Current animations are too much

Post by Garrtok on 2023-01-29 11:28:20

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Post by Ironhope on 2023-01-29 11:32:13

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Post by Ludullu on 2023-01-29 11:37:32

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.

Post by Garrtok on 2023-01-29 11:42:30

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Post by Azherae on 2023-01-29 18:23:42

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.

Post by Okeydoke on 2023-01-29 21:55:07

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Post by Okilian on 2023-01-29 22:05:34

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Post by Garrtok on 2023-01-29 22:10:04

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Post by Ludullu on 2023-01-29 22:28:13

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!

Post by Ludullu on 2023-01-29 22:29:56

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Except the biggest influences and inspirations for Steven are 2 korean mmos. Funny how that is, ain't it :)

Post by Sathrago on 2023-01-29 22:39:02

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Post by Garrtok on 2024-06-01 12:23:05

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Post by Ludullu on 2024-06-01 14:22:51

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.

Post by Garrtok on 2024-06-01 14:29:11

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Post by Ludullu on 2024-06-01 14:53:49

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https://www.youtube.com/watch?v=lQGELZ-oKak
https://www.youtube.com/watch?v=ne95nU1haUw
https://www.youtube.com/watch?v=Li2WU8sMjWg
https://www.youtube.com/watch?v=QAX7Du1YGG8
https://www.youtube.com/watch?v=BfgwD5naNPs

BDO is probably the worst one of those. L2's and AA's combat is usually seen from orbit, so it's slightly easier to read, but the same will be the case for Ashes as well, so its visuals will be even more understandable. FF14 only has 8 people, but all the effects are blinding. WoW's 20 can be at times less understandable than AoC's 30 vs 30.

As for "proper default" - that's a very subjective thing. So it's easier to simply give players the option to control the vfx to some extent. Also, as Steven keeps saying each and every damn time - all of this is a WIP and none of the vfx are on their final passes. If enough people say that vfx are still too much - they'll get reduced.

Post by Garrtok on 2024-06-01 15:11:38

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Post by Hinotori on 2024-06-01 16:19:52

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