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Current animations are too much
Garrtok
Member
Hi,
is it just me, or are the current animations of spells and weapon attacks just too much?
I get that some magical spells need some effect, it has to be visible etc. but does some Ranger skill really need some green stream that is of the size of a character, or does a standard hammer attack really need some big cleave animation?
You could see it in the last live stream, that even with just four people it's super chaotic and everything is flashing and exploding. What should happen with eight people or even while 500vs500? I feel like it's very close to a jrpg, and I have to admit that visually this is just too much for me. I don't say remove it, but pleaaase decrease the size and flashyness alot!
is it just me, or are the current animations of spells and weapon attacks just too much?
I get that some magical spells need some effect, it has to be visible etc. but does some Ranger skill really need some green stream that is of the size of a character, or does a standard hammer attack really need some big cleave animation?
You could see it in the last live stream, that even with just four people it's super chaotic and everything is flashing and exploding. What should happen with eight people or even while 500vs500? I feel like it's very close to a jrpg, and I have to admit that visually this is just too much for me. I don't say remove it, but pleaaase decrease the size and flashyness alot!
5
Comments
Yes, they are way too much.
Way over the top.
And these were just low level characters.
Just imagine what a burning christmas tree juggling with electric chainsaws the higher levels characters will be.
They need to tune the animations and attacks down a lot to make this work with 8, yet alone 300 players on the same battle-field, at the same time.
The way it is now just looks blinding, overwhelming, visually exhausting and challenging and honestly, silly.
But I feel like the standard should be on a much less flashy level. I don't want to customize everything until I have a non annoying experience 😅
There are no resistance when you hit the enemy at all and the hammer just goes from point A to point B. I would like of there to be more "crunch" in the hits.
Also the animations should be smoother, its very jerky robotic where it starts at point A, accelerates to 200 miles an hour and the stops abruptly at end.
Dark Souls has good hammer/mace animations but still not "meaty" enough
https://www.youtube.com/watch?v=Wd5Ia4h26cU
and For Honor (still not perfect either)
https://www.youtube.com/watch?v=UWO3pgkfWhU
0dbea148-8cb8-4711-ba90-eb0864e93b5f
Yes the attacks should look less cartoony, less asian-mmo-rpg and more realistic, more like Dark Souls or The Witcher.
Or at least World of Warcraft Classic.
Nobody wants to look goofy or silly or even over the top.
The best look in general is a natural, paced and smooth one.
Wow. I'm really pleased they exaggerated the effects for groups of 4 when we'll face groups of 500. Really makes the game feedback worthwhile at such a minimal strain. End of sarcasm.
I hope they keep the animations as they are. If people want a slider thats fine. But my smooth brain want big shiny sparkly magic explosions.
I can't see any of the characters in the combat, just a big annoying flash. It's not even pretty or anything, it's just BRIGHTNESS INTO YOUR EYEBALLS NOW!
Since the answer to this is 'we have a system for toning this down'...
We could ask for a showcase of the Work in Progress of THAT alongside some other things, right?
A longish development video with a lot of combat could definitely dedicate some time to 'showing us how the slider affects it'. Even if the slider itself isn't implemented yet, they probably have commands to change it and could just tell us.
The worst feedback they would get is the 'That seems good but I would like a slider to control it!'
As opposed to this.
There wasn't even a magic class there. Imagine if a mage was there. It was 3 physical damage classes and a cleric. 4 players total, and at times you couldn't even see the mob they were fighting because there was so much vfx.
Edit: Oh just now seeing where Nikr said "They've also stated before that they have exaggerated effects during testing, just to overburden the processing power, and it'll be toned down later in development."
If that's the case then ok. But man, if it's as easy as a button press, maybe tone down the effects for showcases. If not, ok fine.
These animations are way tooo slow for the style of game ashes is.
Aoc is much too fast right now
I will also say that the fighter really, really shouldn't have that hammer move. It gives off too much of a paladin vibe.