NiKr wrote: » This was waaaaay less visually cluttered than majority of other games. I could see other people/targets through the effects and the battle's flow was readable as well. And we'll be able to decrease the effects even further through settings. As for no one dying, that's a balancing thing, not an animation one.
Garrtok wrote: » What other games? And that you can decrease it is really just an excuse, why not doing a propper default?
Garrtok wrote: » Thread necromancer: the very good node war stream prove my point. In my opinion the spell effects are in this form plain horrible, sorry. Everywhere vulcanos, circles aoe, neon flashy multishots covering half of the screen. Seriously it's just not fitting for a game that wants mass battles. There are situations where you can't see anything for multiple seconds, you don't see anything about the enemy group. In this state it's just not good. Every spell effect should be less flashy and especially MUCH smaller. This ranger multishot is the worst. Especially none of these effects is doing significant damage, everything is exploding and noone is dying.
Hinotori wrote: » Garrtok wrote: » Thread necromancer: the very good node war stream prove my point. In my opinion the spell effects are in this form plain horrible, sorry. Everywhere vulcanos, circles aoe, neon flashy multishots covering half of the screen. Seriously it's just not fitting for a game that wants mass battles. There are situations where you can't see anything for multiple seconds, you don't see anything about the enemy group. In this state it's just not good. Every spell effect should be less flashy and especially MUCH smaller. This ranger multishot is the worst. Especially none of these effects is doing significant damage, everything is exploding and noone is dying. Game needs to be flashier. Muted spell effects are boring. Gotta live a little.https://youtu.be/eXt1XCOdFBw?si=_v1JblcXc_uTFrCr
Garrtok wrote: » Hi, is it just me, or are the current animations of spells and weapon attacks just too much? I get that some magical spells need some effect, it has to be visible etc. but does some Ranger skill really need some green stream that is of the size of a character, or does a standard hammer attack really need some big cleave animation? You could see it in the last live stream, that even with just four people it's super chaotic and everything is flashing and exploding. What should happen with eight people or even while 500vs500? I feel like it's very close to a jrpg, and I have to admit that visually this is just too much for me. I don't say remove it, but pleaaase decrease the size and flashyness alot!
Ironhope wrote: » I literally just made a post stating the exact same thing. Yes, they are way too much. Way over the top. And these were just low level characters. Just imagine what a burning christmas tree juggling with electric chainsaws the higher levels characters will be. They need to tune the animations and attacks down a lot to make this work with 8, yet alone 300 players on the same battle-field, at the same time. The way it is now just looks blinding, overwhelming, visually exhausting and challenging and honestly, silly.
Sarkgp wrote: » I agree, the animations should contain less light effects, I don't want to imagine a war like it would look like with 500 people casting this type of spell. Epilepsy in each player.
Selo wrote: » Still feel the mace/hammer looks a bit to "light" There are no resistance when you hit the enemy at all and the hammer just goes from point A to point B. I would like of there to be more "crunch" in the hits. Also the animations should be smoother, its very jerky robotic where it starts at point A, accelerates to 200 miles an hour and the stops abruptly at end. Dark Souls has good hammer/mace animations but still not "meaty" enoughhttps://www.youtube.com/watch?v=Wd5Ia4h26cU and For Honor (still not perfect either)https://www.youtube.com/watch?v=UWO3pgkfWhU
Depraved wrote: » Garrtok wrote: » Hi, is it just me, or are the current animations of spells and weapon attacks just too much? I get that some magical spells need some effect, it has to be visible etc. but does some Ranger skill really need some green stream that is of the size of a character, or does a standard hammer attack really need some big cleave animation? You could see it in the last live stream, that even with just four people it's super chaotic and everything is flashing and exploding. What should happen with eight people or even while 500vs500? I feel like it's very close to a jrpg, and I have to admit that visually this is just too much for me. I don't say remove it, but pleaaase decrease the size and flashyness alot! Ironhope wrote: » I literally just made a post stating the exact same thing. Yes, they are way too much. Way over the top. And these were just low level characters. Just imagine what a burning christmas tree juggling with electric chainsaws the higher levels characters will be. They need to tune the animations and attacks down a lot to make this work with 8, yet alone 300 players on the same battle-field, at the same time. The way it is now just looks blinding, overwhelming, visually exhausting and challenging and honestly, silly. Sarkgp wrote: » I agree, the animations should contain less light effects, I don't want to imagine a war like it would look like with 500 people casting this type of spell. Epilepsy in each player. Selo wrote: » Still feel the mace/hammer looks a bit to "light" There are no resistance when you hit the enemy at all and the hammer just goes from point A to point B. I would like of there to be more "crunch" in the hits. Also the animations should be smoother, its very jerky robotic where it starts at point A, accelerates to 200 miles an hour and the stops abruptly at end. Dark Souls has good hammer/mace animations but still not "meaty" enoughhttps://www.youtube.com/watch?v=Wd5Ia4h26cU and For Honor (still not perfect either)https://www.youtube.com/watch?v=UWO3pgkfWhU they literally said probably 5 times or more (and that was just during yesterday's stream) that they know they have to fix the animations, effects, etc. to please provide feedback about other stuff and not that. they arent showing the final product, they are showing the stages of development of the final product. things arent refined yet.
RocketFarmer wrote: » To some the effects are so distracting that they take away from the focus of the showcase. Or the fans of the game see them as not good at all, which is an obvious issue for a fan who may be trying to convince their friends to play at some point. Others may like them or want even more intensity. Since they can’t use strobe lights on their cars in real life, they need an escape. Because, after all annoying other players is “winning”. Understand testing with the intensity set to 100% (or even higher), but not for a showcase which I hope would be set at an average level. Looks like there’s a gap between the developers and many would be customers on what “average” intensity means. On several showcases they’ve had different POVs. Perhaps they could do a showcase where each view shows the different levels of effects/intensity so that everyone can decide which one they like. May not be the focus of a showcase, but it should reduce the distraction effect and yet another month where we are talking about it.
Finov wrote: » The main thing is that we can continue to understand what skills we are being beaten with . Otherwise, everything will be turned off now and it will be unclear what is worth dodging and what is not.
Garrtok wrote: » Current animations are too much
Aszkalon wrote: » Garrtok wrote: » Current animations are too much O . P . T . I . O . N . S We need simply - Options. We need to be able to got into the Game Settings - and adjust from "SUPER-Low" or so - to "SUPER-High" or so, how detailed and present we want to have all those Particle- and other Effects. Problem solved. And i won't believe anyone who is going to tell me, that Unreal Engine 5.4. or higher can not do this.
Garrtok wrote: » Aszkalon wrote: » Garrtok wrote: » Current animations are too much O . P . T . I . O . N . S We need simply - Options. We need to be able to got into the Game Settings - and adjust from "SUPER-Low" or so - to "SUPER-High" or so, how detailed and present we want to have all those Particle- and other Effects. Problem solved. And i won't believe anyone who is going to tell me, that Unreal Engine 5.4. or higher can not do this. There should be a good and working standard for a pvp game. It's just not good if everything is full of flashes and explosions. You can't read the battle or the enemy group at all.
Laetitian wrote: » Garrtok wrote: » Aszkalon wrote: » Garrtok wrote: » Current animations are too much O . P . T . I . O . N . S We need simply - Options. We need to be able to got into the Game Settings - and adjust from "SUPER-Low" or so - to "SUPER-High" or so, how detailed and present we want to have all those Particle- and other Effects. Problem solved. And i won't believe anyone who is going to tell me, that Unreal Engine 5.4. or higher can not do this. There should be a good and working standard for a pvp game. It's just not good if everything is full of flashes and explosions. You can't read the battle or the enemy group at all. You're really pushing your narrative here. The AoEs and laser-like abilities need some more refined colours, and *perhaps* some of the screen flashing effects (meteor) need to be tweaked (though personally, I think they're fine if they are rare enough), but overall the visual feedback is very clearly contrasted and easily legible. It's better than 95% of MMOs where effects either blend with the environment or you can't tell abilities apart because they're all the same vague, unremarkable colour flashes that look like basic attacks. Sounds like you've just never played games with more than 8 players on each side, tbh. When the battlefield is large, there will be times when a lot of important high-tier abilities will be happening at the same time. That doesn't mean the visual clarity is insufficient, it just means there's a lot happening; and different players are going to have to pay attention to different aspects of it, so all of them are going to have to be visible, and you'll have to mentally filter out the parts relevant to you. (That usually happens automatically after a while, anyway.)
Garrtok wrote: » There should be a good and working standard for a pvp game. It's just not good if everything is full of flashes and explosions. You can't read the battle or the enemy group at all.