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Topic: Paul´s Art Corner
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Tagged: Universal Mod at Battle Brothers
- This topic has 1,775 replies, 175 voices, and was last updated 10 months ago by Zaxxsel.
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14. December 2016 at 11:43 #18254PsenBattleKeymaster
In case you missed it, heres another retirement screen and the according timelapse video.
Cheers!
Retirement time lapse14. December 2016 at 12:04 #18255LufosParticipantgreat work, as usual. :-)
btw., do you plan to push out more equipment after the release. maybe as a paid dlc? i would really like to see more art stuff added to the game via dlc.
cheers
Lufos15. December 2016 at 03:47 #18260DanubianParticipantPlease dont encourage them with this DLC talk, the game aint even out yet :P
But i agree with the rest wholeheartedly.
The game now has a bunch of medium to high tier unique weapons and armors that are awesome. Literally 0 complaint there.
But IMO what we need now are unique and extremely rare versions of some fairly common low(er) level items. For example add fairly common, rare, extremely rare, and stupidly extremely rare variation of a raider/thug armor; you dont even need to do too much work i think, just add more fluff to the items raiders/thugs already use, you know like add furs, are more padding details etc. Im talking items that arent too OP (they have like 5 or 10 more armor) but add a metric shit ton of esthetic awesomeness, epic coolness, and RPG value to a single brother after a battle. You know how you have that event that can give you a 2 handed sword early on? Thats a great example of what you guys should do on a grander scale. That 2 handed sword isnt really anything super special, but its something you wont be able to get for at least some hours into the game; yet you get lucky, trigger that event, and BOOM you just have essentially military grade weapon that turns one of your bros into potential massive damage dealer, and it may even have impact on your whole party composition and battle tactics.
^thats what i absolutely adore in this game.
If i had my own way id have you work on items and items alone for like a month or something, until we have unique version of vast majority of items, even the lowest tiers ones. :D
15. December 2016 at 09:24 #18263RusBearParticipanthm…that art…looks like less and less people will play “ironman” mod after such art. )
Joke… or not.
Paul, anyone told you that you have the talent? They lied – you have the gift of God.15. December 2016 at 13:04 #18268TheLastCandleBurnsParticipantPlease dont encourage them with this DLC talk, the game aint even out yet
But i agree with the rest wholeheartedly.
The game now has a bunch of medium to high tier unique weapons and armors that are awesome. Literally 0 complaint there.
But IMO what we need now are unique and extremely rare versions of some fairly common low(er) level items. For example add fairly common, rare, extremely rare, and stupidly extremely rare variation of a raider/thug armor; you dont even need to do too much work i think, just add more fluff to the items raiders/thugs already use, you know like add furs, are more padding details etc. Im talking items that arent too OP (they have like 5 or 10 more armor) but add a metric shit ton of esthetic awesomeness, epic coolness, and RPG value to a single brother after a battle. You know how you have that event that can give you a 2 handed sword early on? Thats a great example of what you guys should do on a grander scale. That 2 handed sword isnt really anything super special, but its something you wont be able to get for at least some hours into the game; yet you get lucky, trigger that event, and BOOM you just have essentially military grade weapon that turns one of your bros into potential massive damage dealer, and it may even have impact on your whole party composition and battle tactics.
^thats what i absolutely adore in this game.
If i had my own way id have you work on items and items alone for like a month or something, until we have unique version of vast majority of items, even the lowest tiers ones.
Absolutely agree with that comment, but I have a little different view. What this game really needs is legendary items, but they has to be not only the items which have chance to hit head or damage boost. They have to provide us with new experience and unique abilities. Like Frangshire helm does, like Horadric cube does it in Diablo 2, like Allien Blaster does it in Fallout 2. These items have to become a legend which will be retold from one player to another. A lot of things can be invented, for example legendary bow (+2 vision, +2 range), pike of a giant (allows 3 tiles range hit, instead of 2), cheater’s dagger (+20% chance to hit via puncture), Van Helsing blade (burn vampires with one hit) and so on. Off course they would be very very rare.
The same is suitable for special encounters and quests. Just remember how we replay Fallout 2 by character with very high luck rate just to see all these special encounters. And also told to our friends about them and got their respect.15. December 2016 at 14:02 #18270DanubianParticipantPlease dont encourage them with this DLC talk, the game aint even out yet
But i agree with the rest wholeheartedly.
The game now has a bunch of medium to high tier unique weapons and armors that are awesome. Literally 0 complaint there.
But IMO what we need now are unique and extremely rare versions of some fairly common low(er) level items. For example add fairly common, rare, extremely rare, and stupidly extremely rare variation of a raider/thug armor; you dont even need to do too much work i think, just add more fluff to the items raiders/thugs already use, you know like add furs, are more padding details etc. Im talking items that arent too OP (they have like 5 or 10 more armor) but add a metric shit ton of esthetic awesomeness, epic coolness, and RPG value to a single brother after a battle. You know how you have that event that can give you a 2 handed sword early on? Thats a great example of what you guys should do on a grander scale. That 2 handed sword isnt really anything super special, but its something you wont be able to get for at least some hours into the game; yet you get lucky, trigger that event, and BOOM you just have essentially military grade weapon that turns one of your bros into potential massive damage dealer, and it may even have impact on your whole party composition and battle tactics.
^thats what i absolutely adore in this game.
If i had my own way id have you work on items and items alone for like a month or something, until we have unique version of vast majority of items, even the lowest tiers ones.
Absolutely agree with that comment, but I have a little different view. What this game really needs is legendary items, but they has to be not only the items which have chance to hit head or damage boost. They have to provide us with new experience and unique abilities. Like Frangshire helm does, like Horadric cube does it in Diablo 2, like Allien Blaster does it in Fallout 2. These items have to become a legend which will be retold from one player to another. A lot of things can be invented, for example legendary bow (+2 vision, +2 range), pike of a giant (allows 3 tiles range hit, instead of 2), cheater’s dagger (+20% chance to hit via puncture), Van Helsing blade (burn vampires with one hit) and so on. Off course they would be very very rare.
The same is suitable for special encounters and quests. Just remember how we replay Fallout 2 by character with very high luck rate just to see all these special encounters. And also told to our friends about them and got their respect.First what the hell is wrong with this forum, im seeing smilies in quotes that are half the screen size…
Second, i dont disagree with your ideas. Sure those kinds of items would be good too.
However i would still vote for simpler items (and in particular items you can obtain practically from the very first battle, albeit with extremely low drop chances obviously). I simply think it would add more benefit to the game (specially for its RP value) at a much lower cost, as it would simply be a case of adding more art (in many cases just variation to the already existing template). What youre proposing, as cool as it really is, would require additional programming and debugging etc its whole features worth of work load.
15. December 2016 at 14:22 #18272PsenBattleKeymasterIf i had my own way id have you work on items and items alone for like a month or something, until we have unique version of vast majority of items
In a perfect world I would love to do that (no smiley here, as they now seem to mutate to giant monsters when quoted). Nevertheless I am still confident I will manage to push more items into the game before release. Alongside the ambitions we already added a bunch of armors and accessory items.
Paul, anyone told you that you have the talent? They lied – you have the gift of God.
Thanks man, I feel honoured!
What this game really needs is legendary items, but they has to be not only the items which have chance to hit head or damage boost. They have to provide us with new experience and unique abilities. Like Frangshire helm does
I totally agree. As I mentioned before somewhere we have a complete design document with around 100 legendary items including unique skills etc. Unfortunately we dont have the manpower to implement them for now.
Cheers!
15. December 2016 at 14:34 #18273TheLastCandleBurnsParticipantDanubian, I do not disagree with you, I just give my suggestion based on the yours one ;)
P.S. I have the same hell with quoted smiles…
15. December 2016 at 14:36 #18274DanubianParticipantIn a perfect world I would love to do that (no smiley here, as they now seem to mutate to giant monsters when quoted). Nevertheless I am still confident I will manage to push more items into the game before release. Alongside the ambitions we already added a bunch of armors and accessory items.
Thats excellent news. Aside from world map mechanics being overhauled (because lets face it, better and more functional world map, more fun over all, pretty much) items and specially more wonderful art you produce, is my single favorite thing in every patch!
15. December 2016 at 14:49 #18275TheLastCandleBurnsParticipantI totally agree. As I mentioned before somewhere we have a complete design document with around 100 legendary items including unique skills etc. Unfortunately we dont have the manpower to implement them for now.
Cheers!
Wow! You make me really happy for today Paul! Can’t wait to collect them all haha.
Thanks for your awesome work.
15. December 2016 at 15:51 #18276LufosParticipantinstead of more legendary/unique items, i would like to see several grades in existing items. in my opinion, the gear progression is way too fast. let me give an example:
1. grade: broken sword
2. grade: rusty sword
3. grade: used sword
4. grade: militia/regular
5. grade: military/regular
6. grade: masterpiece/legendary/uniquegraphical differences could be very minor, if at all. i think, this would give a lot more depth for not that much more work in comparison to completely new items.
15. December 2016 at 15:58 #18277WargasmParticipantI really like the idea of rare+unique lower-tier items. That way, you’d have the same excitement of collecting and equipping them in the early game, but scaled to company grandeur. I think it would be good if there was more overlap between the defence afforded by the best non-metal helms (currently 40-50) and the worst metal ones (currently 70), especially since the current most protective non-metal helm (the full aketon cap) looks uncool in combination with most lower-tier body armours (e.g. it obscures the bone necklace decorating the blotched gambeson that you can scavenge from thugs/marksmen). There’s already good overlap for the body armours (80-95 versus 90-110, not counting some rare leathers that go into the 100s). Rare lower-tier helms could be used to create more overlap.
15. December 2016 at 17:09 #18278DanubianParticipantinstead of more legendary/unique items, i would like to see several grades in existing items. in my opinion, the gear progression is way too fast. let me give an example:
1. grade: broken sword
2. grade: rusty sword
3. grade: used sword
4. grade: militia/regular
5. grade: military/regular
6. grade: masterpiece/legendary/uniquegraphical differences could be very minor, if at all. i think, this would give a lot more depth for not that much more work in comparison to completely new items.
Yup. The moment they open game for modding thats the first thing im going to do, add more gradual progress to weapons, and then add same thing for enemies (split bandit thugs and raiders into different levels etc).
20. December 2016 at 03:08 #18337OldGreyBeardParticipantWell, Paul, if I can’t get a Skunk Banner [insert crying smiley here!], at least I get some awesome desktop graphics! [insert Happy! Happy! smiley here!] My daughter and I watched the “retirement” video, as she’s in high school and concentrating in art. She was very impressed, as I always am. Your style and talent are very appreciated in the whole household! Keep up the excellent work! (FWIW, besides the high schooler and me, household includes one w/ degree in Art History, one w/ Bachelor’s and Master’s degrees in Art Education, and one artist who never was able to finish the degree, so it can be a pretty hard audience.)
In a single player game, there's no such thing as cheating. It's merely "creative manipulation of the default settings"!
21. December 2016 at 21:24 #18346Asterix_von_TWCParticipantinstead of more legendary/unique items, i would like to see several grades in existing items. in my opinion, the gear progression is way too fast. let me give an example:
1. grade: broken sword
2. grade: rusty sword
3. grade: used sword
4. grade: militia/regular
5. grade: military/regular
6. grade: masterpiece/legendary/uniquegraphical differences could be very minor, if at all. i think, this would give a lot more depth for not that much more work in comparison to completely new items.
This is one of the top points on my wish list for the game, 1) it could save Paul work 2) its easy to code and implement 3) it could give a lot of nice depth for little effort to weapons. Percentage of likelihood for each type.
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