Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Visual combat effects..
Copperfield
Member, Alpha Two
the last stream blew my mind with all the visuals around... it looked alot like bdo clusterfck..
Altho steven said.... that all is WIP.. the fact still remains that their are making these visuals with such a high impact of the view..
I am not sure how everyone else is feeling about this subject..
For me personally..
I dont understand why developers think or design their games around visuals... yes some visuals are fine ofc..
Visuals should only impact around combat anticipation... meaning...
you see a mage casting a fireball.. with low impact visuals.... as a tank you can interrupt this casting by stunning him..
every visual should have this impact for the combat with low impact of the view... this makes combat visuals a meaning without looking @ casting bars or your own bar.
Clear low impact visuals with combat meaning is the way to go imo..
Altho steven said.... that all is WIP.. the fact still remains that their are making these visuals with such a high impact of the view..
I am not sure how everyone else is feeling about this subject..
For me personally..
I dont understand why developers think or design their games around visuals... yes some visuals are fine ofc..
Visuals should only impact around combat anticipation... meaning...
you see a mage casting a fireball.. with low impact visuals.... as a tank you can interrupt this casting by stunning him..
every visual should have this impact for the combat with low impact of the view... this makes combat visuals a meaning without looking @ casting bars or your own bar.
Clear low impact visuals with combat meaning is the way to go imo..
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Comments
I'm not worried because they specifically talked about testing the toning down of effect size and particle brightness in later iterations and explained how that is all part of the effects being WIP.
if the visuals could be toned down or being complete removed without having impact on combat disicions..
i have no problems with it
Personally I thought the PvP video they showed off was quite promising aside from the massive amount of effects.
Steven did mentioned something that I'm going to translate as "luxury" placeholders.
My thoughts is that they are playing around with different particles to see what fits their vision.
In early iterations of videogames is easier to sell skills through particles than through animations.
You can change particles effects rather easy, for animation you have to rig 3d models and all that crap.
Edit: And even when people spell it out CLEARLY for you multiple times in plain detail people like you are going to show up here and complain about what they've already explained.
It's common in game design for the FIRST PASS to look like COMPLETE ASS, why is this such an insane thing to think for people? It makes sense if it's like teenagers who are the ones who keep acting like this lol.
Whats with all the salt? People are just expressing their opinions. No one here is whining as hard as you are.
I dislike screen filling effects.
I also dislike oversimplified ability animations, such as the ones found in ESO.
Gw2, wow and Tera online (back before the first new class) seem to have found the perfect amount of flashiness and clarity.
Great job on the part of the engineers!
that I can agree with but I would also caution too much optimism. They do not have a live server that is full of 8k players (as far as I know) with all sorts of other events happening at the same time as this battle. The first real test is when they start bringing in a bunch more players to stock up the population.
The black globe effect is designed to obscure your vision, much like the tentacle globe that was the special ability of the short bow in apoc.
But at the end of the day feedback is what they want good/bad just be constructive.
IMO the effects are a bit over the top but I know they are WIP so I have no concerns at this point.
agree with this..
I think small effects and animations should determine combat decisions.
The fun of combat comes with this... seeing a red playing doing a specific animation that makes your choice to stun the player i order to interrupt it..
same counts for visuals effects
All is well in Intrepid development land.
I definitely hope all the spell effects get a complete rework, they make fighting impossible from what I can tell or seeing whats happening at least
Some things never change
"salt" lol. Frustrated yes, but salty? no lol.
Frustrated because like I said, people simply don't listen to clear explanations that have been repeated to them multiple times and then complain about everything said in the explanation without any critical thinking.