What is the point of merging greaves and cuirass?

Post » Mon Jun 20, 2011 11:05 am

People have mentioned clipping before, but one of the reasons clipping might be more of an issue than in Oblivion could be control over body types/fatness/thinness, or maybe races have different body shapes. In these cases, meshes need to be able to stretch in order to accommodate. It's a possibility.

They stretched for height, so why not weight as well, plus the body sizes did vary a slight bit in Oblivion and those meshes stretched to fit.

Skyrim won't have AI like that, either. No game should have AI like that as AI like that would be an exaggerated textbook example of a lack of optimization. Having AI or any part of the gameworld be fully rendered when not in the vicinity is a complete waste of resources for any platform... one so great that only a completely incompetent developer would do such a thing. If Skyrim's AI for any and all NPCs were functioning while the player character was not in the vicinity, then:


1. The game wouldn't run. That would be too demanding. No developers do this.

2. They would need to cut such a useless and ludicrously demanding feature in favor of something that will actually run and is tangible.

3. The developers responsible should sign a life-lasting contract forbidding them from ever optimizing software again.

That doesn't mean important data can't update during that time, just because it isn't rendering.

OP: Yeah I don't see how the issue of clipping is a reason why they'd merge greaves and cuirass. This isn't some new feature to Skyrim that's never existed before separate meshes for armor pieces. Also greaves and cuirasses are two large portions of armor that it'd be stupid to merge them together to have one piece only. It made sense for the pauldrons to be merged with the cuirass as it covers such a small area and some cuirasses may already naturally cover that area anyway, but to make all armor sets jumpsuits, that right there just does not make any sense. Yeah they had that in Fallout 3, but again, that was Fallout 3 a different game and a game where you didn't spend as much time in close combat as there was far more ranged combat going on and so armor didn't matter as much, just like real life. As soon as firearms became used in a massive amount, armor became less useful as most of the firearms can just go right through the armor. In our current time, we still do use armor but it's only militaries and law enforcement who pretty much stick with uniforms so no need for customization there. Sorry to get a bit off track with my examples, but I'm sure some of you guys can see my point.
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NEGRO
 
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Post » Mon Jun 20, 2011 2:55 am

I'll say this in big letters so people can finally swallow it since I see many ignorant replies.



Pauldrons, Chest, Greaves = 1 Mesh/model
Boots = Seperate
Hands = Seperate
Helmet = Seperate
Accessories = Uknown



Also, Physics are NOT in the game, at least for clothing. Props to Luke Skyrimmer for that pic, you can clearly see the physics do not exist.

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Kara Payne
 
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Post » Mon Jun 20, 2011 1:06 am

I'll say this in big letters so people can finally swallow it since I see many ignorant replies.

Also, Physics are NOT in the game, at least for clothing.


I suggest you watch this video:http://www.youtube.com/watch?v=ic6dKnv3WdU. Skip to the part when the Dragon Priest emerges from the coffin, notice his robe. Now, skip to the part where the giant assaults the player. Notice his cloths.
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koumba
 
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Post » Mon Jun 20, 2011 2:07 am

Again,
http://i.imgur.com/zeLTN.png - Courtesy of Luke Skyrimmer.

Just trying to spread this around, so people can see *some* positive insight, and not assume the worst.


I don't really see the positive insight in this. It looks like it'll work the same way as Fallout 3.

Remember when you leave the vault you're wearing a vault jumpsuit? Later you can find one in Craterside Supply but with a few armor plates added. There were other variants, too, but none of them were customized by the player.

http://fallout.wikia.com/wiki/Vault_jumpsuit#Variants

All that picture seems to confirm is we can find variants of similar armors. Yes, they've confirmed a crafting system but they haven't confirmed we can significantly customize our armor with it.
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Trista Jim
 
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Post » Mon Jun 20, 2011 7:05 am

Returning of enchantment capacity for items could fix this, but once again, wishful thinking :sadvaultboy:



Well its not wishful thinking realy. To put enchant back in as a skill AND have 12 plus perks in it it has to do something IMPORTANT. specialy as they just blathered about crafting and its the mage crafting skill.
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Farrah Lee
 
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Post » Mon Jun 20, 2011 6:16 am

I really hope that they at least do it demon's souls style, boots and greaves one piece and the cuirass a separate piece, because I want to have greaves and boots of heavy armor but normal clothes on top, always looked cool in oblivion.
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LijLuva
 
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Post » Mon Jun 20, 2011 1:43 am

I really hope that they at least do it demon's souls style, boots and greaves one piece and the cuirass a separate piece, because I want to have greaves and boots of heavy armor but normal clothes on top, always looked cool in oblivion.


You know, I never really considered that...now I'm really hoping greaves aren't attached since I too like to wear normal clothes on top and the lower half is armored.
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Da Missz
 
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Post » Mon Jun 20, 2011 12:32 am

I'll say this in big letters so people can finally swallow it since I see many ignorant replies.



Pauldrons, Chest, Greaves = 1 Mesh/model
Boots = Seperate
Hands = Seperate
Helmet = Seperate
Accessories = Uknown



Also, Physics are NOT in the game, at least for clothing. Props to Luke Skyrimmer for that pic, you can clearly see the physics do not exist.




Ignorant replies? Oh god... we're all refreshed and challenged by your unique point of view, but please, stop trying to impose your wild speculation up us.

Besides... "Hands = Seperate?" You mean... separate? Yay! That IS customization! I'm gonna collect all hand types!
:foodndrink:
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Elizabeth Falvey
 
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Post » Sun Jun 19, 2011 8:57 pm

To avoid clipping issues. That's all I can think of at the top of my head. However, I see more customization; Smithing will play a huge part in customizing gear, and in screenshots, it seems that there are different varients/looks of the same armor type, something Oblivion didn't have.

Here's an example: http://i.imgur.com/zeLTN.png
(Thanks to Luke Skyrimmer.)

Hope that helps. It's not all doom and gloom.

whoah under clothing yay!!!

oh and greaves shouldent be merged
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Zoe Ratcliffe
 
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Post » Sun Jun 19, 2011 8:34 pm

It's not because somewhere there was an armor piece that combined torso and leggings slot that ALL armor pieces will do the same. We had armors that combined all slots in Oblivion already and some that affected a single slot too.
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Alexander Horton
 
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Post » Mon Jun 20, 2011 2:13 am

Even if you can change your armor through smithing like in that picture posted earlier this thread I still have one big fear:

In the picture you see some kind of shirt added to the armor. Now what if I've attached the shirt to the armor and decide it looked better without the shirt? Can I remove the shirt again? Or what if I find another armor and wanna attach the shirt to that armor? Is it stuck with the armor I attached it to? That would svck!

I wanna be able to mix freely! It would be better than Oblivion that way, but why not make as good as Morrowind or Daggerfall instead? If something is clipping then use another piece of armor to mix instead!
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Nikki Lawrence
 
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Post » Sun Jun 19, 2011 9:12 pm

what annoys me, is that even if they make it so that smithing can add parts to the armor pieces... We'll still only have to find 4 pieces of armor for a complete set, 4 pieces come on now. One of the great things about the morrowind/daggerfall system was that it actually took effort to get an entire set of high level armor.
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Mr. Allen
 
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Post » Mon Jun 20, 2011 2:12 am

Ignorant replies? Oh god... we're all refreshed and challenged by your unique point of view, but please, stop trying to impose your wild speculation up us.

Besides... "Hands = Seperate?" You mean... separate? Yay! That IS customization! I'm gonna collect all hand types!
:foodndrink:




Yeah, with hands customization I meant obviously gloves. But it's okay, not all people use their 10% of their brain.

stop trying to impose your wild speculation up us.



Also, having a developer confirm a thing that's in front of your eyes and still deny it, that's ignorant. God forbid interviews and pictures.



Even if you can change your armor through smithing like in that picture posted earlier this thread I still have one big fear:

In the picture you see some kind of shirt added to the armor. Now what if I've attached the shirt to the armor and decide it looked better without the shirt? Can I remove the shirt again? Or what if I find another armor and wanna attach the shirt to that armor? Is it stuck with the armor I attached it to? That would svck!

I wanna be able to mix freely! It would be better than Oblivion that way, but why not make as good as Morrowind or Daggerfall instead? If something is clipping then use another piece of armor to mix instead!


The armor you see is the same but upgraded. Since they took away free customization of Pauldrons/chest/greaves individually, I doubt you can mix clothing in the upgraded armor freely. I bet it was done to avoid clipping issues.
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Emma Louise Adams
 
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Post » Sun Jun 19, 2011 10:03 pm

You won't need a Smithing skill of 100 to fit armor.......
You will be able to do it from the start... You will not be required to upgrade your skill to fit armor you find... just to make amazing armor from ore... that will require bigger Smithing skill.

And what about my mercantile characters? Can they not just BUY the good armour? Not all my characters are suited to smithing, and I don't see whyt hey should suffer due to it.

I think we should be able to have various armour slots, and smithing should be used to upgrade/create the armour. By upgrade, I mean add, for example, spikes, to damage those who attack without a weapon and damage weapons that hit you. It shouldn't be used to remove options from those that don't use the skill.
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lolly13
 
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Post » Sun Jun 19, 2011 10:06 pm

they might have merged them for clipping issues or to make space for combinations between clothing and armors.
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Charlie Sarson
 
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Post » Mon Jun 20, 2011 12:42 am

"Streamlining". "making it easier to get into the game faster". "attract a larger crowd".
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Cccurly
 
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Post » Mon Jun 20, 2011 9:37 am

It's not entirely clear; hopefully there'll at least be-

Here's an example: http://i.imgur.com/zeLTN.png
(Thanks to Luke Skyrimmer.)

Holy hells look how good that character looks in his armour. I really don't know what combination of armour pieces, Smithing skill use or streamlining was involved in making Skyrim's characters look that good. But it was worth it.
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Jeff Tingler
 
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Post » Sun Jun 19, 2011 10:25 pm

Yeah, I'm not so happy with this decision. :(
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Amysaurusrex
 
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Post » Mon Jun 20, 2011 12:17 am

So much discussion over such a little point, in my opinion.

Maybe they were merged to make them look better and more consistent. Also as I understand it, the game is allowing for more armor customization, so merging might help with this.

But I see this as a very minor point. In general, given that Bethesda has a great track record in games like thing, I think the real answer is "they merged greaves and cuirasses to make the game better.
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ruCkii
 
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Post » Sun Jun 19, 2011 10:46 pm

If clipping issues is the point, why not create a merged armor piece and then seperate the leg piece into another item?
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Jordan Moreno
 
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Post » Sun Jun 19, 2011 7:11 pm

I know that the cuirass and greaves are merged, but what about clothes? Shirt and pants? Are those also merged, or still separated?
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Add Meeh
 
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Post » Sun Jun 19, 2011 11:15 pm

I am still hoping its not true.
Lack of armour customisation was a big point of critique in Oblivion, I am sure Bethesda must have noticed that the fans like a lot of armour slots.
Maybe there is something we missed or something we havent thought of yet.
Maybe Im trying to find a straw to cling onto, but I really dont want to think it is true.
I want to think Bethesda deserves more credit in this regard.
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FLYBOYLEAK
 
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Post » Sun Jun 19, 2011 8:30 pm

....
Lack of armour customisation was a big point of critique in Oblivion, I am sure Bethesda must have noticed that the fans like a lot of armour slots.
Maybe there is something we missed or something we havent thought of yet....


Merging Greaves and Cuirass doesn't necessarily mean less armor customization. In fact there may be more. That''s probably what hasn't been thought of yet.
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Charles Mckinna
 
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Post » Mon Jun 20, 2011 4:09 am

First, I presume that greaves and cuirass are indeed combined. That hasn't been confirmed, but all the evidence points that way.

Second, while I can see justifications for it (which I'm sure have already been brought up in this thread), I think it's a terrible idea. I can't see one single reason for it - whether design flexibility or clipping issues or smithing or reducing overhead or anything else - that isn't, at heart, just a lame excuse.

Third, I think that the fundamental difference between this decision and some other notable ones is that it's more difficult for Beth, and Beth's ardent defenders, to make believe that it was done for a legitimate gameplay reason. I think this is far from the first poor decision - it's just the first one to which a handy talking point like "redundant" or "spreadsheety" or "middleman" can't be so easily applied.
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Josephine Gowing
 
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Post » Mon Jun 20, 2011 8:30 am

Life is full of mysteries
What was the point of removing crossbows and thrown weapons?
What was the point of removing spears?
What was the point of removing medium armor?
What was the point of removing slowfall?
What was the point of removing separate pauldrons?
What was the point of removing separate gloves/gauntlets/bracers?
What was the point of removing wearable clothes and armor?
What was the point of removing spellcrafting?
What was the point of removing skills for various weapon types?
What was the point of removing attributes?
What was the point of removing birthsigns?
What was the point of removing enchantment item capacity?
I really don't know. What I know for sure is that I don't buy explanations from developers.
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Karen anwyn Green
 
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