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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.
Comments
There was nothing in the OP that was insulting to the devs. He didn't like the spell effects, I don't agree with him but that doesn't matter.
"Unsolicited" doesn't apply here. They literally ask for everyone's perspective.
Rehashing this narcissistic "non creatives" garbage is completely insulting.
You guys are going overboard with the gate keeping.
And how is attacking someone's "reading comprehension" (to which I disagree with you) - respectful? Begs the question to your own maturity.
The substance of OP's statement was:
- World looks great (opinion)
- Spells don't look great (opinion)
- World and spell contrast makes the spells not look great (opinion).
How people choose to dress up their words is up to them but it was not offensive to the devs and the white knightery in the comments here needs to go. They actually provided positive AND negative feedback which is the perfect balance.
I think the majority of people here are actually fine, this is a community where we should welcome contrasting views or it will become an echo chamber.
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I happen to share the same concern that we've seen spells in a confined space usually with 1-5 players. If we have 100 players on screen blasting spells on cooldown it's going to be a nightmare.
Spells need to have a distinct enough animation to know what it is, showy enough to not be boring, but not so much that it becomes all you see on screen.
Agreed. FFXIV allows for this and it does come in handy within the UI options. Depending if you're solo, in a group, or in a raid group, you can tune the amount of spells and abilities that appear on screen during fights so that the user isn't encumbered by a ton of on screen graphic clutter.
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I think all games have this, more or less. You can choose if you want to see effects from just you, your group, raid or everyone. Also, some games provides that you can see effects for spells effecting you. So just ground circles and stuff.
If you had the option in wow to make all the spells in class colors and 3 times the size for example then everyone would use it because it would be an advantage. All mage spells blue all warlock spells purple and so on. Then a firespell from a mage is blue. This is just an hypothetical example. People would have to use this if this option were there because it gives you a combat advantage. But it makes the game look worse.
And as already mentioned this is such a beautiful scenery and i think spells that look like Tron arent that estetic in a medieval setting. In a scifi game its a different story. No matter if you could trim them down. You actually cant do this because of game disadvantage.
I am a boomer and I do enjoy less flashy combat, however, I also enjoy seeing some neon spells here and there. As long as in large scale combat, we end up with something that is visually appealing, go nuts.
I really liked how they toned down the saturation on the blues for the blizzard spell and think some of the spells with blue/green effects (especially the green ones) would look better with a slightly more muted palette rather than the current intense, vibrant colours.
To be clear, the colours do need to be refined. Bright light green should largely be reserved for healing and only used in accents on other abilities.
More muted pastel colours and nuanced darker tones with accents would fix the sci-fi look, I think.
The meteor turning the area dark for a frame or two is somewhat questionable, but I assume they've thought about it before trying it out, and I think as long as there are very few, very strong abilities with effects like that, it can be a nice charismatic touch.
But in general, I'd rather have them err on the side of more visual clarity than make everything look aesthetically realistic and subdued, at the cost of being able to identify abilities by their effects.
I think what we're seeing is the vfx design team committing very hard to a mission directive of putting visual clarity first and aesthetics second, and I appreciate a team that stays true to a clear goal. That tells me that they don't compromise on their priorities, and any additional cosmetic adjustments from here won't come at the cost of gameplay. Clearly identifiable abilities that I can't distinguish from other abilities, or even notice happening in contrast to the environment.
Thank you for your unsolicited opinion! I bet you also go to kids' birthday parties and tell them that you also happen to have a birthday.
UE5 has particle limits that I'm sure could be configured on Intrepid's side. For the color clutter in large scale PvP vfx could theoretically be dynamically scaled back to be less heavy when needed.
Ya I think they look "glorious" as Steven would say. Steven has already said this has not been scaled yet. This is to come. The problem is when you get 100 vs 100 and the partical effects are so busy you cant read the battle field. I 100% expect that's coming. Myself I hope this is answered with settings profile settings. One click your settings (including partical effects) are set for large scale war. Save state for small teams when you can just turn things up. Myself I would like at least 3 settings profile save slots. 1 large scale events 2 every day small teams and solo 3 picture mode that makes your GPU hurt.
for example, I can tell with 100% accuracy whats going on here, and I'm sure to veterans will be able to as well (yes I know some ppl disable the effects and some ppl play with that modified client that removes textures). these are random vids I found online. small guilds, small fights. they are still missing some things in their precast, but I've done 100 vs 300 and I can tell with 100% accuracy whats going on. its just matter of learning the skills and getting used to it:
https://www.youtube.com/watch?v=BZF_0V5ZCkM&ab_channel=LordKnightNecri
https://www.youtube.com/watch?v=qdL_WEgpISY&ab_channel=GameplayShadow
Basically this. whats happening right now is people have not played the game, leveled from level 1 with others their level around them casting a few spells and progressively more. Its why i can go back to playing world of warcraft or watching a current video and know exactly whats going on and whos doing what.
It looks flashy and over the top now, but once we get our hands on it this will only be a problem in very specific ways. For example- if spell effects where making you unable to see the tank wall on the ground. That would be a major problem.
Not because op is wrong. They are correct.
But because:
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REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE WATCH THE STREAM
However, I am with you guys in spirit. The caravan pvp stream earlier this year showcased the problem already, and it would have been nice to see that steps are being taken towards the right direction. But I will reserve my feedback until the mythical lighting changes happen.
For example: the Ball Lightning is larger than the characters. So is the Wand Beam effect when it hits the target. The wound effect applied by the Fighter is a comical amount of blood. The ranger traps look built for dinosaurs. All these can be drastically reduced in size and take very little away from the actual look Intrepid wants.
That's a fair point. The sizes could be a lot more proportional without losing all of the visual appeal.
Less density is very similar to less opacity. They are tools that need to be used very selectively, if you don't want to risk making the skills unrecognisable.
Less size (I hope you don't mean AoEs??) gives up far too much visibility of skills.
If they listen to your suggestions as the primary tool for improving the skill vfx, they lose all the strengths that their current visual design philosophy has built up.
You can do it all with a more refined colour pool. (Use some darker colours instead of the neons, and generally replace more colours with pastel versions of themselves.) No need to sacrifice visual clarity and pixel count per ability.
I'm sure some abilities can be shortened in animation duration slightly, or adjusted with the density improvements you suggest. And there will definitely be some opacity changes for a few weak over-time-effects here and there. But as a general strategy, your suggestion is really destructive to the advantages that the animations currently offer.
I don't know. The tank wall could be smaller, thinner and more transparent and be fine.
The traps could definitely be 1/3rd the size. I actually think they should be regardless. It should actually be the case that you have to pay attention or get cought in one.
I don't entirely disagree with you. I am a fan of cool looking spell effects, and I don't mind spreading the love between all classes to a degree, even non-traditionally magic wielding ones, but yes, there's a certain point where things can become over-designed or under-designed. As there are multiple facets of class creation, some results can be simultaneously over and under designed on a macro level.
For example, you could have well thought out VFX for a few signature abilities that would clearly be magically assisted, deserve some cool VFX, and they could look good, but then (due to an over-designed visual class concept where you thought everything needed to be color coded) you could have under-designed VFX for filler abilities that have no real call for being magically coded. Think the rapid fire or spread-shot ranger abilities. Because they don't have a strong base for being magically influenced, there are no conceptual design elements there to shape and graft your VFX designs onto. So you end up with a bunch of simple, underdeveloped, glowing green lights flying all over the place.
That being said, Steven reiterated SEVERAL times during this last stream that VFX are currently undergoing major redesigns, and therefore, Intrepid is not currently interested in design feedback in that area. This is not because they don't care what you think, but because what you think about the current iteration doesn't matter, because it's about to be very different (supposedly). Personally, if the most recent Mage rework says anything about their upcoming design goals, I'm not overly concerned, as I think all the Mage abilities currently look very good for the state of development the game is in.
On the whole, I think the team has a larger, overarching problem, and that's color theory and visual design philosophy in general.
I won't go too deep on it right now, because that's not the point of this thread, but yeah. There are some incongruous designs happening game-wide in my opinion. Armor designs and colors, creature designs and colors, spell colors, all versus a largely natural, realistic world.
I would definitely make your opinion on the effects known, but try to be more specific about what you don't like, so that the design team can use your feedback. Everyone has a different idea of what unicorn poop looks like (because it isn't real).
We have, unfortunately, gone through a rough decade of game development where game developers have ignored all principles of software development, and served up complete dross in a get rich quick approach..
Intrepid are very clearly not following that strategy and I think at this point that should be glaringly obvious. If you really cant get with the program, then you should let the rest of us give constructive feedback, and we will let you know when we have it sorted out.