I like the VFX in conversations and cutscenes
#1
Posté 30 septembre 2010 - 12:16
But since DAO had them, I really liked that they behaved reasonably. If you were glowing when a conversations started then you were glowing during that conversation.
It made perfect sense.
I understand you're planning to have those VFX go away ion conversations and cutscenes in DA2. I'd like you to rethink that, or at least give us the option to keep them on.
Having VFX disappear and reappear for no reason (from the game's perspective) isn't good for consistency. It just doesn't make sense that something has a visible consequence that disappears suddenly when I talk to people.
Thanks for listening.
#2
Posté 30 septembre 2010 - 12:24
That notwithstanding; I found it very distracting, and I think a lot of other people felt the same. There is a point where you have to take something that is not critical to the game like the VFX being distracting into account.
#3
Posté 30 septembre 2010 - 12:24
#4
Posté 30 septembre 2010 - 12:25
Also, when Leliana sings her song in camp, she does not glow purple OR scream like a man.
WTF Bioware.
Modifié par outlaworacle, 30 septembre 2010 - 12:27 .
#5
Posté 30 septembre 2010 - 12:28
#6
Posté 30 septembre 2010 - 12:35
Dave of Canada wrote...
My problem with the VFX was say... the Mage spell that made you a ghost. You'd be a ghost during the cutscene too, you'd be talking with people and you'd be see-through while doing it. Imagine the romance scene with ghost-Warden and Morrigan being set on fire (casting fireball on NPCs and talking with them lead to the fire persisting through the conversation)?
...
My warden was frozen during a converstaion and move according.
#7
Posté 30 septembre 2010 - 12:39
Dr. wonderful wrote...
My warden was frozen during a converstaion and move according.
Have you licked a lamppost in winter?
[conversation continues]
... I've never had the pleasure myself.
*Warden freezes himself*
Maker's breath! *licks the Warden*
Modifié par Dave of Canada, 30 septembre 2010 - 12:39 .
#8
Posté 30 septembre 2010 - 12:49
I think some re-design is in order though, just because my character is inspired by a song of great courage or valor shouldn't mean that he glows in the dark as a result.
#9
Posté 30 septembre 2010 - 12:50
#10
Posté 30 septembre 2010 - 06:28
Maybe it's because I didn't typically have many sustainables up outside of combat (waste of stamina), but I think I'd find the inconsistency far more jarring than any problems leaving them on might create.Beerfish wrote...
Tough decision, it once again is the 'realism' vs 'fun' aspect.
Turning them off like the rest of the UI during cutscenes also further demonstrates that they should just be icons, and not big glowing things that cover the action. If all they are is UI elements (and if they disappear during cutscenes that's all they are), they shouldn't be so intrusive.
There's no way to justify the way they currently work in DA2. Either they shouldn't glow around the characters under any circumstances, or they should always do that.
#11
Posté 30 septembre 2010 - 06:48
#12
Posté 30 septembre 2010 - 06:50
#13
Posté 30 septembre 2010 - 06:52
Sylvius the Mad wrote...
There's no way to justify the way they currently work in DA2. Either they shouldn't glow around the characters under any circumstances, or they should always do that.
Again with the "logic trumps all else", eh?
Sorry, but the VFX were at the very least intrusive-- at worst ridiculous-- when you had a conversation and nobody paid any heed to the fact you were glowing like a roman candle. I doubt we'd provide a toggle for players to have a worse experience simply because they think they might want it, but you never know.
#14
Posté 30 septembre 2010 - 07:00
#15
Posté 30 septembre 2010 - 07:00
Was especially irritating if it happened to be a vfx attached to combat ability which would normally only last some seconds during actual combat, but would magically persist through entire minutes-long conversation, making the whole thing look twice as sillyDavid Gaider wrote...
Sorry, but the VFX were at the very least intrusive-- at worst ridiculous-- when you had a conversation and nobody paid any heed to the fact you were glowing like a roman candle.
Modifié par tmp7704, 30 septembre 2010 - 07:01 .
#16
Posté 30 septembre 2010 - 07:01
Sylvius the Mad wrote...
I'm not a fan of VFX for sustainables (particularly non-magical sustainables).
But since DAO had them, I really liked that they behaved reasonably. If you were glowing when a conversations started then you were glowing during that conversation.
It made perfect sense.
I understand you're planning to have those VFX go away ion conversations and cutscenes in DA2. I'd like you to rethink that, or at least give us the option to keep them on.
Having VFX disappear and reappear for no reason (from the game's perspective) isn't good for consistency. It just doesn't make sense that something has a visible consequence that disappears suddenly when I talk to people.
Thanks for listening.
You act as if they actually existed in the game world. It's quite clear, I think, that they're just a way for the engine to show you what is active and what isn't. By the same logic, people in cutscenes should also have a health bar floating above their heads.
#17
Posté 30 septembre 2010 - 07:02
It would solve consistency between gameplay and cut scenes also being less intrusive.
Modifié par Faz432, 30 septembre 2010 - 10:07 .
#18
Posté 30 septembre 2010 - 07:03
#19
Posté 30 septembre 2010 - 07:17
No-one in the game world sees these effects (mages trailing red dust when blood magic is active for instance) and like health bars, floating damage, and invisible rogues they are just a handy visual tool for the player denoting a certain state.
Since you've mentioned in another thread that you have no issue with rogues looking invisible as a representative system to indicate they are sneaking you should have no issues with this -- assuming of course that you apply your logic consistently.
Alodar
Modifié par Alodar, 30 septembre 2010 - 07:18 .
#20
Posté 30 septembre 2010 - 07:18
That said, it's not even close to being a dealbreaker.
#21
Posté 30 septembre 2010 - 07:25
I do want a toggle for those auras! If they only appeared during combat, that would be fine I guess but even so in Origins you always had the icons up telling you what spells were affecting you, I certainly didn't need nor want to be glowing like that. We do not need both visual cues (glowing) AND icons, its unnecessary. Obviously I would stand on the side of having just icons.David Gaider wrote...
I doubt we'd provide a toggle for players to have a worse experience simply because they think they might want it, but you never know.
#22
Posté 30 septembre 2010 - 08:25
#23
Posté 30 septembre 2010 - 08:37
I've never pinned it down to just one, but I have a top-5 list. In chronological order:Anarya wrote...
Sylvius, I'm curious what your all-time favorite game is?
Ultima IV
Wasteland
Ultima Underworld
Baldur's Gate
Sid Meier's Alpha Centauri
If I were to expand the list I might add games like Torment, KotOR, TES: Arena, and DAO (and probably Ultimas 5 and 7).
Are those games perfect? No (well, U4 might be perfect), but they all do many things very well.
I'm consistent.David Gaider wrote...
Again with the "logic trumps all else", eh?
That's an argument to eliminate or tone down the VFX - not to break the setting by having them pop in and out nonsensically.Sorry, but the VFX were at the very least intrusive-- at worst ridiculous-- when you had a conversation and nobody paid any heed to the fact you were glowing like a roman candle.
#24
Posté 30 septembre 2010 - 08:37
Modifié par cancerbaby, 30 septembre 2010 - 08:45 .
#25
Posté 30 septembre 2010 - 08:39
I specifically asked for no VFX at all for stealth.Alodar wrote...
Since you've mentioned in another thread that you have no issue with rogues looking invisible as a representative system to indicate they are sneaking you should have no issues with this -- assuming of course that you apply your logic consistently.
What you're referring to is my assertion that the Rogues looking invisible doesn't mean that they are invisible.





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