In light of this comment from Snipehunter on the thread "Discuss: CoE is NOT a Medieval Simulator" some people on the Arms&Armor-CoE Discord and I decided to reevaluate our feedback on previously shown weapons and armor. We sat together, and talked about what parts of our critique fall into the first category, with us arguing veracity, and what we feel is actually something that will also impact verisimilitude.
I also want to add that we are very excited about Snipehunters comment, because it makes it a lot easier for us to give feedback that is actually helpful for SbS.
Anyways, starting with his example ...
For the hrothi shield, we felt that Snipehunter has already done all of the work of getting the valuable part of our feedback - the handle/strap in the way it is right now can actually make the shield detrimental to use in many circumstances.
As @Jouten already elaborated on in the other thread if it's a handle it needs to be on the same plane as the rest of the shield, with the wearer risking, while it being a strap would require another strap or handle to actually hold the shield in place.
So, now to get to those concepts where we had to do the reevaluating ourselves:
For both the dras sword, as well as the janoa shield we agree that there are no problems of verisimiltude at all.
Moving on ...
For the waerd glaive the problem we see is the little protrusion/adornment on the back of the blade. It's not that it's really detrimental but we think it's very impractical, as shown here.
If these attachments are meant to be used in combat animations, instead of just boosting the base weapons stats this could be problematic.
On to the first concept we have more than a minor problem with ...
We feel it is way too clunky. Just from how thick the head is it seems more like a maul, than an axe, with the difference being that even mauls don't have such huge heads. Now we know Brudvir are strong but that doesn't change physics ... the axe would be cheaper, a better weapon, and probably last many times longer without the handle breaking, if the head was atleast 6 times thinner. The same goes for the ... pinecone ... at the top. While discussing this we actually found a website with lots of information on twohanded axes, how they were crafted, and how they evolved. We hope the site proves to be useful when designing more axes.
Moving on to armor ...
So these three pieces of concept art share two main issues.
The hrothi, and some of the neran armors both consist of scales or small plates made of leather or metal, which in and of itself is not a problem at all, but a thing all types of lamellar, brigandine, coat of plates etc. have in common is that these scales/plates overlap.
Especially for metal variants this is extremely important as otherwise stabs are just deflected into the gaps between individual plates, which obviously greatly reduces the armor's effectiveness against thrusts, but also against blunt trauma, as impact force doesn't get dispersed over nearly as much area as it would have been with overlapping elements.
The second issue is shared by one of the neran armors, and the male brudvir one, but it can also be seen in many videos about CoE. What I am talking about is the breastplate ending too low, which in the real world would lead to you choking yourself out in a variety of situations. In CoE it will probably lead to clipping more than anything.
To end on a high note though, we think the female brudvir's armor looks really good, and has none of the issues the male variant does.
If you think we missed anything, please let us know, and ofcourse we would be happy if those that are interested in participating in our discussions would join our Discord.
Furthermore I hope this can finally put the impression to rest that we are trying to push for CoE to be a medieval simulator.
Thank you for reading.
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