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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Tone down spell animations
Therealnightblade
Member
Glad to see the game coming along. I’m hoping for the best. This game could be what we all have been waiting for. Anyways, one criticism I do have from the gameplay footage I’ve seen so far is that the spell animations are too flashy. An example of how this could be bad is when you have several people in the same area casting spells how will anyone know what’s happening. I believe lower profile spell animations should take up the majority of abilities for all classes and major abilities that require cooldowns should be the extravagant looking animations. I haven’t played ashes but from my experience from other games it won’t be fun if my eyes are incapable of processing what’s happening on the screen due to over the top animations.
PS if you could make some parts of the game look grim and dark that would be awesome too. Again I haven’t played ashes but from what I see I don’t get the feel of any evilness in the world. And yes I am a warhammer fan in case you were wondering.
PS if you could make some parts of the game look grim and dark that would be awesome too. Again I haven’t played ashes but from what I see I don’t get the feel of any evilness in the world. And yes I am a warhammer fan in case you were wondering.
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Comments
PS if you could make some parts of the game look grim and dark that would be awesome too. Again I haven’t played ashes but from what I see I don’t get the feel of any evilness in the world. And yes I am a warhammer fan in case you were wondering.
Cool and unique effects are nice, but overly wide, bright, and bloomy flashes on standard abilities is too much. I expect they recognize this.
Virtue is the only good.
Correct, in one of the most recent streams it was stated that they are honing the animations to improve the visuals so they are not overdone.
My most recent experience was the new smash bros. Jesus are the particle effects insane when you have 8 people in a game. It took me 10 hours of game play until I was able to track my characters the entire time on screen.
I can be a life devouring nightmare. - Grisu#1819
https://youtu.be/bwxkz0dePQw
https://youtu.be/8NbwizzxQ_s
U.S. East
I think you made some great points here. I think that keeping a low fantasy profile is beneficial for various reasons. It makes "special" stuff like cooldowns more impactful. Using them makes you feel real cool. Also, it just becomes difficult to see what's going on! Maybe having the ability to toggle how crazy the animations are would be helpful? As long as there is a base indicated animation that allows the player to understand what is happening, what is the point in going over the top and blinding us.
Not all spells need to be toned down, that will most likely be an option that a player can make in the graphics menu and is easily solvable my having the default setting for particle effects in the middle some where.
I agree there is currently a spell that is way too flashy. The fighter spell that has a yellow hammer of light doesn't look right at all. Fighter is not supposed to cast spells and it looks more like a paladin ability. A fighter is supposed to be more like a warrior and doesn't cast spells.
ahh hammer slam?
https://youtube.com/shorts/L7jq1cK_dVE?feature=share
(I want to be able to keep bloom for generic lighting and area lighting0
its just I dont want bloom on spell effects, let me keep them sharp so I can see under them
edit--
it just game to mind, and I dont want to really start a new thread for it, and the wiki has no page on it.
Do you think we will be able to use shaders for the game?
ReShade works for many games, and is absolutely worth the experience if your GPU can handle it.
My guess is they'll give various options for graphic settings. No idea currently on the depth for allowances.
The animation seems weird to me not being synchronised with the weapons build up and distance from character but I guess that is due to weapon type, lengths and potentially racial augment issues. I suppose it could be seen as a summoner like hammer with a golden cleric life tone.
The graphical design and animation on its own is really well put together.
Will have to see how augments adjust it.