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Option to turn down spell effects


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#26
Pen-N-Paper

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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

Loved the role-play! :D



#27
SphereofSilence

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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.

That's a sensible comment, and I can certainly see the logic and the need behind why they're going for visually distinctive effects for spells, combat abilities, etc, so as to be able to quickly identify what is what for making informed decisions. It's particularly important for multiplayer, where the combat gameplay team happened to design both single and multiplayer in tandem. Hopefully, there's a toggle option to tone down these effects - for those of us who find them excessive. Really a battlefield of rainbows in a gritty, 'dark', 'realistic' world doesn't exactly go together, for me. 


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#28
Raydenos256

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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

 

I absolutely agree all this teleporting, flashy animations and totally unrealistic character behavior makes me sick, it is supposed to be a Dark Fantasy RPG, not hack and slash. This really breaks the immersion.


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#29
Icy Magebane

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I agree that a slider or toggle would be fantastic, but I doubt they included anything like that... I thought that the warrior animations were bad in the videos I had previously watched, but most of that was due to the Inquisitor using flame runes.  Now, I've been seeing a lot of rogue combat, as well as some videos where Varric is firing a volley of purple arrows... it's just too much.  Too bright and too flashy for me, and unfortunately nearly every combat move is like this, so it's not like we can avoid it by simply not using certain attacks... If these were magic spells, I wouldn't mind, but the rogue backstab teleport is covers them in a bright purple aura every time... ugh...

 

Oh well.  I'm sure I'll like the game anyway, so I guess it's not a huge problem...



#30
Bayonet Hipshot

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Agreed. 

 

I can get the flashy animations for mages but for rogues and warriors ?

 

An option to turn it down or turn it off would be nice. 



#31
craigdolphin

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Ditto for me. The combat is so 'busy' it is hard to figure out what is going on. Maybe it'll be better with hands on time.

Not a deal breaker but it is off putting for me. I seriously doubt Bioware will add the ability to turn the effects down though. :(

#32
Gill Kaiser

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Is this the kind of thing that could be easily modded, even on the Frostbite engine? For other engines in the past it's been as simple as replacing a file.



#33
nutcrackr

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It's probably done to sync with the flashy multiplayer. I also doubt there would be a simple way to turn down effects. Turning some effects off completely would be easier.


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#34
Uccio

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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

 

 

Seconded, it´s like watching saturday morning cartoon. Yeehaaw!! Bring in the sugar pops!


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#35
Dr. Rush

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Cartoony animation toggle would be a great option to disable all the cartoony animations. 


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#36
Gannayev of Dreams

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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

 

I agree, I would definitely like to have the ability to tone down the visuals.  I'm not sure how a non-magic humanoid can spend so much time manifesting as a blur of purple energy.  It feels a bit like overcompensation, as if the non-magic classes need over-the-top effects to compete with how "cool" mages are.  Overall flow of combat looks a lot better than DA2, but the visuals are still a bit ridiculous in my opinion.



#37
rupok93

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Yes this is one my biggest issues with this game, they couldn't simply make your character run up to enemies instead of teleporting? It looks unnatural and doesn't look cool. Spells and other abilities have so flashy effects that they obscure view. I really thought bioware learned from da2 but guess not.

 

I didn't want origins unresponsive combat but I didn't want da2 over the top flashy combat either. I thought they were going for middle ground but this games combat looks even flashier and faster than da2. Its completely ridiculous.


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#38
Gannayev of Dreams

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Yes this is one my biggest issues with this game, they couldn't simply make your character run up to enemies instead of teleporting? It looks unnatural and doesn't look cool. Spells and other abilities have so flashy effects that they obscure view. I really thought bioware learned from da2 but guess not.

 

I didn't want origins unresponsive combat but I didn't want da2 over the top flashy combat either. I thought they were going for middle ground but this games combat looks even flashier and faster than da2. Its completely ridiculous.

 

Time between individual swings is slower.  The strikes when they do swing seem just as inhumanly fast.  The "weighted feel of combat" seems to come primarily from the sound effects they've attached, every slash or pierce is accompanied by a *thunk*, and what looks like a slight vibration effect on the screen.  Though that could be illusion.



#39
rupok93

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Time between individual swings is slower.  The strikes when they do swing seem just as inhumanly fast.  The "weighted feel of combat" seems to come primarily from the sound effects they've attached, every slash or pierce is accompanied by a *thunk*, and what looks like a slight vibration effect on the screen.  Though that could be illusion.

I can't seem to agree with this "weighted feel", I am not getting that kind of vibe at all.



#40
10K

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I never found DA to be a realistic type fantasy game when it came to combat anyway, and I don't think the devs did either. Personally I don't have a problem with DA2 combat, and the combat here looks fine to me. 


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#41
Joe-Poe

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Yeah put me in the camp of not liking the flashy cartooniness...of non mage attacks. A slider would be great but the best we can expect sadly, I belieave, is an option to turn off bloom effects or whatever standard graphical adjustment type thingie that will effect everything and not just flashy melee attacks.... :wacko:



#42
Joe-Poe

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Cartoony animation toggle would be a great option to disable all the cartoony animations. 

But unfortunately then every animation would turn off and your character would just stand there while damage numbers poped up....would be nice for more realism though.

 

Thats why I like the witcher games, I know they are not "realistic" either but at least there is no flashiness and they used motion capture with stunt men who are experts at sword play.



#43
rupok93

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But unfortunately then every animation would turn off and your character would just stand there while damage numbers poped up....would be nice for more realism though.

 

Thats why I like the witcher games, I know they are not "realistic" either but at least there is no flashiness and they used motion capture with stunt men who are experts at sword play.

And thats made with way less budget than this.


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#44
Pen-N-Paper

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And thats made with way less budget than this.

Certainly is appears it can be done from scratch for way less.... http://kingdomcomerpg.com/

 

The combat view is as realistic as it gets on a video monitor.



#45
Joe-Poe

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Certainly is appears it can be done from scratch for way less.... http://kingdomcomerpg.com/

 

The combat view is as realistic as it gets on a video monitor.

I want to like this but its in first person....ughh



#46
aTigerslunch

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I like the combat of DA2. The flash of the magical benefits is why things glow in the first place. Magic fire/ice or anything else enchanted on the blades. They arent necessary but happen.

 

Anyways, I dont want every game to have the same fighting technique, then it would get dull. 20 to 30 years, all combat exact same thing... yeah.  I prefer differences. :)  When I feel very realistic is in order, I would go for realistic combat of some games, when I feel very goofy, then another set, when in the middle another set. Basically, having more varieties is always best for us.

 

Less of course I am talking to some that prefer everything being roboticaworld, all animated to do the same exact thing and only watch, play or mess with exact same stuff day in and day out......   Yep!  sounds fun!   :P



#47
Reclusiarch

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Having different opinions about the flashy combat is perfectly fine. :)

In my case, it's mostly just about the really flashy warrior or rogue animations. The rogues seem especially flashy. So far it seems that their closing ability (or backstab?) makes them transform into some sort of green/blue magical beam and appear somewhere close to a target (or am I seeing things wrong?). I would have like to see such things being restricted to mages. 


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#48
Arian

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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

 

 

David I am so glad that you have created this thread and addressing this rather huge in my eyes issue. 

 

The spell effect honestly are over the top and it takes the focus away from the combat as weird as it may sound. But everytime I see a video displaying the combat I have trouble seeing the combat because have of my screen is lighting up because the spell effects or weapon enchantments are just waaaaaaay to flashy. This needs to be optional and there has to be a way to turn those waay down in the game. 

 

Here is a clip that I think goes to show how over the top it really is. They were attacking 1 individual and my screen turned into a flashy christmass tree lighting up my whole room lol. 

 

http://youtu.be/FzkidlVhyzY?t=10m23s.

 

 

Please Bioware make it happen for the spell effects to be less intense. I can't even enjoy the combat because I dont see any of it. Kinda like the saying the german saying "Ich kann vor lauter Baeumen den Wald kaum sehen"  meaning I Can't see the woods because of all the trees.



#49
skjutengris

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I would like to scale them up...I want even more flashy ones its a single player game after all.

still think they do look balanced in terms of effects.



#50
Wulfsten

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I’m replaying DA:O now, and it features an enormous amount of visual “flash”:

 

·         Enemy rogues literally disappear in a puff of smoke and reappear in a puff of smoke when they stealth.
 

·         All your buff auras, most of which are not magical, have massive, glowing particle effects. Currently my warrior looks like an LSD trip with a glowing red nimbus from Rally, white motes of light rising off him from Indomitable, bluish motes of light from Precise Striking, and pink mist steaming off him from Leliana’s Song of Courage.

 

I don’t really think this breaks immersion, because it’s been a part of DA’s aesthetic from the start.

 

What I WOULD wish for is for all aura buffs to become invisible while you’re exploring and not in combat. It’s very distracting and weird to see conversations where your character is exploding with magical energy, and it wouldn’t be a difficult fix, as you only really need that visual information during combat.


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