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Tone down spell animations

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Comments

  • TryolTryol Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 2023
    I don't think having this as a default is a good experience, even if you are playing on ultra/everything maxed out.
    I agree with OP, and thankfully seemingly most people in this thread.

    The lighting intensity needs to be toned down.

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  • PlasticLemonsPlasticLemons Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Do y’all really not think they’ll give us graphics options like literally every PC game that’s ever existed?
  • TryolTryol Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Do y’all really not think they’ll give us graphics options like literally every PC game that’s ever existed?

    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".
  • for now the effects are very intrusive
    PvE means: A handful of coins and a bag of boredom.
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game.
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
  • Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game.

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  • TryolTryol Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 2023
    Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game.

    What exactly happened in 2020 that confirmed this to be the way they are going? Is there a quote from an Intrepid employee?
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Tryol wrote: »
    Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game.

    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
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
  • edited November 2023
    @unknownsystemerror I find when it comes to the design of the game visually it's best to portray the game in the vision of the dev's first within their limitations. With how tech is going with things like upscaling, ray pathing, reconstruction, engine tools such as nanite etc. the developers get put into a few scenario's for choices for outside alterations into their vision. Either build it right which could take a bit longer or use those outside techs as a crutch. They put themselves into a situation where they have to choose a higher standard for recommended hardware for optimisation or make it generally open ended for those with lower to mid range hardware sacrificing the potential quality of their vision.
  • https://www.youtube.com/watch?v=0ETEGGlYi1I

    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
  • P0GG0P0GG0 Member, Alpha Two
    agreed, something about those white flashes.
  • HinotoriHinotori Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Why would you want a high fantasy game full of magic to have practically invisible magic.

    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.
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    The world is beautiful whenever you're here.
    And all the emptiness inside disappears.
  • CawwCaww Member, Alpha Two
    sliders please....
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    Sliders are great since that provides options, but as for the default, I definitely want them to err on the side of low flashiness. The cornea searing effects we saw in some of the dev streams were clearly too much. Like I have said before in older threads, it's not just the 1v1 or group vs group combat I worry too much about, it's the 250 v 250 combat in chokepoints they have to nail. Effects in mass combat have to strike a balance between visible and not overpowering, so we can still see the other players, while being aware of all the spells in the immediate area.
  • Mag7spyMag7spy Member, Alpha Two
    Tryol wrote: »
    Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game.

    What exactly happened in 2020 that confirmed this to be the way they are going? Is there a quote from an Intrepid employee?

    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.
  • OP is right, the spell animations need work. They are overdone and look somewhat amateur.
  • VeeshanVeeshan Member, Alpha Two
    I do think there to flashy for every day spell aswell, however im also aware that during development they develope thing to be highest possible video settings general first and then have option to lower/reduce them amd all that but yeah we see how thing go still feel like im being flashbanged by basic skills though
  • AszkalonAszkalon Member, Alpha Two
    Tryol wrote: »
    The lighting intensity needs to be toned down.

    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.
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    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
  • Aszkalon wrote: »
    Tryol wrote: »
    The lighting intensity needs to be toned down.

    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.

    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
  • JC31JC31 Member
    edited November 2023
    The blizzard spell animation is also very bad. It looks like it came from vanilla wow. Blizzard needs to change the weather to high winds and snowing sideways... Not raining ice comets. I have driven through a real blizzard before and it's nothing like the wow blizzard spell. Take my word for it. Bright flashes of green lightning and occasionally some sleet. Mostly Snow.

    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)
  • edited November 2023
    @JC31 I've been in white out blizzards with lightning lol extremely rare but they do exist.
    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 :smile:

    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.
  • edited November 2023
    I will add though that the environment the mage is in for the mage preview.. the colour tones make it feel really cartoon-like especially for the grass to character and environment comparison.
  • Yes the blizzard spell needs to blend into the environment more and have a quarter mile radius of effect. When another mage casts blizzard it would only intensify the weather that much more. The lightning orb and chain lightning are instant death (electrocution) definition means you died by electric shock. To kill by electricity. Doesn't mean to take some health away it means instant death. Try hitting something with your staff for once.
  • Imagine Gandalf casting chain lightning on a giant spider. Instant death right? Whoops it arced over to Frodo because he was invisible and wearing a gold ring which provided him with a superior level of conductivity. Some body call a cleric.
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