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Option to turn down spell effects


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#1
Reclusiarch

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Hello!

 

I've reviewed some of the new videos from Dragon Age: Inquisition and it looks absolutely stunning. However, the amount of non-mage spell effects, (or perhaps just spell effects in general, some effects that I see might be generated by mage spells), is staggering! Could I perhaps suggest a slider or option to turn down some of the spell effects (or at least non-mage spell effects) to make it a bit less flashy?

 

Sincerely,

 

David


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#2
aTigerslunch

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Rogues and Warriors that you saw had runes attached that emitted flames and such or from mage buffs.



#3
Ria Kon

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Could I perhaps suggest a slider or option to turn down some of the spell effects (or at least non-mage spell effects) to make it a bit less flashy?

 

 

I was wondering the same thing. It would be nice and shut up those who are speaking about how much colourful the Inquisition is. If the option is there, I will definitely use it.


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#4
aTigerslunch

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It should be optional to turn off effects, some PCs might not be able to handle all the graphics.


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#5
coldflame

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In older games like BG2 and IWD you could, but in more recent games, the developers are usually so focused on "streamlining" the games that you ended up with just a slider for resolution under the graphical setting... ;)



#6
aTigerslunch

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I haven't had a pc game in forever, Wasteland 2 is my first, I never tried changing its settings, I can play that game and another game on same graphic card with no issues.  :)  Just a laptop as well.....from Alienware....



#7
coldflame

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I haven't had a pc game in forever, Wasteland 2 is my first, I never tried changing its settings, I can play that game and another game on same graphic card with no issues.  :)  Just a laptop as well.....from Alienware....

Maybe you should try taking a look at the graphical setting, because you never know that you might potentially be missing out on some prettier graphics.



#8
slimgrin

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In OTS camera the effects, to me,  are confusing the gameplay. They look cool, they just obscure what the hell is going on.


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#9
KonguZya

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I support having a slider or toggle for the effects. Sure, Templars should have magical-looking abilities, and Reavers should have some badass blood effects, but putting a torrent of glowy stuff around Sera's arrow as she draws her bow just looks ridiculous. Origins was pretty bad with excessive effects as well, especially once you got to Awakening. 


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#10
EliHarel

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I am Lurker Lurkson, and I approve this message.



#11
Pen-N-Paper

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The last video I saw made the demo look like Duke Nuke'm, killing with grenades. Too much flash for a sword game. Breaks my immersion to see bodies explode from blunt trauma. This is not the game I want to play.

 

Someone pointed out the demo was done using a console. Also, not the game I want to play. 

 

Just the impression. I have not watched the Let's Play I anticipate to drop the week after the game is released. After I watch 10 - 60 minutes of that, I will make a purchase decison.  But exploding bodies in a sword game is definitely a big strike against in a PC role-playing game.  


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#12
Reclusiarch

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Glad to see I'm not alone in being somewhat concerned about this. Not a deal breaker for me by any means, but still a frustrating thing for me. Who knows, maybe I'm just stuck in the old Baldur's Gate/Dragon Age: Origins way of thinking about special effects. :)


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#13
Araceil

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Yeah the effects on non mages are insane. I remember seeing one of the PAX videos including a dwarven SnS inquisitor, when he went to shield bash a enemy  i'm fairly sure pink flames erupted from his ass as he hurtled forwards at the speed of sound. Not that I could really tell mind seeing as there was so much other crap flying around the screen at the time but you get the idea. There is just too many effects on screen, the sad thing is that the animations look pretty good without the effects as well, so it's not even like we need them to hide bad animations.   


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#14
Pablo Cavalieri

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No, I like flashy effects.



#15
whanzephruseke

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I liked having the effects in previous DA games because it made it easier for me to focus on the actual action during battles instead of on the icons next to the character portraits.

 

That being said, I hated having the effects carry over to the cutscenes.  There was one boss battle in Awakening (I forget which) where I my Warden was set on fire right before the boss was killed, triggering a cutscene, and my Warden spent the entirety of the conversation ON FIRE.


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#16
Pen-N-Paper

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I remember seeing one of the PAX videos including a dwarven SnS inquisitor, when he went to shield bash a enemy  i'm fairly sure pink flames erupted from his ass as he hurtled forwards at the speed of sound. Not that I could really tell mind seeing as there was so much other crap flying around the screen at the time but you get the idea. There is just too many effects on screen

And the story....? I bet they didn't think to give a flash about the story in the demonstration. And this says lots about RPG development by the employees engaged in making this game, IMO.

 

So much talk about role-playing in this game, yet all the demonstrations are focused on non-role-playing. I understand there is a mechanic so I can give enough gifts to buy a tickle of anyone's ass - hmmm, an RPG message - but it would be nice to see a simple. linear, demonstration how role-playing would affect the story aside from the obvious slaying and surviving affects the main character.

 

That would sell role-playing and immersion.



#17
Navasha

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I am in this camp as well.   Non-magical abilities shouldn't have large flashy glowy effects.   If they want to put some trailing white lines to somehow show a sword was swung super fast, then I wouldn't mind.   I don't mind fiery swords after they have been enchanted.   However, I am not a fan of power blows and dodges that appear to be more magical than mundane in nature. 

 

I haven't watched any videos really, as I hate spoilers with a passion, but I sure hope that the DA2 exploding bodies haven't returned.  


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#18
Reclusiarch

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I am in this camp as well.   Non-magical abilities shouldn't have large flashy glowy effects.   If they want to put some trailing white lines to somehow show a sword was swung super fast, then I wouldn't mind.   I don't mind fiery swords after they have been enchanted.   However, I am not a fan of power blows and dodges that appear to be more magical than mundane in nature. 

 

I haven't watched any videos really, as I hate spoilers with a passion, but I sure hope that the DA2 exploding bodies haven't returned.  

I think you pretty much hit spot on what I was thinking as well. Well said, Navasha!


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#19
Pen-N-Paper

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I think you pretty much hit spot on what I was thinking as well. Well said, Navasha!

I think it gets said over and over - and I know I have written about my distaste for it in multiple discussions asking for opinions/impressions. I even mentioned it in a message to Mike Darrah in the very early days when feedback was directly solicited. 

 

It seems, from what I see demonstrated, such comments go unheard.

However, lots of attention is being paid to the paid journalists...  very much as it was done during the run up to DA2 release.


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#20
Nayawk

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I'm in this camp also. I don't want to see a stream of fairy dust flow out of my sword every time I swing it. I never used runes and never cast weapon buff spells in the other games for this very reason.  An option to turn it off would be lovely.



#21
Gill Kaiser

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And the story....? I bet they didn't think to give a flash about the story in the demonstration. And this says lots about RPG development by the employees engaged in making this game, IMO.

 

So much talk about role-playing in this game, yet all the demonstrations are focused on non-role-playing. I understand there is a mechanic so I can give enough gifts to buy a tickle of anyone's ass - hmmm, an RPG message - but it would be nice to see a simple. linear, demonstration how role-playing would affect the story aside from the obvious slaying and surviving affects the main character.

 

That would sell role-playing and immersion.

Bioware have been criticised in the past about spoiling too much of their plots in marketing prior the games' release dates, and I'm inclined to agree. They're focusing on non-spoileriffic aspects of the game and I'm glad they're doing so.

 

Also, I'm pretty sure that gift mechanic you're talking about is specifically not in this game.



#22
HTTP 404

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I love the effects but if I am struggling with a fight, I want to be able to not be distracted.  (I am easily distracted, fyi)



#23
SphereofSilence

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I absolutely need this feature. I'm a bit angry with BW again for not really taking the input given in the previous games with regards to combat. 

- Way too much spell effects, enchantments, ability effects, etc. Sometimes it's hard to tell what's going on, and it's just over the top, blows away the sense of realism, therefore breaking the sense of immersion

- Absolutely detest those teleporting, flashy (literally) and what seemed like ethereal, inhuman animations of rogues, it's just over the top, blows away the sense of realism, therefore breaking the sense of immersion

- I can see that the cooldown between each swings of swords is bigger now, but the animation speed of the attacks/swings are equally as fast as DA2. Mages' normal attacks are equally fast as DA2! WTH Mike Laidlaw and gameplay animation team. I can't believe this is their idea of being stylish and good looking combat. Again it's immersion breaking


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#24
JAZZ_LEG3ND

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I don't mind the effects, to be honest...

The combat looks excellent. I know, an opinion, look out.

 

Also, they're a sort of visual language, since the game allows such things as combo detonations, it's useful to see when an enemy is effected by ice or electricity. Buff auras on enemies also needs to be a thing for you to make tactical decisions. Being stylish is certainly part of it, but it's a mistake to assume everything is just sparkly stuff; it's relevant to communicating with the player so s/he can make informed gameplay decisions.

 

I support an option to tone it down, but I don't think I would. I hate reading text during gameplay, tends to break my immersion; and keeping track of the talents/powers of four party members and however many enemies are in the fight would be a major drag without distinct visual feedback. Oh, Cole just went invisible, Cassandra just challenged that specific enemy, Solas froze him, and so on. Following the action by the colours and auras is a preference I lean to.

 

When you pause the game and use tac-view, you want to be able to read the battlefield, not text balloons hanging off it. Therefore the effects need to last the thereabouts duration of the talent/power in question, and the visual effects also needs to be large and unmistakable, otherwise you’d have to zoom back in on everything just to figure out what’s going on.


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#25
Pen-N-Paper

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Bioware have been criticised in the past about spoiling too much of their plots in marketing prior the games' release dates, and I'm inclined to agree. They're focusing on non-spoileriffic aspects of the game and I'm glad they're doing so.

 

Also, I'm pretty sure that gift mechanic you're talking about is specifically not in this game.

Well, I mention that lame "gift mechanic role-playing" only because it shows how, even in the franchise's role-playing high water mark that was Dragon Age Origins, it was considered role-playing. I suppose if buying everyone's love and loyalty is considered role-playing we haven't got too much further down to fall.

 

He's my answer to the rest of your comment - a cross post.

http://forum.bioware...dai/?p=17454188

and

http://forum.bioware...dai/?p=17454671

 

Seems that many are voicing the same concern with this game but the voices are all broken up into minor topics and subtopics. And it is a shame at this stage because, I imagine, whatever elements required in support of player role-playing (scripting, voice acting, graphics, hidden codex lore, game mechanics, etc.,) should be done. I would think Bioware's marketing department would want to promote the role-playing (if it were in the game) to counter the buyer remorse that DA2 created. Please read my posts above.