Current animations are too much
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They already said that we'll be able to tone the vfx down. They've also stated before that they have exaggerated effects during testing, just to overburden the processing power, and it'll be toned down later in development. And iirc we've already seen examples of this before.
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Oh, actually, you know what we should ask for?
Since the answer to this is 'we have a system for toning this down'...
We could ask for a showcase of the Work in Progress of THAT alongside some other things, right?
A longish development video with a lot of combat could definitely dedicate some time to 'showing us how the slider affects it'. Even if the slider itself isn't implemented yet, they probably have commands to change it and could just tell us.
The worst feedback they would get is the 'That seems good but I would like a slider to control it!'
As opposed to this.
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Oh, actually, you know what we should ask for?
Since the answer to this is 'we have a system for toning this down'...
We could ask for a showcase of the Work in Progress of THAT alongside some other things, right?
A longish development video with a lot of combat could definitely dedicate some time to 'showing us how the slider affects it'. Even if the slider itself isn't implemented yet, they probably have commands to change it and could just tell us.
The worst feedback they would get is the 'That seems good but I would like a slider to control it!'
As opposed to this.
YES!
@Vaknar
relay this to the team. Even a 1-minute showcase of "this is the current vfx and this is it diminished by 90% through a "slider"" would be amazing!
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Except the biggest influences and inspirations for Steven are 2 korean mmos. Funny how that is, ain't it
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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.
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