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.
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.