I didnt know you could do that on GD - I brought it late last year put in some hours, was fun but then dropped off - my biggest problem not issue was following the story line progression due to having the DLC packs and going to the wrong areas hahaha! I will look into that mod it sounds pretty fun!
-edit- just saw it on YT, def going to give that a blast. I love LE and how it looks zoomed out, wish it went a bit further out but they’ve tried before and said it hinders performance (no idea how, maybe try it again now everything is updated guys)
I believe this is in the pipeline, amongst plenty of other little improvements, but they are focusing on the core game and the Orobyss expansion at the moment. Given time, this game has so much more potential.
d1/d2 mostly had no 3d models for “everything” lol. even POE which people consider as a top tier d-like still is missing 3d models for some uniques - i honestly dont know if this is still true, but i do know for a fact that a lot of the uniques did not have 3d models until much later.
All items that go into a main, or off-hand slot get 3D models, however armor pieces typically don’t. The reason for this is that armor needs to be modeled five times - once for each class. While this would certainly be possible, it would consume a significantly more resources that could instead go towards other tasks.
We’d love to have unique 3D models for all items, but as a matter of prioritization it’s lower priority that all unique armors get 3D models, than say, we introduce new endgame bosses, fights, update old models, update abilities, and more. This isn’t something that “more artists” would resolve either, as that prioritization still exists. With more designers, it still makes more sense to have those more designers working on endgame bosses, enemy models, ability visuals, etc.
and that’s why game feels cheap and why it will never belong to “polished” games category… As a matter of prioritization - your prorities already failed and you should priority immersion… What you are doing for example by campain that no one caring other people who care about immersion/lore/visuals like players who care about 3D for uniques - as it represent immersion and visual power of our character.
While for sweating it’s not important - but is for most players who don’t even think about that. When they drop item and look how it fits character. We play video games for visual representation of our fantasies - otherwise we will play just dungeons and dragons and not video games.
Rethink that - ask krafton for funding for 3D models and other stuff that Korporation can simply just fund as you was sold for something…
you will not earn player base - no matter what content it will deliver as game will feel cheap and by gaining player base you also need to think about diverse types of players and not just sweaty players that don’t even buy supporter packs… those are palyers who love visuals, fashion - buy packs and buying packs for a game that ignore your needs is not fitting here.
LE don’t have issue with End-game but with visuals and poor representation of classes, such stuff like impact of hits, skins, monetization, 3d of uniques and fashion - which fund game… mechanically it’s good game but no one will play it without polishing and better monetization as there will be no money to fund stuff
How much work would it actually be to redo the same armour, just for different proportions? Is the re-scaling/adaption of an existing asset a big time investment?
That’s something I’d like to see in an Eterra Monthly at some point, maybe. Little insider talks to educate naive armchair developers like me.
We’ve done a developer blog on modeling before. Though it doesn’t cover specifically “re-creating for additional classes”, it does give some insight into what is needed to bring models to life. Modelling Last Epoch | From Idea to Implementation
Our class models were created with the idea in mind of having unique silhouettes, so they can be identified at a glance. Even if two characters are wearing the MTX, by having distinctly different body shapes, it’s typically fairly easy to immediately say “that’s a sentinel”, or “that’s an acolyte.” The purpose of this is to help reinforce class identity. This also means that equipment models can’t simply be shrunk - the “shapes” are completely different which would lead to very weird artifacts like stretching - think of how ‘metal’ in some models flexes with movement, on an extreme scale. I don’t believe it would be a full “five times” the work, but it would still be quite significant - also with the addition of QA and iteration for each.
EHG is really… narrow minded… Instead of investing into some technology and creating good backend tech/code for further improvments you guys limits and didn’t invest into further upgrading and polishing game…
just create the damn… code of auto-reshaping armours/skins without making it manual. Armours and skill are anyway poor like made by first year student and not by experienced artist so whatever if they will be properly shaped - as they are even now are not properly shaped.
unique silthuethes? then we have class sets - unique standard items should have 3D model applied to all classes. That skinny-anorectic primalist is exacly one of cases why game is so wrong about it’s unique design. He will not survive even one day in primal wilds with being so skinny
create better system for it as investment into game and it’s visual immersion - re-think how you design stuff…
Absolutely mind-blowing that people would look at the Primalist and call him “skinny” or “not muscular”; Dudes must either be carved like Statues, or one shade from being legally blind…
A “code” doesnt exist for reshaping 3D Models, any more than you could “dictate” to an A.I. an artwork you want to create. There is a reason you need 3D Modelers/Designers; They have to actually create the models (using things like Blender). Which takes TIME, and the Devs would rather focus on things that would make the game better, than draw more pretty pictures.
There are many games that reshape armours with player models… everything is possible and “pretty picture” is calling “VIDEO” game. Aesthetic and immersion. Immersion is important. Unless you can quit gaming and go play text-games.
I was on the ol’ Vic20 playing text based adventures with a piece of paper and pen drawing what would many years later look like a visio workflow diagram to map out the screen says after going N E S W lol.
I’m surprised as to how many people shut this argument down. It is a big issue that gets brought up by new players and existing players fairly often (in my opinion). It may not be the most discussed problem since the game has other more important issues but it is definetly steering players away and like the OP said: it makes the game feel cheap.
Low priority or not people notice these things and sometimes they just don’t voice their thoughts on the issue. It’s like going to a restaurant and you get a bad meal once and never return. People simply move away and never return on become annoyed each time they find a unique piece of armour only to find out it looks like the level 20 armour they already had. The only option to change your look is paid skins which would be fine if there was a transmog system for existing gear but that does not exist either.
Overall i think this is a very valid point that is being overlooked by the developers and by the loyal fans of the game. (And i fully understand that things take time and devs have different priorities. I respect it but the issue still remains)