the Tevinter Empire. We’ve talked about Minrathous in previous games, and now you’ll finally be able to visit! It’s a city built on and fuelled by magic, and the ways in which that has come through in its visual identity, and what that looks like in comparison to previous cities we’ve visited in Dragon Age, are pretty spectacular.
As I mentioned earlier, the Alpha milestone is an extremely important one for us, but there’s more work to be done. We also want to continue being transparent with you, our community, and keep you up to date on what we’re crafting. Hopefully you’ve been enjoying our development updates on Dreadwolf this year as we’ll be looking to share more in the future.

IN CLOSING
Of course, Dreadwolf isn’t the only thing happening here at BioWare™! We have a team hard at work envisioning what the future holds for a new single-player Mass Effect™ game. And we look forward to celebrating our community on N7 Day next month. The SWTOR team also continues to work on their next update, so keep an eye on SWTOR.com and their social media accounts for any and all details on the coming game update.
It’s an incredible time at BioWare! We have so many cool things to show you in the future. Until then, thanks for being part of our community. We couldn’t do this without you.

Stay well,

Gary McKay
General Manager
 
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