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Non-magic abilities, too flashy?


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#1
StrangeStrategy

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I've been watching the recent Emerald Graves demo videos... And I've noticed how much I'm getting distracted from the action by the bright lights and flashy colours.

I'm totally ok with the mage spells: I expect those to be totally unnatural and eye-catching. But when a rogue strikes, I don't expect to see a huge flare of purple light. When a warrior charges with his shield raised, he doesn't need to have blue light streaking off him. That's overkill, and it jars me out of the experience as I go "Uh, ok then. That's weird."

 

Poison cloud is a good example of flashy spells that should be flashy. Its a cloud. Its supposed to be big: That's fine. Just don't make every action look like Storm of the Century.

 

They need some particles to show that an actual ability is being used, but I don't want my totally non-magical warrior to look like an Arcane Warrior every time he does something.

Can this be toned down a bit before release? Instead of flashing lights, add some sparks or some distinct sounds, so it could look more realistic and be more immersive. This is one of very few things I've seen in DAI that I actually do not like.


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#2
Jawzzus

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Don't hold me to this, but I think they said you can toggle the spell/talent effects, but I think its all or none instead of picking and choosing.



#3
LaughingWolf

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100% agree. Why is a rogue glowing purple?? Or why is a warrior glowing green?

The mage spell effects look stunning, and the no mage abilities look stunning as well but they are simply way to flashy for a melee class imo


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#4
xyzmkrysvr

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Don't hold me to this, but I think they said you can toggle the spell/talent effects, but I think its all or none instead of picking and choosing.


I heard that you can't toggle spell effects... I could be wrong and certainly hope I am because I completely agree: my mage can be flashy and fabulous, but I would prefer a bit more realism for the other classes... Unless there is a lore specific reason their swords make such flashy effects (like an enchanted rune)
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#5
NightTrauma

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I understand the desire for more realism, but I personally like how colorful and crazy it all looks. Reminds me of Kingdoms of Amalur, which I loved. And will never get a sequel :(


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#6
Lebanese Dude

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Combat in DA isn't supposed to be realistic. It never has been. 


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#7
Travie

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I have to agree from all the footage we've seen so far. If effects don't really make sense in the universe they break immersion. 

 

Especially true when those effects are all going off at once and it begins to obscure what is going on. 


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#8
abnocte

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@Lebanese Dude

It should at least be coherent with its own lore.


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#9
abnocte

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I'm reaching a point where I will headcanon that everyone in Thedas has magic abilities and the ones that are actual mages are the poor sods that got discovered and sent to the Circles.

 

Compare Vivienne's "teleport" ( sorry, forgot the name ) with a rogue's backstab, or the stealth ability, rogues are apostates!!!


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#10
nialler

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At this point in development, it's likely all spell effects and animations are final.  While I understand a game's lore should be consistent when it comes to how far we can suspend disbelief, there's a difference between a rogue quickly disappearing from view and reappearing to backstab someone, and a mage raining fire and brimstone from the sky.  One is clearly magical and supernatural, the other can be seen as a game-y representation of a rogue's speed and knack for disappearing from view.

 

If it really, really bugs you - sorry, it probably won't change.  Luckily I am able to stomach it.



#11
StrangeStrategy

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I'm reaching a point where I will headcanon that everyone in Thedas has magic abilities and the ones that are actual mages are the poor sods that got discovered and sent to the Circles.

 

Compare Vivienne's "teleport" ( sorry, forgot the name ) with a rogue's backstab, or the stealth ability, rogues are apostates!!!

 

Well, technically Cole IS an apostate xD

@Lebanese Dude

I still don't know how to quote more than one person :P

In DA:O, rogue and warrior abilities weren't flashy. A rogue's Deadly Strike animation was just him pulling back, then striking hard. No burst of light. Warriors were the same: Only mages had magic effects around them, and that's great; They really are magic.

Saying "Its never been realistic" not only isn't exactly true, but its not a great way to go about things. Stuff needs to be improved, and frankly if someone wants to see magic they should play a mage. I appreciate bright environments and easily being able to tell what is going on, but I don't like seeing a fireworks show when a group of warriors fight.


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#12
AshenEndymion

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In DA:O, rogue and warrior abilities weren't flashy. A rogue's Deadly Strike animation was just him pulling back, then striking hard. No burst of light. Warriors were the same: Only mages had magic effects around them, and that's great; They really are magic.

 

The standard abilities for Rogues and Warriors weren't flashy(or, rather, "magic-like").  The abilities those classes obtained through specializations were.

 

As long as I can see the field while the animations are going on, I don't really have a problem with the change...



#13
nialler

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Well, technically Cole IS an apostate xD

@Lebanese Dude

I still don't know how to quote more than one person :P

In DA:O, rogue and warrior abilities weren't flashy. A rogue's Deadly Strike animation was just him pulling back, then striking hard. No burst of light. Warriors were the same: Only mages had magic effects around them, and that's great; They really are magic.

Saying "Its never been realistic" not only isn't exactly true, but its not a great way to go about things. Stuff needs to be improved, and frankly if someone wants to see magic they should play a mage. I appreciate bright environments and easily being able to tell what is going on, but I don't like seeing a fireworks show when a group of warriors fight.

Again, these effects on moves are gameplay concessions for readability.

 

I can't tell you what Lelianna did in combat through all of DA:O because nearly all of the archer abilities (actives and stances included) were so bland and samey.  Meanwhile, in DA2, all of the archer abilities had clear purposes and animations.  Granted, they weren't shooting arrows covered in flashing lights, but I thought the rogues throwing and kicking explosives about was a cool touch that had just the right amount of ridiculousness applied to be a fun animation, but not immersion breaking.



#14
Rawgrim

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Way too flashy. Can barely see what's going on.


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#15
Zehealingman

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The only animations that are over the top for me are the rogue ones. Ugh, purple stuff.
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#16
ComedicSociopathy

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100% agree. Why is a rogue glowing purple?? Or why is a warrior glowing green?

The mage spell effects look stunning, and the no mage abilities look stunning as well but they are simply way to flashy for a melee class imo

 

Since DA: O rogues and warriors have had abilities that made them glow. It's nothing new here. Remember Leliana with her purple sparkles and Oghren with his red rage aura? 


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#17
Enigmatick

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Way too flashy, yeah.


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#18
Bigdoser

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Eh personally does not bother me people are talking realistic when leliana singing makes you glow like a neon light? Or in the books templars charging their swords with energy? Its fantasy. 


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#19
Medhia_Nox

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You ARE bristling with a metric f--kton of magical gear...



#20
nialler

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Eh personally does not bother me people are talking realistic when leliana singing makes you glow like a neon light? Or in the books templars charging their swords with energy? Its fantasy. 

Wish more people would read this post than simply group-think "TOO FLASHY".



#21
LEXX

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The SFX is just over kill in DAI.  Too much glowing.  The white glowing on every characters is just terrible and hard to see at the same time and a bit too cartoony for my taste.  Does every character have to glow like a neon light every time they get hit by some sort of spells?


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#22
thevaleyard

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I don't mind flashy but DAI is way over the top. Glad I'll be using tactical cam most of the time otherwise it would be too chaotic for me to follow properly.


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#23
Gtdef

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The only concern is that the effects will make it hard for people to see what is happening in the game. I personally don't think it will affect me at all.



#24
Vilegrim

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way, way to flashy, can hardly tell what is going on.


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#25
c00lgy24

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Once I get used to it I won't pay it much mind . I actually think it fits quite nicely into the new art style and environment that we have seen 


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