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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.
Spell/Skill Visuals Idea [Feedback/Discussion]
Leukael
Member, Alpha One, Alpha Two, Early Alpha Two
I had a thought regarding visuals that I thought I would float for consideration and feedback.
Idea: Spell and skill visual elements (particles, glow intensity, etc.) scaled with level? So, you have a visual form of progression alongside the level itself. It would lean into the organic/immersive nature of the systems (weather, node, etc.) in the game. It also makes sense that your abilities would be more visually impactful as you grow in power too.
What do you think? Spark any other ideas? I'd love to hear them.
Idea: Spell and skill visual elements (particles, glow intensity, etc.) scaled with level? So, you have a visual form of progression alongside the level itself. It would lean into the organic/immersive nature of the systems (weather, node, etc.) in the game. It also makes sense that your abilities would be more visually impactful as you grow in power too.
What do you think? Spark any other ideas? I'd love to hear them.
3
Comments
Example for Mage:
Blizzard skill could increase radius of blizzard.
Black Hole skill could have greater reduction in movement speed if you upgrade it with effect slightly different looking.
Thundershock skill when upgrading could shoot forward a beam that hits several targets nearby etc.
Sorry to necro thread just been busy. I'm not really suggesting creating new visuals. Rather, have a finished visual for the spell and then have it set for particle effects to be lessened based distance from max level. To @TheDarkSorcerer's point, it could be something reflective of talent point investment as well.
This would give us something to serve a visual way to observe our own power growth and create more immersion that is inline with the already existing features.
This would give us an intuitive and logical way to engage with the game. Think of a new players and our latest pvp feature of not seeing health details. These new players see people in the world using their abilities and have no idea how to be informed about power level of others. But the flashier stuff intuitively looks more impressive and is easy for them to understand "Oh okay that person is tough."
Whether Intrepid has the bandwidth falls under their purview. I am not here to think of what we can't do. I'm here to discuss ideas for them to consider and see if others would find value in it or not.
Yeah precisely. I like spells being a bit flashy but I prefer them to scale a bit ha ha.
That skill and its effects should be remade and ASAP. It's actually painful how it instantly destroys visual clarity every single that it's cast.
I must agree on this. If they want this effect, increase cooldown or make it an ultimate with higher damage.
But visually it just takes up too much space. I would've rather it be like eso Wall of Elements (Fire/Lightning/Frost) at 0:35 seconds in.
https://www.youtube.com/watch?v=wvE5-4rhChE
Some more recent games that had open alphas and early access had great examples of more subtlety in vfx.
I feel this would be a positive experience, especially considering just how rare certain weather can be outside of (or even within) certain seasons.
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