Jump to content

Roughneck Hero Reaver Color Scheme Seems A Bit 'off


8 replies to this topic

#1 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 18 April 2017 - 12:34 PM

Just seems different.

Posted Image


Posted Image

Edited by JackalBeast, 18 April 2017 - 01:05 PM.


#2 NeoCodex

    Member

  • PipPipPipPipPipPipPip
  • The Predator
  • The Predator
  • 799 posts

Posted 18 April 2017 - 10:55 PM

Nothing new from PGI. What else did we expect?

#3 Generic Internetter

    Member

  • PipPipPipPipPipPip
  • 273 posts

Posted 19 April 2017 - 12:55 AM

"Red... Orange.... Who's checking, really? Oh.... People PAID FOR THE ROUGHNECK EARLY ACCESS? Still.... We're PGI... We can change things after people pay for them."

Also... What kind of daylight robbery is it to charge people premium currency for choosing COLOURS.

Camos I can understand, because those are handmade by 3D artists.

But COLOURS?! I can choose a colour from a colour picker (a la MS Paint), meaning that a colour choice takes ZERO work from an artist, but I still have to pay for it?

That, ladies and gentlemen, is the real problem here.

#4 Silent Hunter

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 137 posts
  • LocationWherever I am needed the most.

Posted 19 April 2017 - 09:42 AM

As always, once a mech has passed the 'concept' stage it goes to the Devs. LOTS can change from the artists impression to the final product and it is ALWAYS stated by PGI before it's available for sale that things may change.

It's the same with EVERY creative industry (trust me on this!)

#5 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 22 April 2017 - 03:24 PM

Thank you for the practical/convenient justification on why PGI products continually suffer from quality of work issues, chairman.

Edited by JackalBeast, 22 April 2017 - 03:25 PM.


#6 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 22 April 2017 - 03:54 PM

Clarification- the blandness of the Reavers color scheme would benefit tremendously if tithe texture map editors(whomever they may be) applied a similar gloss sheen as you see on jade falcon schemes. It would give that orange the pearlescent glow.

#7 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 22 April 2017 - 04:14 PM

That is really disappointing. Also noticed the arms are tremendously shorter. I was really hoping to use them as shields to protect the mech. Now they're normal sized and I can't even tell it has claws.

Er uh, pinchers. Whatever they are.

Clamps?

Now this is just starting to sound dirty.

#8 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 22 April 2017 - 04:59 PM

Actually in game the arms seem to be pretty long... but that mechlab they don't look long at all. What gives?

#9 Silent Hunter

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 137 posts
  • LocationWherever I am needed the most.

Posted 01 May 2017 - 08:15 AM

View PostJackalBeast, on 22 April 2017 - 03:24 PM, said:

Thank you for the practical/convenient justification on why PGI products continually suffer from quality of work issues, chairman.


I work in TV and film, not for PGI. I've seen concept designs and 'final' designs and they always look different due to many different reasons. Check out the concept and other designs that Disney comes up with, or any other major studio. What the people at the top approve and what appears on screen always has a few differences.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users