Garrtok wrote: » 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.) Bs, I played warhammer online, daoc and gw1 and two and in all games it's better. What is your reference? Some Asia game? Even assuming you're right and it's better 95% of the mmo (not true), than it's still bad. There are no reasons for fighters having some glowing flashy cleave effect on every hit, there is no reason that a ranger is firering green neon bolts. They're not magicians
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: » 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.
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: » Current animations are too much
Garrtok wrote: » So in your opinion this is fine and my argument "weak"?
Depraved wrote: » just curious, for how long did that last on the screen?
Laetitian wrote: » Garrtok wrote: » So in your opinion this is fine and my argument "weak"? I was pondering not sending the screenshot in order to avoid this type of a response, but I figured I had said so many other things to reply to, and trusted that no one could be disingenuous enough to get distracted from all the other points by a single screenshot. Yet you somehow managed not only to ignore all the other points, but also misconstrue the one made by the DaoC example. And the superficial observation you chose to respond with was *also* already addressed in my comment. So idk, guess if you don't want to make any effort to have a good faith discussion, I'll stop replying to you.
Garrtok wrote: » Laetitian wrote: » Garrtok wrote: » So in your opinion this is fine and my argument "weak"? I was pondering not sending the screenshot in order to avoid this type of a response, but I figured I had said so many other things to reply to, and trusted that no one could be disingenuous enough to get distracted from all the other points by a single screenshot. Yet you somehow managed not only to ignore all the other points, but also misconstrue the one made by the DaoC example. And the superficial observation you chose to respond with was *also* already addressed in my comment. So idk, guess if you don't want to make any effort to have a good faith discussion, I'll stop replying to you. But it proves that you have no argument in that. In no game stuff like that should be possible.
Depraved wrote: » Garrtok wrote: » Laetitian wrote: » Garrtok wrote: » So in your opinion this is fine and my argument "weak"? I was pondering not sending the screenshot in order to avoid this type of a response, but I figured I had said so many other things to reply to, and trusted that no one could be disingenuous enough to get distracted from all the other points by a single screenshot. Yet you somehow managed not only to ignore all the other points, but also misconstrue the one made by the DaoC example. And the superficial observation you chose to respond with was *also* already addressed in my comment. So idk, guess if you don't want to make any effort to have a good faith discussion, I'll stop replying to you. But it proves that you have no argument in that. In no game stuff like that should be possible. bruh, the green effect lasts for 0.2 seconds. it disappears faster than blinking lol. you just chose to pause the video at that moment and screenshot it. that's why I asked how long does it last xD it literally doesn't interrupt the fight.
Garrtok wrote: » Depraved wrote: » Garrtok wrote: » Laetitian wrote: » Garrtok wrote: » So in your opinion this is fine and my argument "weak"? I was pondering not sending the screenshot in order to avoid this type of a response, but I figured I had said so many other things to reply to, and trusted that no one could be disingenuous enough to get distracted from all the other points by a single screenshot. Yet you somehow managed not only to ignore all the other points, but also misconstrue the one made by the DaoC example. And the superficial observation you chose to respond with was *also* already addressed in my comment. So idk, guess if you don't want to make any effort to have a good faith discussion, I'll stop replying to you. But it proves that you have no argument in that. In no game stuff like that should be possible. bruh, the green effect lasts for 0.2 seconds. it disappears faster than blinking lol. you just chose to pause the video at that moment and screenshot it. that's why I asked how long does it last xD it literally doesn't interrupt the fight. Of course, this is just one example. It's always the case that players are covered, the big flashy aoes don't do any damage and you have no idea who casts which spell. This is not a good visualization for a pvp game. This is a very simple truth.
BRZK wrote: » I’d like to see blood coming off enemies during melee attacks not mortal kombat level but just a cool touch