Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
I agree with OP, and thankfully seemingly most people in this thread.
The lighting intensity needs to be toned down.
This is not an excuse for not having good defaults.
They are still in alpha, which definitely works as an excuse, but I don't think there is anything wrong with calling this out and providing feedback such as "lower the light intensity / spread".
What exactly happened in 2020 that confirmed this to be the way they are going? Is there a quote from an Intrepid employee?
This is the latest answer where they explain their philosophy on effects and how they will be implemented in game. Notice they both refer to previous conversations had at those times, especially around A1. Enjoy.
https://youtu.be/iWwkvsnjEnE?t=1h03m41s
good video with samples. I don't see the point in using upscale tech in competitive gaming or MMORPG'S but the other tech is the focus of the point. I wont get into the nonsense of "frame generation" lol
Im hoping they keep the spells flashy and impactful make it feel like a high fantasy adventure where you're trying to fight for your life and unleashing torrents of death upon foes.
Because development and a game in alpha stage while people are trying to complaining wanting a finished product look in alpha.
IT is pretty easy to understand you need to make your painting first if you want to see it, else if half your canvas is white that means you need to do all the work required later on. Though they polished a lot of their stuff it is polish for showcase rather than the final polish and adjustments.
Why not making it so - that Players can set the Intensity from like :
- ULTRA Low
- to Medium Low
- to Low
- to Low Medium
- to Medium
- to Medium High
- to High
- to ULTRA High
or so.
I mean, even World of Warcraft managed to do it, right ? And the Game and it's Engine came out in around 2005 and so.
✓ Occasional Roleplayer
✓ Kinda starting to look for a Guild right now. (German)
it just depends what those specifically mean in relation to current vfx standards and goals. What the allowance range can be based on the standard.
The vision of the game being kept vs over the top personalisation
Officially, the National Weather Service defines a blizzard as a storm which contains large amounts of snow OR blowing snow, with winds in excess of 35 mph and visibilities of less than 1/4 mile for an extended period of time (at least 3 hours).
Blindness and snare for a blizzard...
Winter Storms and Blizzards - National Weather Service
National Weather Service (.gov)
The animation shows a little wind gust for chilling but it's generally more about the falling ice shards which reminds me more of hail rather than an ice storm/freezing rain.
If you really break down "fantasy magic" scientifically for elemental it's more about natural elements and temperature which means they potentially just control the four fundamental states of elements based on pressure and temperature.
any who
Even the lightning in the orb seems off to me. Reminds me more of a spark in a bubble rather than how electrons would travel and interact with its surrounding.