A plea for quality...
From a modder’s perspective the answer is clear: ANet uses “paper” thin parts for their weapons and armor for increased performance and because it’s easier to make. Objects that actually have a substance (thickness > 0) require two layers of polygons, while thin objects only require one. That’s double the vertices, double the dev work and double the workload for our graphics cards. So whenever a designer works on something really thin, they just make it have a thickness of 0.
You are right, but the additional work is not a big factor I guess. From my hobby experience in modelling: you can just make a box out of a sheet with dragging it, right? They probably do just that for thicker stuff, modelling the curves in a sheet, then give it some height by dragging. Thinking about how I would do it if I wanted a thick cloak instead of using a sheet.
Performance is probably the main issue, more vertices, more to compute. Since I started playing games in the 90’s, everything where I cannot count the pixels is already great for me. I’m happy with the texture and modelling quality in GW2. Only thing that bothers me is too many trench coats and few alternatives for my Thief.
There are countless examples in the Game of either Weapons or Armor being so thin that you may not even notice they even exist if looking from some point of view. […]
TL:DR: No more parts for Armor or Weapons that are only “1 Pixel / Paperthin” in width
Yes, absolutely! This is especially noticeable with some sword skins. Just awful!
For instance, one of the reasons I refuse to get the two/three legendary “Twilight” swords is their non-existent blade thickness. “Paper skin” does pinpoint it nicely.
There are countless examples in the Game of either Weapons or Armor being so thin that you may not even notice they even exist if looking from some point of view. […]
TL:DR: No more parts for Armor or Weapons that are only “1 Pixel / Paperthin” in width
Yes, absolutely! This is especially noticeable with some sword skins. Just awful!
For instance, one of the reasons I refuse to get the two/three legendary “Twilight” swords is their non-existent blade thickness. “Paper skin” does pinpoint it nicely.
Those swords have 0-thickness blades for a reason – they’re rifts in reality, not physical blades. They really are two-dimensional planes projected from the hilt.
This is an engine that is at least five years old, and has to accommodate players on dated computers. Your suggestion doesn’t seem to be very viable.
This is an engine that is at least five years old, and has to accommodate players on dated computers. Your suggestion doesn’t seem to be very viable.
To be fair, there are quite a few skins – especially the newer ones – that are thicker than Paper or 0 Polygons. At least where it would be visible if otherwise.. So I don’t think that’s really a big issue. Even tho some players play GW2 on dated machines, I don’t believe t hat the added thickness of some trenchcoats or swordblades/ornaments would cause any noticeable performance issues? Do correct me if I’m wrong, but I dare say that this should not be the issue that forces your game to start lagging.
There are countless examples in the Game of either Weapons or Armor being so thin that you may not even notice they even exist if looking from some point of view. […]
TL:DR: No more parts for Armor or Weapons that are only “1 Pixel / Paperthin” in width
Yes, absolutely! This is especially noticeable with some sword skins. Just awful!
For instance, one of the reasons I refuse to get the two/three legendary “Twilight” swords is their non-existent blade thickness. “Paper skin” does pinpoint it nicely.
Those swords have 0-thickness blades for a reason – they’re rifts in reality, not physical blades. They really are two-dimensional planes projected from the hilt.
Doesn’t make it any better, though. Still looks silly, esprecially with the childish broad blade and paintbrush effects. I prefer swords that actually look like swords.