SoSpokeMika wrote: » Skills are so oversaturated with color that at some points it looks like Sci-Fi shootout. Ranger is literally shooting green neon laser beams.
SnowElf wrote: » 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.
arkileo wrote: » Seems to come down to preferences. I personally really like the way spells look right now. I even liked the old lightning ball vfx. Some people just like visual clarity over everything else (Not saying that's necessarily wrong, it's just less of a priority for me.) 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.
Depraved wrote: » people will definitely get used to the effects and be able to tell whats going on. sure some effects look bad, and some cover the screen for 0.1 second (lol imagine complaining about this), but these things arent final. 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=LordKnightNecrihttps://www.youtube.com/watch?v=qdL_WEgpISY&ab_channel=GameplayShadow
Texas wrote: » Many (most?) things need to be one-third size or one-third density. I don't even think the problem is too much shiny/neon/saturation. It's all just too big and occupies far too many pixels and this gets very noticeable in large scale combat. 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.
Texas wrote: Many (most?) things need to be one-third size or one-third density. I don't even think the problem is too much shiny/neon/saturation. It's all just too big and occupies far too many pixels and this gets very noticeable in large scale combat.
Laetitian wrote: » Texas wrote: Many (most?) things need to be one-third size or one-third density. I don't even think the problem is too much shiny/neon/saturation. It's all just too big and occupies far too many pixels and this gets very noticeable in large scale combat. No, then you get phasing into the landscape and abilities that can't be told apart from each other. Even before multiple different casts are happening simultaneously. The phasing into the landscape is *really* bad in ESO. Most fantasy-realism-styled MMOs struggle with this really badly, especially with action combat, and I am so happy to see Ashes doesn't make the same mistakes. Don't lead them away from the strides they've made in learning from the flaws of their precursors. 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.
xlx wrote: » After watching all the classes currently released i went from being a big fan to considering even playing it. Its so much unicorn puke everywhere that it reminds me of retail wow where in the end you dont even know whats happening because everything is blinking in neon colors. The world looks very beautiful and natural but the spells look terrible. No problem if a mage has some ice and fire stuff sure if it does look realistic. A ranger having every shot being neon apart from autoattacks, like a star wars laser battle. And this is just an example and all the classes look wierd. Why do you mess this game up like that? It just looks unnatural. It really turns me off now. I thought there is a beautiful game that looks somewhat natural and then they design all the spells like cyberpunk. It just doesnt look right and doesnt fit the landscape of the world, sorry. But thats just my opinion.