Therealnightblade wrote: » Glad to see the game coming along. I’m hoping for the best. This game could be what we all have been waiting for. Anyways, one criticism I do have from the gameplay footage I’ve seen so far is that the spell animations are too flashy. An example of how this could be bad is when you have several people in the same area casting spells how will anyone know what’s happening. I believe lower profile spell animations should take up the majority of abilities for all classes and major abilities that require cooldowns should be the extravagant looking animations. I haven’t played ashes but from my experience from other games it won’t be fun if my eyes are incapable of processing what’s happening on the screen due to over the top animations. PS if you could make some parts of the game look grim and dark that would be awesome too. Again I haven’t played ashes but from what I see I don’t get the feel of any evilness in the world. And yes I am a warhammer fan in case you were wondering.
JC31 wrote: » Therealnightblade wrote: » Glad to see the game coming along. I’m hoping for the best. This game could be what we all have been waiting for. Anyways, one criticism I do have from the gameplay footage I’ve seen so far is that the spell animations are too flashy. An example of how this could be bad is when you have several people in the same area casting spells how will anyone know what’s happening. I believe lower profile spell animations should take up the majority of abilities for all classes and major abilities that require cooldowns should be the extravagant looking animations. I haven’t played ashes but from my experience from other games it won’t be fun if my eyes are incapable of processing what’s happening on the screen due to over the top animations. PS if you could make some parts of the game look grim and dark that would be awesome too. Again I haven’t played ashes but from what I see I don’t get the feel of any evilness in the world. And yes I am a warhammer fan in case you were wondering. Not all spells need to be toned down, that will most likely be an option that a player can make in the graphics menu and is easily solvable my having the default setting for particle effects in the middle some where. I agree there is currently a spell that is way too flashy. The fighter spell that has a yellow hammer of light doesn't look right at all. Fighter is not supposed to cast spells and it looks more like a paladin ability. A fighter is supposed to be more like a warrior and doesn't cast spells.
Taerrik wrote: » Honestly, as long as we as individuals, can customize the bloom setting of spell effects, they wont be too bad. (I want to be able to keep bloom for generic lighting and area lighting0 its just I dont want bloom on spell effects, let me keep them sharp so I can see under them
Taerrik wrote: » Taerrik wrote: » Honestly, as long as we as individuals, can customize the bloom setting of spell effects, they wont be too bad. (I want to be able to keep bloom for generic lighting and area lighting0 its just I dont want bloom on spell effects, let me keep them sharp so I can see under them edit-- it just game to mind, and I dont want to really start a new thread for it, and the wiki has no page on it. Do you think we will be able to use shaders for the game? ReShade works for many games, and is absolutely worth the experience if your GPU can handle it.
JC31 wrote: » Yes hammer slam looks like a summoner spell. Makes no sense for a fighter to have that spell.
PlasticLemons wrote: » Do y’all really not think they’ll give us graphics options like literally every PC game that’s ever existed?
unknownsystemerror wrote: » Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game.
Tryol wrote: » unknownsystemerror wrote: » Thought we had killed this thread back in 2020. The intensity of the lighting effects is a product of development. Their explanation given is that it is easier to start high, then tone down later in the process. It is more work to start low and then tune higher if needed. So while you may want this or that as an option right now, they are going to do what is best for them during the process of making the game. What exactly happened in 2020 that confirmed this to be the way they are going? Is there a quote from an Intrepid employee?