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Originally Posted by Stray952
I just found heavy ring mail armor that I pulled from a sarcophagus in a crypt so old that no one knows the language written on the walls.

It’s really great. A very rich blue, the sleeves are almost like a wool sweater, probably keeps me very warm on my walks to school. It has a nice light blue contemporary dress shirt underneath with a little collar that pops out the top.
Oh and even though two other characters start with ring mail or better armor, this is actually better because it’s designer brand or something.


Go ahead and write another 3 page reply about how that’s very consistent with the lore because elven wool doesn’t fade or whatever. You can come up with whatever weird debate logic you want. You can’t go 5 minutes in this game without the overly high fantasy art style standing in blinding contrast to every other aspect of the game.



Just to be clear, these are the changes you are suggesting correct?

Period piece clothing, have clothing match to where they came from in game (aged, rusted, molded, faded)

Clothing worn needs to match the conditions you were in (blood, mud, wet, slime etc)

Characters look stronger than they are, tone down their armor to properly match the perceived level of experience they have.


Curious, if you do not believe the clothing and armor do not match, what should they all look like? I mean, you have the narrative fashion sense obviously, what in your mind should they all look like? (and please do not say what they shouldn't, we heard that already) I'd be interested to see if your expectations match mine.


Originally Posted by Stray952
Oh and If you have any hope of making these characters relatable or building any amount of emotional pay-off, then strip them of things that make them appear A. dangerous and powerful B. obviously who they are C. seemingly not having any of the same bad luck we are. We all need our gear stripped.


I have a big problem with C. I actually prefer it when authors illustrate their characters as those who do no wear their troubles on their sleeves forcing the reader to continue on to find those little bits of information to unlock what really is tormenting the being. The aloofness, the coldness, the rage, impatient, grandstanding, and avoiding of your questions are all barriers we as humans use to shield ourselves from the unknown. Being able to see everyone's troubled state at first glance at every-single-turn like you have suggested can actually distance the reader from other characters as they become unrelatable.






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Originally Posted by Okidoki
Originally Posted by Stray952
I just found heavy ring mail armor that I pulled from a sarcophagus in a crypt so old that no one knows the language written on the walls.

It’s really great. A very rich blue, the sleeves are almost like a wool sweater, probably keeps me very warm on my walks to school. It has a nice light blue contemporary dress shirt underneath with a little collar that pops out the top.
Oh and even though two other characters start with ring mail or better armor, this is actually better because it’s designer brand or something.


Go ahead and write another 3 page reply about how that’s very consistent with the lore because elven wool doesn’t fade or whatever. You can come up with whatever weird debate logic you want. You can’t go 5 minutes in this game without the overly high fantasy art style standing in blinding contrast to every other aspect of the game.



Just to be clear, these are the changes you are suggesting correct?

Period piece clothing, have clothing match to where they came from in game (aged, rusted, molded, faded)

Clothing worn needs to match the conditions you were in (blood, mud, wet, slime etc)

Characters look stronger than they are, tone down their armor to properly match the perceived level of experience they have.


Curious, if you do not believe the clothing and armor do not match, what should they all look like? I mean, you have the narrative fashion sense obviously, what in your mind should they all look like? (and please do not say what they shouldn't, we heard that already) I'd be interested to see if your expectations match mine.


Originally Posted by Stray952
Oh and If you have any hope of making these characters relatable or building any amount of emotional pay-off, then strip them of things that make them appear A. dangerous and powerful B. obviously who they are C. seemingly not having any of the same bad luck we are. We all need our gear stripped.


I have a big problem with C. I actually prefer it when authors illustrate their characters as those who do no wear their troubles on their sleeves forcing the reader to continue on to find those little bits of information to unlock what really is tormenting the being. The aloofness, the coldness, the rage, impatient, grandstanding, and avoiding of your questions are all barriers we as humans use to shield ourselves from the unknown. Being able to see everyone's troubled state at first glance at every-single-turn like you have suggested can actually distance the reader from other characters as they become unrelatable.


Hey thanks for your measured and thoughtful response.

I think generally the clothing should reinforce the narrative and general immersion. I don’t know how to describe it much beyond ‘regular stuff’

In the opening cinematic Lea’Zal is clearly wearing plate armor that’s much less shiny and resplendent than what she wears in the actual game. The githyanki who attack the nautiloid are shirtless. This was good narrative choice to reinforce the backstory of the githyanki being oppressed people who are seeking retribution. It informs you of this without saying anything.

I think the armor should look worn and functional. Simple designs, without a bunch of immersion breaking flare like popped collars, leather stockings or helmet tassels. I think the companions’ armor appearance should reflect its cost and functionality in the world. The dark colored mail Lea’Zal has in the intro is much better.

The armor in the game as a whole should be much less ornate. So armor that is constructed to protect the user. Any undergarments should look a little more hodge-podged together. Loose fitting, dirty pants with wear. Mail armor that covers the torso in one layer, without free standing little arm panels that look like they’d get ripped off if you walked through a bush. The armor should generally look ... like it protects the wearer from harm. When you see a heavily armored enemy their armor should look bulky and heavy to inform the player that it’s going to be hard to hurt them. Dirty functional clothing with scratches and scrapes to show it’s taken a blow and protected the user. Right now higher tier armor just look more expensive and the game isn’t even consistent about that.

Clothing should definitely be more simple, functional and worn. Unfitted trousers shirt and maybe a jacket if you want to spice up the character model.

If we must start with armor, all of it should look beleaguered and stained to inform the player that these are people who just survived the equivalent of a plane crash, are stranded in the woods, and need to work together. Scorch marks, stains, if you really want to keep Astarion ina vampire uniform, rip the frills or maybe even the sleeves off his vest, put some leather straps over it to show that he’s trying to cobble something functional together maybe. This kind of thing.



Last edited by Stray952; 19/10/20 05:58 PM.
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