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i think the lack of variation is because of the effort needed to get new models into the game, you can not just create them and release them as you want, you have to send every model you want in the game to GW fist to get their ok for it. If you are unlucky this can become a long process of sinding the model, get a no, adjust the model, send the adjusted model to GW again and so on until you finally get the ok for the model.
that must not happen every time or with every model, if the model is ok you get the ok from GW, but it already happened to other developers with different franchises including warhammer games.
that said i too would like a bit more variation when it comes to armor models, although i would likely not use a armor with a different model than the currnt relic sentinel power armor because i love this armors look. :)
However, relic weapons and armors by definition ARE special. Either because they were cusztomized for the original user or because they used some long lost or hard to find tech. They ARE different, that's the only reason they are considered relics,.
It's one of the things that pisses me off the most about the game. Even without end game if there were at least cool stuff to grind it could make it tolerable but as it's stands....
Edit: Whoever said this isn't fashion 40k doesn't understand what a loot based game is supposed to be and have, and I would dare say a moron too
Fair point, but an artist should not have to complete the model in order to have it approved. I think it would be fairly straightforward for a professional concept artist to rough out a large number of concepts for approval before they get modelled then added to the game. Obviously modelling, texturing, rigging and implementing the assets are all time and resource intensive processes, but I believe the investment would be worth it.
Exactly. If variation like that can be added to a game focusing entirely on space marines, I don't see why the same can't be done with a focus as large and varied as the inquisition.
[Regarding the books, I don't think you're right - I know for sure some of Devs were fans before the project, and when announced they posted pictures with tens, hundred maybe, different lore books and items]
So far, what I *know* that exist and isn't ingame:
- Fists (different kind) for Crusaders
- Claws (again, different) for Assassins
- Blunt maces (for crusaders) - there is one in game .cfg files for about a year, but it isn't implemented yet
What about Psykers? This went totally in other way than I expected, and I've played many many (A)RPGs, using mostly mages, then heavy melee tank (that I got), and rarely Dex-fighter (which I use now, mostly, and have used it *before* it become 'a thing' and everyone started to use one mainstream build).
Anyhow, I expected that I'll play Psyker the most, but it wasn't a case (though from my number of hours played, I did Psyker like 3-4 times more than average 'this game s***s, don't buy" negative review poster.
What I expected? A shadowy figure, *exactly* like Rogue Psyker (smallest one) or ex-Sanctioned Psyker from campaign. The *last* thing I expected was some guy in Power Armour (you understand, I don't care what exact name of armour is, just that it won't look like Crusafer Jr.). Is there a lore-limit that would go against? I mean, Inquisitor being more mage-like in looks?
How about skills? After being (heavily) disappointed by skill choice (mages are typically very versatile in this regard) - I found them, exact as they are in some "Codex of boredom incarnate" (tm), perhaps suitable for tabletop, but not at all in action hack'n'slash... I mean the pitiful choice of spells... Tabletop is one, and computer game is other, so what's next - casting 'Charm Animal' or 'Silence 10m'?
To be honest, I expected something like alpha-beta-gamma... "The guy who can do stuff", and not what we have and that stupid book dictates (I'll burn it, if I ever laid my hands on it, for ruining my gaming experience). Anyway, thought of great variety - it's where Devs (in non-fascist controlled game) can put their creativity to work - in VH (NeoCore previous game) we had some really cool spells and more - different builds. Here, we have 10,000 defense spells, some Single Target (soooo very useful, in heavy AoE game), and generic AoE circle, powered by x-source.
But it's by the book.
TO HELL WITH THAT BOOK! I want my Psyker to be FUN, book-or-no-book. And this one is everything but!
SHORT VERSION:
1) What weapons, lore-wise [spits] we can get?
2) Does Inquisitorial Psyker absolurely needs to look like Space Marine Jr?
I would appreciate constructive thoughts and input...
Bruce Lee.
Oh for sure, and I wasn't criticizing their ability to produce a good game, I wouldn't be commenting if I didn't like it :). I guess I'm just hoping that they recognizethe fact that more variety in loot would be a seriously good thing for the game.
Awesome, happy to hear that! Also I hope I didn't sound overly critical, I only pleaded for more variety because I'm so excited about what the game could be. Thanks for replying!
https://warhammerart.com/shop/imperial/sanctioned-psyker/
There's also a ton of inspiration to be taken from
https://warhammerart.com/gallery/warhammer-40000/
Obviously you're not going to give a space marine weapon to a human inquisitor (at least most of the time), but there are a lot of elements and design on display that you could likely use to come up with some really cool stuff that could still pass as 40k.