[Feedback Request] Alpha Two Midnight Magic Preview Shown in April Livestream

Post by Vaknar on 2024-04-30 15:48:06

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Post by Azherae on 2024-04-30 15:51:51

(this post has been edited due to a game change in one of the Predecessor References originally in it)

How do you feel about the Alpha Two Midnight Magic Preview?
Extremely positive overall, only downsides are combat balance, as always, for me. Now that I 'know' this is less 'placeholder' and moreso 'intended', it's a little more sad, but I definitely appreciate the specifics of the showcase's mobs to make it possible to give the feedback.

What excites you about playing and interacting with the Wand Weapon Combo system?
Nothing much. While I will consider using a Wand as ranged weapon if I get to do so and still keep my Daggers in melee, that's going to depend on a lot of things that I guess I'll see later as the month progresses.
I don't really feel much when it comes to Wand usage in Tab Target games because for the most part, it is just 'a way to press a button and do ranged damage'. I didn't really feel particularly positive toward anything I saw in the proc tree, but I hope lots of other people are excited about it! More on that later.

What are your thoughts on the night-time lighting shown during the livestream?
Looked great to me, exactly right. This could just be because I'm used to a specific set of shaders in MineCraft that seem to match up, or it could be that it's just so perfect that it's convergent and every game should look like this. Absolutely glorious work by the team, as we say around here, Gabriel, Chris and everyone who contributed should be incredibly proud of themselves, and I can't wait to see what other, more granular things we see in the Nodes, inside buildings, and in the Underdark, eventually.

The Skybox is also amazing, I'm glad to hear the usual rotation will be in place, and looking forward to seeing what Todd and team do with this relative to the Constellations and related systems. Obviously without seeing the time passage too much in this specific stream, I can't compare it to the main ones that I've experienced semi-recently (Throne and Liberty, MineCraft w/shaders, BDO, unnamed NDA project), but I can imagine it looking almost as good.

Is there anything in particular you’re excited or concerned about regarding what was shown during the Alpha Two Midnight Magic Preview?
I think I don't like the choices made for the Wand Proc tree, they are a specific type of 'generic' that makes me think they will generally not involve much thought. Basically, they feel noob-trappy, but I definitely can't judge it properly until I see the other specs, so I'll be updating this section of feedback when I've got other videos (or, if they're really detailed, making separate posts in this thread and formatting to tl;dr link those).

Mostly, though, as a knee-jerk reaction, because Wand is such an obvious, and still quite long range, tab targeted 'hold button to do ranged damage' option, I feel that specs such as simply 'do more damage', 'get better cooldowns', are going to have the same problems from my Fighter Archetype feedback. Too binary. Weapon Procs are already a relatively RNG system (assuming ofc that a proc attack has to actually hit, to get the effect) so the level of 'impactful' I'm seeing concerns me a little, but Wand was always going to be a hard sell, I think...

Are there similar systems to the Wand Weapon Combo system you’ve seen in other games that you like or dislike? If so, please explain!
Overall, the only thing I can compare it to directly is Predecessor again. This is mainly because, while other games have such things, it's seldom applied to the 'wand' type space, or no such space exists, and I don't Technically have the Liberty to discuss certain other personal experiences.

On-hit effects are a common thing in Predecessor itemization, but it's obviously handled very differently, because even though it's a Player Aiming Skill game a lot of the time, you can therefore miss attacks with your ranged caster basic much as will happen in Ashes' Character Skill gameplay. The difference is simply that Predecessor doesn't have a proc system which creates a situation where you can 'drop your combo'.

There's explicit protection from that. Items such as Magnify specifically count successful basic attacks. That means it is up to the player's observation skill, a question of when to respond to getting their proc.

Regarding the removed above:
With the implementation of Brawl mode, which is ofc closer to 'constant teamfights', this proc system was even further removed from the game and replaced with a different observation skill requirement, which is both more lax (for some things) and more stable. We don't much like RNG even in flow states, and even with great skill, a lot of stuff really is still just RNG. Basically, because certain movement options even in a game with Cleave radius damage still approximates to 'Tab Target' stat based RNG, when placed into a high-information-density situation, it falters in ways one might consider unsatisfying.

As I understand it now, Ashes has the potential to have your character succeed at Wand Hits 1-4 and then RNG miss hit 5, the combo ender, but the combo will start over .

While I don't have any specific issue with this (i.e. I don't dislike it enough to feel like it will make combat unfun in itself), I, as a person who does not enjoy binary RNG on effects, obviously prefer the other version, particularly in a game with synergy requirements. I don't want this game to turn into another Accuracy vs Evasion 'whiff fest' thing where everyone just dives into battle and mashes out lucky things, but this is an 'issue' with the way weapon procs work in general.

My specific issue with the Wand ones is that from what I saw, they're more specific and critical to gameplay and planning than some other weapons might be, and this is why I don't much like the idea of Cooldown Reduction or even certain status applications as a Proc Effect as I currently understand it to work, having watched only the livestream video. Another 'edit/feedback update to come later' thing.

Are there other games with night-time lighting that you like or dislike? If so, what are they and why?
BDO's night is interesting, but not directly positive, for me, most of the time. It feels more 'real' than Verra's current iteration, but not generally more immersive. This is due to their lighting model being extremely weird about tonemapping and then having a lot of strange point-light situations. I have a whole theory about which parts of BDO's map were designed early vs late based on which areas look good with the lighting and which ones look silly or janky. So for that game, there's no way to give a single 'rating'.

MineCraft's various Shader options (not the official ones) do a good job most of the time, to the point where there's a specific time of dusk just after moonrise where the world can look more 'real' because the block/voxel edges blend together at longer distances just right. So I think I'd put that in 'like', particularly when the worldgen or the player-builder knows how to take advantage of it, hence why I'm looking forward to all the work that the world design teams do relative to the skybox and lighting, particularly in Nodes.

Throne and Liberty's Nighttime lighting is hard to judge sometimes, because the materials they use for the world in that game are very slightly off for me personally, in almost the exact same way that Ashes materials were before this showcase. Now, I'm not a person who normally cares a lot about this, but it's something you can feel in contrast to the MineCraft part because it causes a slight 'dullness' to things at night which makes everything a little less appealing. The effect is similar to BDO though, it isn't everywhere, so some areas have been more carefully curated than others. I think that TL would benefit from going more in the direction of 'purples' than 'Hollywood blues' as it was put, so I'm glad to see that direction in Ashes' lighting.

Other Random
TL has a problem with their version of Serial Flame Bombing/MultiFireball/whatever. My conclusion was that it needs to have a slight slow or knockback when an enemy that is approaching or targeting the user, is hit, and is underwhelming without this.

Pretty sure that's an easy enough check, to prevent it from being a constant effect from every Fireball that then locks down or makes kiting too easy. The high similarity between the skills and the use cases shown in the video relative to the ones I know of, made me think to mention it.

Post by SongRune on 2024-04-30 16:01:13

Phew! No Bard nerfs!

The visibility is good. I've explained in the past why this is a significant factor in class balance , but if you keep it at this level you'll definitely be fine.

The sky looks amazing ! The rocks look great. Their texture is clear, their shadows look good. The shadows and effects of the lamps on the environment look great. Also, I love the turtle, particularly its bioluminescence. Props to the art and lighting folks!

I like that when charging your spells, they spill light on the area around you. I would love to see the wand beams casting similar light on the area they pass over, too, particularly with the lightning beam.

I like the idea of Wand's skill tree structure. Being able to mix and match from various 'pools' related to combo structure, proc types, and each of the separate pieces in order to form a personal style. But I haven't thought deeply about the specifics.

Post by Ludullu on 2024-04-30 16:10:25

Skybox looks nice. Moon is pretty. Love the fireflies. Love the ambient night sounds.

Like the shadows on bushes, though the non-moon light feels "flat(?)".

The light in the air is super bright, but the ground doesn't show any of that brightness.

Ball of Lightning is much better, but it still feel separated from the surroundings.

The beam looks really nice and seems like a nice way to dump some quick damage on a non-threatening target.

Love the more grid-like layout for the weapon tree. And it feels way more intuitive in progression.

Class skill tree also looks cleaner and more intuitive.

Like the reflections in the water.

As a tank, I appreciate seeing mob's targeting.

Overall lighting feel disconnected from the world. I dunno if it's possible to make it way more realistic w/o destroying performance, but that would be highly appreciated.

I expect the skill tree/abilities to be shown off better in future videos, so not much to say about them right now.

edit: Steven mentioned what I talked about and it was indeed about the performance. So yeah, right now it looks flat and disconnected, so I hope the team manages to balance both a good performance and an interaction between the light sources and the surroundings.

Post by SunScript on 2024-04-30 16:12:49

Right, time to edit this after watching the livestream.

First of all, gorgeous night skybox! Though I must say, even more than the skybox itself I liked how the small lights on the ground looked when reflected onto nearby rock formations. I'm hoping that incursions into small firelit camps of mobs will look very cool at night.

Small bit of feedback I'd like to give regarding the desert sand, I feel like it's tilted too much toward green hues right now. I honestly thought it was very flat grass before Steven clarified we were in a desert.

I personally found the lightning spell Steven uses at 1:26:07 stream time (not Ball Lightning, I can't remember what it's called) to be too bright at night, I would definitely prefer that toned down: m72l7Oq.png

I thought the galactic turtle was great, I can't wait to go on a chain of sidequests to find out more about the wisdom of its people.

I'm not the wand user of my group, so I'll let them handle that part, gonna keep it short this time.

Post by GrilledCheeseMojito on 2024-04-30 16:23:13

Damn, it was so dark I overslept.

How do you feel about the Alpha Two Midnight Magic Preview?
I was really happy to see the feedback on night time lighting addressed, which I'll go into later. I thought it was reasonably succinct, as well, showing exactly what you wanted to showcase.

What excites you about playing and interacting with the Wand Weapon Combo system?
I wasn't really intending to play Wand, and I usually don't play anything like that in most games. I'm not the right person to give feedback on Wand weapon combos.

What are your thoughts on the night-time lighting shown during the livestream?
I really like the new lighting. It makes it possible to see mobs (or enemy players) without having to crank up my brightness, while still being very clearly different from daytime. This addresses all of the concerns I have, and adds on to it a really pretty skybox. The big moon is so striking and beautiful; that's my favorite thing you showed all stream. I'm definitely going to be staring at it a lot in the future...

Is there anything in particular you’re excited or concerned about regarding what was shown during the Alpha Two Midnight Magic Preview?
I really liked the turtle and I hope that you can use more effects like that throughout the game. Having things that glow in such a way at night is really cool, and I think the preview did a good job showing that. Plus, the lighting options like the lanterns seem like they'll lead to a lot of creativity!

Are there similar systems to the Wand Weapon Combo system you’ve seen in other games that you like or dislike? If so, please explain!
I've liked a lot of what I've seen on the current status of Throne & Liberty for wand. If I use Wand, I intend for it to be primarily a support weapon while focusing on sword and shield as a primary. Right now, while this seems good for mages and damage dealers in general, it doesn't seem like it's for me, and that's likely fine.

Are there other games with night-time lighting that you like or dislike? If so, what are they and why?
I like the way FFXI handles it by making night time a distinct mood without hurting visibility or readability too much. You've nailed this effect in Ashes so far and I look forward to seeing what beings lurk only at night...

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Post by GrandSerpent on 2024-04-30 18:56:54

General thoughts on the night time lighting

Overall my opinion on the new lighting is very positive. I think that the light levels are sufficient to allow clear visibility while still reading as "night-time", and I like the skybox and sky VFX. However, I have some feedback on specific details of the current implementation that I feel could benefit from a little additional polish.

Highlights:
  • It feels like this strikes a good balance between being dark enough to feel like night, and providing enough light for gameplay.
  • The nebula texture in the skybox is cool.
  • The soft blue moonlight on the clouds looks great, as do both of the moon assets.
  • I like the subtle halo effect around the larger moon.
  • I particularly like the fireflies.

Critiques:
  • Right now, there's a purplish cast to the lighting that to me reads as a bit unnatural, and doesn't seem motivated by anything in the scene.
  • The distance fog is quite heavy, which results in the scene feeling a little washed out, and doesn't quite seem to line up with the details in the sky being as clearly defined as they are.
  • The volcanic moon is very clearly visible, without any attenuation from the fog, which feels odd it what is otherwise a relatively hazy scene.
  • While I like the skybox overall, it feels like the stars don't have much broad scale variation in brightness.
  • Similarly, I think there's some potential to add a bit more visual interest by increasing the color variation in the nebula.
  • Right now, the moon casts much more sharply defined shadows than I would expect given its angular size in the sky, and how hazy the scene appears in general.

As a tangent, I'm very curious what force is keeping the various floating fragments of the volcanic moon from falling back down to its surface (or exceeding its escape velocity and bombarding Verra).

Are there other games with night-time lighting that you like or dislike? If so, what are they and why?

The night time and sunset missions from the Dishonored series have very strong lighting. There's a big emphasis on creating smooth gradients of color across the sky via Mie scattering, with parts of the landscape being silhouetted against a bright sky and others fading out into fog. The lighting is also very painterly, with a lot of dark yellow or soft blue tones that feel stylized but still realistic.

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FFXI has a very simple lighting model (just vertex shadows and a skybox), but has some surprisingly good night time skyboxes. There's a big emphasis on subtle color variations around the horizon, approximating effects like Rayleigh scattering in a way which isn't at all physically accurate, but look great.

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Bloodborne has incredible lighting, with a lot of subtle tonal variation and strategically-placed pools of light to draw the player's attention to navigable areas. Fog and smoke elements are also hand-placed by the designers to control the composition and create depth.

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Thoughts on the new magic VFX

While they're a bit flashier than I personally prefer, all the effects showcased on the stream look very solid. I like the brightness of the various lightning spells, and the beam attacks look great. The point about needing to scale the brightness of effects to deal with the vastly different exposure at night vs at day was also interesting.

While I would personally like spell effects for lower-level abilities to be a bit more understated, in general, it feels like these are on the right track.

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