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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.
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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.
How to fix spell effects
Snekkers
Member, Alpha Two
Intrepid Studios has been generous in revealing a myriad of spell effects across various classes, showcasing their dedication to diverse gameplay experiences. However, as we've explored these effects, it's hard to ignore the feeling that they're just not good. Let's take a closer look together.
While it's tempting to attribute the issues to bloom, it's worth noting that some spell effects suffered from excessive light emission. While the allure of flashy visuals can enhance the epic nature of spell effects, one may question whether such intensity is essential, especially in basic spells and standard attacks.
My initial concerns about the spell quality in this game were put to rest when Intrepid Studios unveiled what can only be described as the holy grail of abilities. The recent showcase of the "snipe_v2" ability stands out as their most remarkable creation to date, and I believe many will concur with this sentiment. Let's delve into the details together and draw comparisons with previous spells.
Initial animation
While the previous snipe animation wasn't inherently flawed, it didn't quite capture the true power and essence of the spell, as illustrated below.
The revamped snipe_v2 truly encapsulates the essence of unleashing a potent and impactful shot.
Arrow trail
Previously, the effects were overly bloomy and intense without apparent justification, making them challenging to observe comfortably.
While the arrow spell effect wasn't the worst among others, it still left much to be desired. Now, take a look at how they have beautifully reworked it.
Light emission
As mentioned earlier, the issue of excessive light emission is evident in the example below. It not only lacks a natural aesthetic but also feels disconnected from the immersive world around it.
Turning our attention to snipe_v2, it's evident that the spell emits light, but the execution is subtle, visually pleasing, and seamlessly integrates with the surrounding environment.
Summary
Intrepid Studios is making commendable strides in the right direction. The cast animation of snipe_v2 is not only visually appealing but also aligns seamlessly with the spell's inherent power. The arrow's trail is well-executed, striking a balance between aesthetics and subtlety. The spell remains recognizable without overwhelming onlookers with excessive brightness. I believe that most of the spells should emit light, so it's refreshing to see a spell that emits light in a refined manner, as demonstrated by snipe_v2. I am hopeful that Intrepid will extend this level of quality to other spell effects in their future work.
While it's tempting to attribute the issues to bloom, it's worth noting that some spell effects suffered from excessive light emission. While the allure of flashy visuals can enhance the epic nature of spell effects, one may question whether such intensity is essential, especially in basic spells and standard attacks.
My initial concerns about the spell quality in this game were put to rest when Intrepid Studios unveiled what can only be described as the holy grail of abilities. The recent showcase of the "snipe_v2" ability stands out as their most remarkable creation to date, and I believe many will concur with this sentiment. Let's delve into the details together and draw comparisons with previous spells.
Initial animation
While the previous snipe animation wasn't inherently flawed, it didn't quite capture the true power and essence of the spell, as illustrated below.
The revamped snipe_v2 truly encapsulates the essence of unleashing a potent and impactful shot.
Arrow trail
Previously, the effects were overly bloomy and intense without apparent justification, making them challenging to observe comfortably.
While the arrow spell effect wasn't the worst among others, it still left much to be desired. Now, take a look at how they have beautifully reworked it.
Light emission
As mentioned earlier, the issue of excessive light emission is evident in the example below. It not only lacks a natural aesthetic but also feels disconnected from the immersive world around it.
Turning our attention to snipe_v2, it's evident that the spell emits light, but the execution is subtle, visually pleasing, and seamlessly integrates with the surrounding environment.
Summary
Intrepid Studios is making commendable strides in the right direction. The cast animation of snipe_v2 is not only visually appealing but also aligns seamlessly with the spell's inherent power. The arrow's trail is well-executed, striking a balance between aesthetics and subtlety. The spell remains recognizable without overwhelming onlookers with excessive brightness. I believe that most of the spells should emit light, so it's refreshing to see a spell that emits light in a refined manner, as demonstrated by snipe_v2. I am hopeful that Intrepid will extend this level of quality to other spell effects in their future work.
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Comments
Its a natural progress. First you create visually epic spells. Secondly you tune it to work in a setting and with plural people. Great job, Intrepid!
I don't like too flashy light effects for no reason, and body movements with no sense of weight, meaning, and effectiveness.
(ranger jump while shooting down... and the fighter whirlwind attack... yes we know ranger jump around and fighter classes want to get dizzy like ballerinas... who the hell made that bullshit a common theme in the RPG genre?!...)
We can add a slight but noticeable progress curve in animations, where the more skilled you are in an ability the more effective and fine-tuned to the class fantasy it looks. Practice makes perfect. And immediately you know what level of proficiency you are up against in combat.
Does anyone know the game Gothic?
I hope Snipe v2 is the new direction they are taking all the skill FX in.
Down with the bloom & intense light emission! 🥳
exactly, and snipe_v2 gives me vibes of spell effect but not bow caster, which is cool. A lot of games that tries to do ranger not bow caster struggle to make good spell effects for ranger
It's still a bow caster to me based on what I have currently seen. They are going for a flashy game and we have not even seen how augments affect them yet either. Every archetype is magical just like the other MMORPG'S. I get there needs to be some flair to the abilities but I suppose this is what they're going for.
There are still some spells that I don´t like at all (which is just my opinion ofc ) like the "Ball Lightning" skill (mage) and I hope that they´ll modify them a bit, too. What I don´t like there is that the ball is just huge compared to the characters and the environment.
For the cleric (since I´ve always been a cleric main) I´d love to see some kind of "light channeling spell". Since light to me is the source of healing they could make a spell where the character maybe channels light with its hands to then release it to the group or something similar.
But yea, overall I still think that the combat and the spell effects are the weakest point in Ashes and that they still need the most work.
As always, we appreciate your feedback and understanding that everything we show is Alpha gameplay, and a work in progress!