Just do a google for weapon of ancient egypt, india, china and rome and you will notice that there are alot of weird size and shape weapons that was created to kill. As long as it can kill its a legitmate weapon.
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
I dont understand such topics about weapon size when it makes perfect sense in an unreal world. In our world guns are the weapon of choice and they come in many varied sizes but clearly if you want to hit something big you need.... a big gun. Guns so big and with so much power they make your standard handgun look like a childs toy. So how does one translate that into a setting where guns aren't but rather blades and blunt weapons? You make them big. You make them look nasty to get hit by. If it looked like a kitchen knife would you really feel like you can take on that dragon? Big weapons make sense in fantasy setting because in the real world the guy with the bigger guns always wins.
Some of you dont realise that weapons in games are generally too heavy to wield in the way they are used.
For example, think of shot put. Think about how even the best athletes have to use all their power to throw such a weight with a relatively slow acceleration. Now, check 1handed hammers in games. Their solid metal heads are even larger weights and are used in games with a stopping and accelerating power that would rip a real human's muscles to shreds. Ever tried to stop a sledgehammer when you started to swing it?
A lot of manga style games (TERA for example) even exaggerate on that. Those weapons are ridiculously over the top and used with speed that is simply impossible. Just compare the weight of the wielder and the weight of the weapon and a miss would have to show completely different animations.
Realistic physics would put make the fighters very slow, lose balance on every miss and get out of breath after a few swings. Not to mention some dislocated shoulders. An agile fighter with a butter knife would be more dangerous.
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
If it's manga then that's alright. The art style is that the players are small. The weapons are meant to justify it.
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
If it's manga then that's alright. The art style is that the players are small. The weapons are meant to justify it.
No clue what you mean. In manga and most other cartoons everything is out of proportion. Strong toons are too large, small toons are tiny, slender are sticks etc. But even in MMO's with a more realistic artstyle, the weapons are oversized. Maybe the artists have more reasons to do this then just 'bigger is better'.
Still the OP has a point. Some weapons are just silly looking (if you realise how the physics would work anyway).
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
If it's manga then that's alright. The art style is that the players are small. The weapons are meant to justify it.
No clue what you mean. In manga and most other cartoons everything is out of proportion. Strong toons are too large, small toons are tiny, slender are sticks etc. But even in MMO's with a more realistic artstyle, the weapons are oversized. Maybe the artists have more reasons to do this then just 'bigger is better'.
Still the OP has a point. Some weapons are just silly looking (if you realise how the physics would work anyway).
There's your problem right there. Trying to base real world ANYTHING in a fantasy MMO is silly in general. We're talking about a world where magic and monsters exist. The idea of having larger weapons then normal shouldn't be too hard to grasp. I know that sometimes they go to the extreme but most of the time having larger then normal weapons just looks better in general. If every weapon in the game was the exact size of normally used weapons then it would be boring, most of the models will have barely any detail and lack a lot of luster when compaired to other items which is boring and will cause players to not be excited over getting a new weapon after spending time to either craft or get in a raid.
Some of you dont realise that weapons in games are generally too heavy to wield in the way they are used.
For example, think of shot put. Think about how even the best athletes have to use all their power to throw such a weight with a relatively slow acceleration. Now, check 1handed hammers in games. Their solid metal heads are even larger weights and are used in games with a stopping and accelerating power that would rip a real human's muscles to shreds. Ever tried to stop a sledgehammer when you started to swing it?
A lot of manga style games (TERA for example) even exaggerate on that. Those weapons are ridiculously over the top and used with speed that is simply impossible. Just compare the weight of the wielder and the weight of the weapon and a miss would have to show completely different animations.
Realistic physics would put make the fighters very slow, lose balance on every miss and get out of breath after a few swings. Not to mention some dislocated shoulders. An agile fighter with a butter knife would be more dangerous.
Complaining about real world physics in games with females that have horns growing out of her skull and furries that can combust fire and shoot it in any direction they feel with the power of their mind? These games aren't trying to be real world simulators they are actualyl quite the opposite. The fact of the matter is a small weapon just doesn't look or feel "epic" in some cases like with hammers. Would it work in the real world? No. Does it work in their worlds? Yes. Why? The same reason that furry thing that can talk and shoot fireballs at people also works in their world.
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
If it's manga then that's alright. The art style is that the players are small. The weapons are meant to justify it.
No clue what you mean. In manga and most other cartoons everything is out of proportion. Strong toons are too large, small toons are tiny, slender are sticks etc. But even in MMO's with a more realistic artstyle, the weapons are oversized. Maybe the artists have more reasons to do this then just 'bigger is better'.
Still the OP has a point. Some weapons are just silly looking (if you realise how the physics would work anyway).
There's your problem right there. Trying to base real world ANYTHING in a fantasy MMO is silly in general. We're talking about a world where magic and monsters exist. The idea of having larger weapons then normal shouldn't be too hard to grasp. I know that sometimes they go to the extreme but most of the time having larger then normal weapons just looks better in general. If every weapon in the game was the exact size of normally used weapons then it would be boring, most of the models will have barely any detail and lack a lot of luster when compaired to other items which is boring and will cause players to not be excited over getting a new weapon after spending time to either craft or get in a raid.
I can understand that it would be boring looking and thats probably why the artists go for oversized weapons in general. But there is still a large size variety within the oversized weapons department The games that the OP used as example are way over the top with weaponsizes compared to other MMO's. Those gameworlds might not be based on rl physics (faster running, higher jumping as proof for example), but even then if it doesnt seem to have coherent rules, some players notice.
In the OP's listed games you have to be really blind to not notice that those weapons are still way too heavy (game based on forging needs strong solid metal weapons for the impacts they suffer). I think one reason why many players dont even realise this (just check some posts in this thread), is that they never wielded a real melee weapon ( or just a sledgehammer for example). Some tend to underestimate how difficult it is to wield large weapons.
Some of you dont realise that weapons in games are generally too heavy to wield in the way they are used.
For example, think of shot put. Think about how even the best athletes have to use all their power to throw such a weight with a relatively slow acceleration. Now, check 1handed hammers in games. Their solid metal heads are even larger weights and are used in games with a stopping and accelerating power that would rip a real human's muscles to shreds. Ever tried to stop a sledgehammer when you started to swing it?
A lot of manga style games (TERA for example) even exaggerate on that. Those weapons are ridiculously over the top and used with speed that is simply impossible. Just compare the weight of the wielder and the weight of the weapon and a miss would have to show completely different animations.
Realistic physics would put make the fighters very slow, lose balance on every miss and get out of breath after a few swings. Not to mention some dislocated shoulders. An agile fighter with a butter knife would be more dangerous.
Complaining about real world physics in games with females that have horns growing out of her skull and furries that can combust fire and shoot it in any direction they feel with the power of their mind? These games aren't trying to be real world simulators they are actualyl quite the opposite. The fact of the matter is a small weapon just doesn't look or feel "epic" in some cases like with hammers. Would it work in the real world? No. Does it work in their worlds? Yes. Why? The same reason that furry thing that can talk and shoot fireballs at people also works in their world.
It kind of depends on the game. Every gameworld has certain limits. If these are not similar across the board then players like the OP will notice it. It doesnt even have to be compared to rl for that.
For the same reason ppl complain about running animations, mount animations. They expect that the world will have gravity, because toons seem to stick to the ground and have to physically run in a realistic way. The same can be applied to the wielding of weapons. If a toon is that big and the weapon is that big and the toon is supposed to be a human, then if it doesnt add up, ppl notice. Especially when a toon misses, but the animation stays the same with such a large weapon.
I dont mind oversized weapons that much myself, unless its wielding telegraph poles like in TERA. That is just silly. Also their weird large hands bug me So I understand the OP.
I don't like objects being used in an unrealistic context,be it weapons or gear ,such as female characters fighting in stilettos and fancy dresses.If the game feels the need to include extra large weapons,then include a larger class,like a neandrethal or something similiar.If the game uses extra large weapons properly,they should also swing much slower,and not have multi hits like 5/6 swings in 1/2 a second.I feel games need a lot more work into their designs,everything seems so sloppy and thrown together like the devs don't really care.
I would like to see the larger weapons that are slower be the ones that utilize knockdowns or knockbacks,stuns and have AOE abilities.Smaller weapons should be the ones utilizing effects like frozen ,parry,counter,slow ect ect.
Extra large weapons should also go unblocked,i mean if a truck hits you ,your going to take daamge,but if a little spoon weilding cleric hits your plate armour,there should be some higher mitigation properties.There is still tons of room to take the mmorpg genre to a higher level,lazy designs should not be supported anymore.
I truly believe these Korean developers introduced those extra large weapons,to give the illusion to players that they were weilding something special.They use the same philosophy by giving weapons glowing textures,again players feel special,so they keep coming back to play.
Never forget 3 mile Island and never trust a government official or company spokesman.
I don't like objects being used in an unrealistic context,be it weapons or gear ,such as female characters fighting in stilettos and fancy dresses.If the game feels the need to include extra large weapons,then include a larger class,like a neandrethal or something similiar.If the game uses extra large weapons properly,they should also swing much slower,and not have multi hits like 5/6 swings in 1/2 a second.I feel games need a lot more work into their designs,everything seems so sloppy and thrown together like the devs don't really care.
I would like to see the larger weapons that are slower be the ones that utilize knockdowns or knockbacks,stuns and have AOE abilities.Smaller weapons should be the ones utilizing effects like frozen ,parry,counter,slow ect ect.
Extra large weapons should also go unblocked,i mean if a truck hits you ,your going to take daamge,but if a little spoon weilding cleric hits your plate armour,there should be some higher mitigation properties.There is still tons of room to take the mmorpg genre to a higher level,lazy designs should not be supported anymore.
I truly believe these Korean developers introduced those extra large weapons,to give the illusion to players that they were weilding something special.They use the same philosophy by giving weapons glowing textures,again players feel special,so they keep coming back to play.
I personally like things to be as realistic as posible but most of these games aren't even pyshics based so whether big or small weapons it doesn't make a difference.
I'd like increased realism in MMOs as in better physics, but that would mean different movement speeds acording to your height and weight (and racial differences being WAY more complex than simply different skins and class selections), not to mention the need to eat and drink to survive, etc. Sure, one can imagine extreme unfun situations out of these ideas, but I have dream in which all these can be designed in a way that it does not harm the game's fun but actually makes part of it.
I truly believe these Korean developers introduced those extra large weapons,to give the illusion to players that they were weilding something special.They use the same philosophy by giving weapons glowing textures,again players feel special,so they keep coming back to play.
It's not a korean thing, there are also western mmorpgs with huge weapons.
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
If it's manga then that's alright. The art style is that the players are small. The weapons are meant to justify it.
No clue what you mean. In manga and most other cartoons everything is out of proportion. Strong toons are too large, small toons are tiny, slender are sticks etc. But even in MMO's with a more realistic artstyle, the weapons are oversized. Maybe the artists have more reasons to do this then just 'bigger is better'.
Still the OP has a point. Some weapons are just silly looking (if you realise how the physics would work anyway).
There's your problem right there. Trying to base real world ANYTHING in a fantasy MMO is silly in general. We're talking about a world where magic and monsters exist. The idea of having larger weapons then normal shouldn't be too hard to grasp. I know that sometimes they go to the extreme but most of the time having larger then normal weapons just looks better in general. If every weapon in the game was the exact size of normally used weapons then it would be boring, most of the models will have barely any detail and lack a lot of luster when compaired to other items which is boring and will cause players to not be excited over getting a new weapon after spending time to either craft or get in a raid.
I can understand that it would be boring looking and thats probably why the artists go for oversized weapons in general. But there is still a large size variety within the oversized weapons department The games that the OP used as example are way over the top with weaponsizes compared to other MMO's. Those gameworlds might not be based on rl physics (faster running, higher jumping as proof for example), but even then if it doesnt seem to have coherent rules, some players notice.
In the OP's listed games you have to be really blind to not notice that those weapons are still way too heavy (game based on forging needs strong solid metal weapons for the impacts they suffer). I think one reason why many players dont even realise this (just check some posts in this thread), is that they never wielded a real melee weapon ( or just a sledgehammer for example). Some tend to underestimate how difficult it is to wield large weapons.
Actually, these weapons can work with physics if we assume that the characters in these games are MUCH stronger than a normal human. Captain America definitely wouldn't be able to throw his shield around like that if he only had a normal human's strength, but he could because he's WAY stronger than a normal human.
Same with the characters in MMORPGs. In Aion, your characters were basically demi-gods, and in Rift, you're basically the 'chosen' one. In pretty much all MMORPGs, you can think of your character as beyond human, so their strength would also be so massive that they can weild these gigantic two handed weapons one handed.
Also, these weapons could be magically enhanced to be very light. So they can use these weapons because in addition to their massive strength, these weapons weigh no more than a longsword does in a real life.
Comments
http://www.collegehumor.com/video/6550847/female-armor-sucks
There are alot of weapons that we usually don't see or know existed.
"Eighteen Arms of Wushu was first mentioned in history during the period of Southern Song Dynasty (1127~1279)."
http://www.chinancient.com/category/chinese-kung-fu/
Just do a google for weapon of ancient egypt, india, china and rome and you will notice that there are alot of weird size and shape weapons that was created to kill. As long as it can kill its a legitmate weapon.
Life is a Maze, so make sure you bring your GPS incase you get lost in it.
it's because bigger it's better
would you rather stab your opponent with a letter opener, or smash him with an industrial size sludge hammer?
.....see my point?
I dont understand such topics about weapon size when it makes perfect sense in an unreal world. In our world guns are the weapon of choice and they come in many varied sizes but clearly if you want to hit something big you need.... a big gun. Guns so big and with so much power they make your standard handgun look like a childs toy. So how does one translate that into a setting where guns aren't but rather blades and blunt weapons? You make them big. You make them look nasty to get hit by. If it looked like a kitchen knife would you really feel like you can take on that dragon? Big weapons make sense in fantasy setting because in the real world the guy with the bigger guns always wins.
Some of you dont realise that weapons in games are generally too heavy to wield in the way they are used.
For example, think of shot put. Think about how even the best athletes have to use all their power to throw such a weight with a relatively slow acceleration. Now, check 1handed hammers in games. Their solid metal heads are even larger weights and are used in games with a stopping and accelerating power that would rip a real human's muscles to shreds. Ever tried to stop a sledgehammer when you started to swing it?
A lot of manga style games (TERA for example) even exaggerate on that. Those weapons are ridiculously over the top and used with speed that is simply impossible. Just compare the weight of the wielder and the weight of the weapon and a miss would have to show completely different animations.
Realistic physics would put make the fighters very slow, lose balance on every miss and get out of breath after a few swings. Not to mention some dislocated shoulders. An agile fighter with a butter knife would be more dangerous.
They look better and they make to player feel as epic as the weapon (just my opinion).
But I haven't really noticed any MASSIVE weapons in any of those games you've mentioned...
FEEL THE FULL
FREE-TO-FLAME
FANTASY.
WoW, LOTRO, WAR, EQ2, AoC, most manga style MMO's, GW, they all have oversized weapons. Swords not always, but one handed hammers and axes usually have way too large heads/blades. It maybe isnt that easy to spot, because you look at small toons on a screen.
If it's manga then that's alright. The art style is that the players are small. The weapons are meant to justify it.
FEEL THE FULL
FREE-TO-FLAME
FANTASY.
Ego, just to show off what you have to others
No clue what you mean. In manga and most other cartoons everything is out of proportion. Strong toons are too large, small toons are tiny, slender are sticks etc. But even in MMO's with a more realistic artstyle, the weapons are oversized. Maybe the artists have more reasons to do this then just 'bigger is better'.
Still the OP has a point. Some weapons are just silly looking (if you realise how the physics would work anyway).
There's your problem right there. Trying to base real world ANYTHING in a fantasy MMO is silly in general. We're talking about a world where magic and monsters exist. The idea of having larger weapons then normal shouldn't be too hard to grasp. I know that sometimes they go to the extreme but most of the time having larger then normal weapons just looks better in general. If every weapon in the game was the exact size of normally used weapons then it would be boring, most of the models will have barely any detail and lack a lot of luster when compaired to other items which is boring and will cause players to not be excited over getting a new weapon after spending time to either craft or get in a raid.
Complaining about real world physics in games with females that have horns growing out of her skull and furries that can combust fire and shoot it in any direction they feel with the power of their mind? These games aren't trying to be real world simulators they are actualyl quite the opposite. The fact of the matter is a small weapon just doesn't look or feel "epic" in some cases like with hammers. Would it work in the real world? No. Does it work in their worlds? Yes. Why? The same reason that furry thing that can talk and shoot fireballs at people also works in their world.
I can understand that it would be boring looking and thats probably why the artists go for oversized weapons in general. But there is still a large size variety within the oversized weapons department The games that the OP used as example are way over the top with weaponsizes compared to other MMO's. Those gameworlds might not be based on rl physics (faster running, higher jumping as proof for example), but even then if it doesnt seem to have coherent rules, some players notice.
In the OP's listed games you have to be really blind to not notice that those weapons are still way too heavy (game based on forging needs strong solid metal weapons for the impacts they suffer). I think one reason why many players dont even realise this (just check some posts in this thread), is that they never wielded a real melee weapon ( or just a sledgehammer for example). Some tend to underestimate how difficult it is to wield large weapons.
It kind of depends on the game. Every gameworld has certain limits. If these are not similar across the board then players like the OP will notice it. It doesnt even have to be compared to rl for that.
For the same reason ppl complain about running animations, mount animations. They expect that the world will have gravity, because toons seem to stick to the ground and have to physically run in a realistic way. The same can be applied to the wielding of weapons. If a toon is that big and the weapon is that big and the toon is supposed to be a human, then if it doesnt add up, ppl notice. Especially when a toon misses, but the animation stays the same with such a large weapon.
I dont mind oversized weapons that much myself, unless its wielding telegraph poles like in TERA. That is just silly. Also their weird large hands bug me So I understand the OP.
http://www.mmorpg.com/gamelist.cfm/game/477/view/screens/display/21678
Lol.
I don't like objects being used in an unrealistic context,be it weapons or gear ,such as female characters fighting in stilettos and fancy dresses.If the game feels the need to include extra large weapons,then include a larger class,like a neandrethal or something similiar.If the game uses extra large weapons properly,they should also swing much slower,and not have multi hits like 5/6 swings in 1/2 a second.I feel games need a lot more work into their designs,everything seems so sloppy and thrown together like the devs don't really care.
I would like to see the larger weapons that are slower be the ones that utilize knockdowns or knockbacks,stuns and have AOE abilities.Smaller weapons should be the ones utilizing effects like frozen ,parry,counter,slow ect ect.
Extra large weapons should also go unblocked,i mean if a truck hits you ,your going to take daamge,but if a little spoon weilding cleric hits your plate armour,there should be some higher mitigation properties.There is still tons of room to take the mmorpg genre to a higher level,lazy designs should not be supported anymore.
I truly believe these Korean developers introduced those extra large weapons,to give the illusion to players that they were weilding something special.They use the same philosophy by giving weapons glowing textures,again players feel special,so they keep coming back to play.
Never forget 3 mile Island and never trust a government official or company spokesman.
This thread is stupid (IMO)
"What's the appeal of oversized female breasts in MMO's lately?"
Well d'uh!
FEEL THE FULL
FREE-TO-FLAME
FANTASY.
I personally like things to be as realistic as posible but most of these games aren't even pyshics based so whether big or small weapons it doesn't make a difference.
LOL
FEEL THE FULL
FREE-TO-FLAME
FANTASY.
"Whats the appeal of oversized weapons in MMO's lately?"
Over compensation.
-Azure Prower
http://www.youtube.com/AzurePrower
I'd like increased realism in MMOs as in better physics, but that would mean different movement speeds acording to your height and weight (and racial differences being WAY more complex than simply different skins and class selections), not to mention the need to eat and drink to survive, etc. Sure, one can imagine extreme unfun situations out of these ideas, but I have dream in which all these can be designed in a way that it does not harm the game's fun but actually makes part of it.
You must be female to ask this question OP The awnser is the most obvious of all.
No matter how cynical you become, its never enough to keep up - Lily Tomlin
Either that or mature.
Funny, I don't see you guys complaining about boob "over compensation".
It's not a korean thing, there are also western mmorpgs with huge weapons.
Actually, these weapons can work with physics if we assume that the characters in these games are MUCH stronger than a normal human. Captain America definitely wouldn't be able to throw his shield around like that if he only had a normal human's strength, but he could because he's WAY stronger than a normal human.
Same with the characters in MMORPGs. In Aion, your characters were basically demi-gods, and in Rift, you're basically the 'chosen' one. In pretty much all MMORPGs, you can think of your character as beyond human, so their strength would also be so massive that they can weild these gigantic two handed weapons one handed.
Also, these weapons could be magically enhanced to be very light. So they can use these weapons because in addition to their massive strength, these weapons weigh no more than a longsword does in a real life.