wenchmore420b14_ESO wrote: »
Not that simple, unfortunately. Tails have a very deliberate motion, whereas capes don't. Animating flowing cloth is hard, which is why it's usually simulated. (Which we know won't happen due to performance issues) Not that ZOS can't animate something like this, since some hair and the cloth on the front of most armor are animated like this, but I imagine they decided against capes because of constant clipping with weapons on your back
I'm sure if Pearl Abyss can figure it out for their smartphone version of BDO, ZOS could figure it out for ESO too. I think a lot of you are just assuming it has to be a lot more complicated than it has to be.
Or perhaps you assume it's easier than it is. Not all MMO's or video games are created equal. Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. They were horrible and were removed before live. It is not us "assuming" anything, it's a fact that this engine can't support the physics coding required to do it right.
I tried to find a old video of what the "Hero Breton Costume" looked like and how capes worked on that, but can't find mine.
Can anyone please upload a video of Breton Hero Costume as to show what capes look like in ESO?
Perhaps Gina and Jess could do a "Armchair Developer" segment about this like they did with Underwater Exploration.
That's my two drakes. Again.
https://forums.elderscrollsonline.com/en/discussion/280943/why-is-the-breton-hero-costume-cape-acting-like-pants
https://forums.elderscrollsonline.com/en/discussion/280211/review-breton-hero-outfit-is-a-complete-disaster
https://forums.elderscrollsonline.com/en/discussion/466888/extremely-disappointed-of-breton-hero-armor
More even than the cape stapled to your butt.
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you all assume it's something that ZOS "can't do" because you just don't want them to. I believe they can, just like they have shown to be capable of animating more complex cloth movements on newer furnishings. Just like they have been capable of animating tassets and cloth pieces on armor for years. It's really just a matter of doing it at this point.
SpacemanSpiff1 wrote: »
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you all assume it's something that ZOS "can't do" because you just don't want them to. I believe they can, just like they have shown to be capable of animating more complex cloth movements on newer furnishings. Just like they have been capable of animating tassets and cloth pieces on armor for years. It's really just a matter of doing it at this point.
you assume so.
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you all assume it's something that ZOS "can't do" because you just don't want them to. I believe they can, just like they have shown to be capable of animating more complex cloth movements on newer furnishings. Just like they have been capable of animating tassets and cloth pieces on armor for years. It's really just a matter of doing it at this point.
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you all assume it's something that ZOS "can't do" because you just don't want them to. I believe they can, just like they have shown to be capable of animating more complex cloth movements on newer furnishings. Just like they have been capable of animating tassets and cloth pieces on armor for years. It's really just a matter of doing it at this point.
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you all assume it's something that ZOS "can't do" because you just don't want them to. I believe they can, just like they have shown to be capable of animating more complex cloth movements on newer furnishings. Just like they have been capable of animating tassets and cloth pieces on armor for years. It's really just a matter of doing it at this point.
The ones that float apparently unattached to the body, clipping through weapons etc? It really isn't a glowing recommendation.
Or perhaps you assume it's easier than it is. [...] Just because a game does one thing doesn't mean they all can.
Please re-read the above responses. ESO had capes in Alpha and Beta. [...]
Or perhaps you all assume it's something that ZOS "can't do" because you just don't want them to. I believe they can, just like they have shown to be capable of animating more complex cloth movements on newer furnishings. Just like they have been capable of animating tassets and cloth pieces on armor for years. It's really just a matter of doing it at this point.
The ones that float apparently unattached to the body, clipping through weapons etc? It really isn't a glowing recommendation.
So they "can't do" this, because they couldn't make capes not clip through weapons? Is that the rebuttal?
A point that has not been brought up is that cloth physics depends on collision detection with the rest of the player’s equipment. Currently player characters have no collision, which means they can’t block doorways etc. So we could have capes at the expense of being able to access the bank, or crafting stations, or any place other players get in the way.
I would choose those over capes.
I also just noticed they actually already have animated capes (albeit a rather rudimentary form), on the Wraiths (look at the necromancer summons for examples of this).
I'm honestly just perplexed with the negative responses and rather imaginative arguments presented so far for why ZOS couldn't possibly give players capes for their characters to wear.
wenchmore420b14_ESO wrote: »A NPC, i.e. Wraith is NOT a Player Character with the same coding. A NPC is a back ground asset. Not the same.
Those you call "nay - sayers" have been playing this game for 9 - 10 years. We saw what capes looked like before they were removed. We saw Breton Hero Costume. We have seen the forums and discussions for years. We have heard the Devs responses.
If you still wish to not believe us, then do your own research. Look for your self the 100's of threads about this going back years and see that we are not disagreeing for the fun of it, but because no, capes don't work in ESO. Period.
And to be honest, yes, I'm glad we don't have them.
wenchmore420b14_ESO wrote: »A NPC, i.e. Wraith is NOT a Player Character with the same coding. A NPC is a back ground asset. Not the same.
Those you call "nay - sayers" have been playing this game for 9 - 10 years. We saw what capes looked like before they were removed. We saw Breton Hero Costume. We have seen the forums and discussions for years. We have heard the Devs responses.
If you still wish to not believe us, then do your own research. Look for your self the 100's of threads about this going back years and see that we are not disagreeing for the fun of it, but because no, capes don't work in ESO. Period.
And to be honest, yes, I'm glad we don't have them.
It seems you lot saying "no, they can't" are stuck in the past, to be honest.
They weren't as skilled animators back when they initially tried implementing capes, as they are today. They also weren't as skilled coders, world builders, et cetera. Look at some of the travelling merchants still using old walk animations and compare them to travelling merchants in newer zones. I for one am confident they have progressed far beyond those early days, as we've seen numerous examples of in terms of graphics in newer zones compared to older zones. It's almost as if they've honed their skills or something!
Speaking of "things that couldn't happen but happened", remember dragons? And all the arguments about how they could never?
Yeah.
wenchmore420b14_ESO wrote: »
But you seem to believe that it is possible
wenchmore420b14_ESO wrote: »
and nothing anyone here can say to explain it to your satisfaction
wenchmore420b14_ESO wrote: »
Thank you for the lively discussion and keep on hoping. Perhaps they will add capes someday.
A point that has not been brought up is that cloth physics depends on collision detection with the rest of the player’s equipment. Currently player characters have no collision, which means they can’t block doorways etc. So we could have capes at the expense of being able to access the bank, or crafting stations, or any place other players get in the way.
I would choose those over capes.
Not really. All of the cape animation could be done client side, only happening on your machine and only caring about your character. Nothing about capes needs to be done server side, which is the side that the collision you're talking about would occur on.
A point that has not been brought up is that cloth physics depends on collision detection with the rest of the player’s equipment. Currently player characters have no collision, which means they can’t block doorways etc. So we could have capes at the expense of being able to access the bank, or crafting stations, or any place other players get in the way.
I would choose those over capes.
Not really. All of the cape animation could be done client side, only happening on your machine and only caring about your character. Nothing about capes needs to be done server side, which is the side that the collision you're talking about would occur on.
It would not just be your animations. But all the other players on the screen too. It would be a slide show.
A point that has not been brought up is that cloth physics depends on collision detection with the rest of the player’s equipment. Currently player characters have no collision, which means they can’t block doorways etc. So we could have capes at the expense of being able to access the bank, or crafting stations, or any place other players get in the way.
I would choose those over capes.
Not really. All of the cape animation could be done client side, only happening on your machine and only caring about your character. Nothing about capes needs to be done server side, which is the side that the collision you're talking about would occur on.
It would not just be your animations. But all the other players on the screen too. It would be a slide show.
Well, if it was all client-side, then no - you'd see only your own character in the cloak. Others' clients would render the others' cloaks, and they would only see their own character in said cloak.
I'm still not interested - cloaks in games (whether client side renedered or otherwise) have never impressed me, and are not something I have any interest in.
A point that has not been brought up is that cloth physics depends on collision detection with the rest of the player’s equipment. Currently player characters have no collision, which means they can’t block doorways etc. So we could have capes at the expense of being able to access the bank, or crafting stations, or any place other players get in the way.
I would choose those over capes.
Not really. All of the cape animation could be done client side, only happening on your machine and only caring about your character. Nothing about capes needs to be done server side, which is the side that the collision you're talking about would occur on.
It would not just be your animations. But all the other players on the screen too. It would be a slide show.
Well, if it was all client-side, then no - you'd see only your own character in the cloak. Others' clients would render the others' cloaks, and they would only see their own character in said cloak.
I'm still not interested - cloaks in games (whether client side renedered or otherwise) have never impressed me, and are not something I have any interest in.
You see other players armors and costumes, so capes could not separated in that manner.
A point that has not been brought up is that cloth physics depends on collision detection with the rest of the player’s equipment. Currently player characters have no collision, which means they can’t block doorways etc. So we could have capes at the expense of being able to access the bank, or crafting stations, or any place other players get in the way.
I would choose those over capes.
Not really. All of the cape animation could be done client side, only happening on your machine and only caring about your character. Nothing about capes needs to be done server side, which is the side that the collision you're talking about would occur on.
It would not just be your animations. But all the other players on the screen too. It would be a slide show.
Well, if it was all client-side, then no - you'd see only your own character in the cloak. Others' clients would render the others' cloaks, and they would only see their own character in said cloak.
I'm still not interested - cloaks in games (whether client side renedered or otherwise) have never impressed me, and are not something I have any interest in.
You see other players armors and costumes, so capes could not separated in that manner.
Armor etc isn't just client side as I understand it. But of course, I don't have insider info on that. I've never seen anything posted regarding character graphics being only client side but still rendered fully on the server.
The server tracks things, but would not render cloaks. It would communicate cape clothing info to each client within visual range, for everyone who wears a cloak. The client would render them all, and while they could just not animate everyone else, it would look super odd, I think.
It seems you lot saying "no, they can't" are stuck in the past, to be honest.
They weren't as skilled animators back when they initially tried implementing capes, as they are today. They also weren't as skilled coders, world builders, et cetera. Look at some of the travelling merchants still using old walk animations and compare them to travelling merchants in newer zones. I for one am confident they have progressed far beyond those early days, as we've seen numerous examples of in terms of graphics in newer zones compared to older zones. It's almost as if they've honed their skills or something!
Speaking of "things that couldn't happen but happened", remember dragons? And all the arguments about how they could never?
Yeah.
The dragons, according to the lore, weren't around. That is why dragons couldn't happen. Notice they added "story reasons" for why dragons suddenly appeared? And only in one "because story reason" zone, not through all of Nirn.
The dragons, according to the lore, weren't around. That is why dragons couldn't happen. Notice they added "story reasons" for why dragons suddenly appeared? And only in one "because story reason" zone, not through all of Nirn.
As I recall, ZOS had to convince Bethesda to allow Elsweyr to have dragons. Bethesda apparently holds the big red VETO stamp.
The dragons, according to the lore, weren't around. That is why dragons couldn't happen. Notice they added "story reasons" for why dragons suddenly appeared? And only in one "because story reason" zone, not through all of Nirn.
As I recall, ZOS had to convince Bethesda to allow Elsweyr to have dragons. Bethesda apparently holds the big red VETO stamp.
Thank the Divines they didn't resort to one explanation of why no dragons.... https://www.imperial-library.info/content/general-elder-scrolls-weaseling
If you've never read some of the stuff on the Imperial Library, you may want to take a toboggan ride down the kwama mine... There is a new [to me, I haven't checked it recently] section on "Cut Content". Catapulting diseased corpses, a secret dominion prison, cults, metaphysical ritual....who knows? Some of the ideas might show up in future releases.