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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.
Combat Visualizations and Effects.
KolDraco
Member
"My high level spell should have a visual effect that instills fear in my enemies.. but doesn't leave a single mark on them.. sigh."
The visual fidelity of spells and weapon impacts. What should stick around compared to what is instant.
Visual presence and weight: Having an impact announces a sense of power behind the hit. sound and a visible reaction can infer damage. What we see is what we get as a result of our hard work. So why is it that we don't see it?.. what we do see is a glowing red bar go down, (how very.. non-inspiring. ..cough..) a health bar, which is nice for sure but doesn't portray a sense of visual confidence.
Explosions/impacts show us an immense power concentrated and erupting or hurled from a distance, in whatever form it is expended as, leaving an affected area of damage. shattered remanence and dust. (grenades, magic impacts, mass driven by acceleration, bombs, etc..)
Corrosive or corruption has a lengthy destructive reaction to whatever it touches. Like flames eating away at wood. Lasting for many rounds until removed or naturally weakens over time. (flames, Acid, Curses, diseases, afflictions, etc..)
Physical representation of injury and battle: Can we see the effects of strain and injury to our characters and our enemies?
Will cuts be shown bleeding? Will limping after massive damage is done from blunt or heavy objects? Will there be a dire need for healers to heal such injuries to keep the battle going?
or.. will we see health bars go down.. and that's it..
Again, Is it possible to enact these visuals with some sense of presence/weight behind them? should games start treating damage as more than just health bar visuals and have more consequence to the gravity of the situations? (not just stun mechanics and poison mechanics.. used in every.. EVERY boss battle)
Let me know your thoughts on this by leaving a comment below.
cheers,
KolDraco
The visual fidelity of spells and weapon impacts. What should stick around compared to what is instant.
Visual presence and weight: Having an impact announces a sense of power behind the hit. sound and a visible reaction can infer damage. What we see is what we get as a result of our hard work. So why is it that we don't see it?.. what we do see is a glowing red bar go down, (how very.. non-inspiring. ..cough..) a health bar, which is nice for sure but doesn't portray a sense of visual confidence.
Explosions/impacts show us an immense power concentrated and erupting or hurled from a distance, in whatever form it is expended as, leaving an affected area of damage. shattered remanence and dust. (grenades, magic impacts, mass driven by acceleration, bombs, etc..)
Corrosive or corruption has a lengthy destructive reaction to whatever it touches. Like flames eating away at wood. Lasting for many rounds until removed or naturally weakens over time. (flames, Acid, Curses, diseases, afflictions, etc..)
Physical representation of injury and battle: Can we see the effects of strain and injury to our characters and our enemies?
Will cuts be shown bleeding? Will limping after massive damage is done from blunt or heavy objects? Will there be a dire need for healers to heal such injuries to keep the battle going?
or.. will we see health bars go down.. and that's it..
Again, Is it possible to enact these visuals with some sense of presence/weight behind them? should games start treating damage as more than just health bar visuals and have more consequence to the gravity of the situations? (not just stun mechanics and poison mechanics.. used in every.. EVERY boss battle)
Let me know your thoughts on this by leaving a comment below.
cheers,
KolDraco
0
Comments
That said, if added to a PvE situation, no harm I guess?