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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Design suggestion: VFX scale with character level
Sjelden
Member, Alpha One, Alpha Two, Early Alpha Two
My first MMO experience was Everquest. I played it on launch back in -99, and enjoyed it for years, before exploring the multitude of MMO's that has come (and gone) since.
Every time I play a new MMO, I often compare the "Good, Bad and Ugly" to my first gameplay experience with Everquest.
Modern MMO's tend to go full tilt with VFX effects out of the gate.
I am a level 1 whatever, but the particle explosion that occurs when I swing my sword, or toss a feeble bolt of magic, makes me believe I am nearly at the apex of my characters development path. Personally, I find that extremely offputting.
Everquest solved this in a highly simplistic, yet satisfactory manner;
The particle effects of abilites grew with the character. At certain levels they added new layers of VFX effects to ability effects.
My plead to Intrepid developers is to be modest with your visual effects for early level characters.
Every time I play a new MMO, I often compare the "Good, Bad and Ugly" to my first gameplay experience with Everquest.
Modern MMO's tend to go full tilt with VFX effects out of the gate.
I am a level 1 whatever, but the particle explosion that occurs when I swing my sword, or toss a feeble bolt of magic, makes me believe I am nearly at the apex of my characters development path. Personally, I find that extremely offputting.
Everquest solved this in a highly simplistic, yet satisfactory manner;
The particle effects of abilites grew with the character. At certain levels they added new layers of VFX effects to ability effects.
My plead to Intrepid developers is to be modest with your visual effects for early level characters.
5
Comments
The spell effects got bigger and bigger as you progressed.
I think it gives a good sense of progression.
Not really true, for two reasons.
First, 90%+ of all time played in MMO's is played at the level cap.
Second, visual effects aren't processed by the server, they are processed by the client. If you are seeing "lag" due to visual effects in an MMORPG, don't blame the server, upgrade your graphics card.