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I like the VFX in conversations and cutscenes


100 réponses à ce sujet

#1
Sylvius the Mad

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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.

#2
IndigoWolfe

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I think you could see it as a gameplay mechanism. For instance; you don't have floating numbers when someone kills something in a cutscene.



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
Dave of Canada

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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)?

#4
Bullets McDeath

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What about when Loghain threatens you at the Landsmeet and it doesn't activate a giant red gay pride parade all over his body? That's not consistent.

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
SirGladiator

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I don't like all the VFX, I think its great they're doing away with them for cutscenes. I wouldn't mind if they did away with them altogether, or at least scaled them back, so many of them are just plain annoying.

#6
Dr. wonderful

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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
Dave of Canada

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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
Bobad

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I don't mind them being active in cutscenes as long as they are noticed by npc's; "Why are you glowing purple and making that weird thumpiing noise every couple of seconds?", but that could get a tad repetative.



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
Beerfish

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Tough decision, it once again is the 'realism' vs 'fun' aspect. I am actually very glad to hear of this change. When I played with my arcane warrior with every buff known to man up the cutscenes ended up looking like someone interacting with a Christmas tree.

#10
Sylvius the Mad

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Beerfish wrote...

Tough decision, it once again is the 'realism' vs 'fun' aspect.

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.

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
Beerfish

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I think that a few of the buffs were just a bit too much over the top for me, thus combining some key ones made things tough to see. If I had a clear indication that a cutscene was coming up I could have turned some of these off but that wasn't always the case and often one would have to wait for a bit to get that stamina back to turn them back on.

#12
Wulfram

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The VFX should only be enabled during combat.

#13
David Gaider

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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
Anarya

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Sylvius, I'm curious what your all-time favorite game is? I mean, I respect your opinions and I like that you're always courteous when you give them, but I tend to disagree with your requests almost universally. Not that there's a problem with that, but I wonder what you consider a great game. Please enlighten me.

#15
tmp7704

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David 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.

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 silly Image IPB

Modifié par tmp7704, 30 septembre 2010 - 07:01 .


#16
Shepard Lives

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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
Faz432

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I think a good solution might be to just have an confirmatory effect, for example you cast shield and you see a VFX to confirm the spell has been cast but then you just look normal. Maybe another VFX when it runs out, but it's not nessersary as you still have the active icon bar, so you can see when the spell drops.

It would solve consistency between gameplay and cut scenes also being less intrusive.

Modifié par Faz432, 30 septembre 2010 - 10:07 .


#18
Maverick827

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Why is it unbelievable that the character would deactivate his or her "magical auras" when conversing, and then reactivate them when he or she is in danger of battle once again afterwards? The only difference now is that the game will handle it for you.

#19
Alodar

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As mentioned the VFXs were visual abstractions to let the player know what effects they had active -- these visual abstractions are unecessary during cut scenes.

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  Image IPB

Modifié par Alodar, 30 septembre 2010 - 07:18 .


#20
PsyrenY

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I like glowing during cutscenes too. It's my biggest beef with Tech Armor in ME2; it inexplicably disappears when someone addresses me by name, while Barrier, GSB, etc. stay.

That said, it's not even close to being a dealbreaker.

#21
Serella

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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.

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.

#22
Ortaya Alevli

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Shield talents (in Origins, not Awakening) handled it best. You activate/deactivate the buff, a visual effect is shown for a split second and that's it. No persistent eye rape.

#23
Sylvius the Mad

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Anarya wrote...

Sylvius, I'm curious what your all-time favorite game is?

I've never pinned it down to just one, but I have a top-5 list.  In chronological order:

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.

David Gaider wrote...

Again with the "logic trumps all else", eh?

I'm consistent.

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.

That's an argument to eliminate or tone down the VFX - not to break the setting by having them pop in and out nonsensically.

#24
cancerbaby

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 Can I just point out that having, say, Beyond the Veil active during conversation and being unable to concentrate on anything being said because I could see the Warden's eyeballs and jawbone through her big transparent head featured prominently in my hellish nightmares and anything in DA2 that doesn't feed my brain's penchant for torturing me while I sleep is a very, very good thing.

Modifié par cancerbaby, 30 septembre 2010 - 08:45 .


#25
Sylvius the Mad

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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.

I specifically asked for no VFX at all for stealth.

What you're referring to is my assertion that the Rogues looking invisible doesn't mean that they are invisible.