Auras art is TOO BIG.
I also concur with most people here. Auras from its current state are too eye-soring/tiring visuals, too shiny, and too colourful more than needed. They should be desaturated heavily, they just do not fit with the grittier atmosphere of Wraeclast i'd say !
"This is too good for you, very powerful ! You want - You take"
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tad bit annoying to have to reenable auras every new zone
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" Cant do it on weapons as their may be enchant spells in future. Thats also where micro transactions come in. You know we cant leave footprints at the moment. to Yoshirouu Yes , yes it is. Sorry im not desaturating effects. Photoshop an image and see what that looks like for yourself lol. Ill look into this more later however for now they are acceptable. Maby not to the people stacking 3 auras and using minions but I cant do much about that. OK RIGHT! For futures I plan to update increased accuracy , energy sheild and maby elemental damages However I need designs. Its all good to say "they need to be better and more detailed!" but really I need examples. So get drawing or referencing if you want them different :P I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept? |
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i remember the first time i saw talrashas set, i was really wow'd at how cool it looked in this gritty dark atmospherea surrounding this glowing/ holographic Aura? enchantment? who knows what it is i must have it! :D
![]() on the note of basic auras i always liked conviction ![]() holy freeze ![]() last but not least fantaticism ![]() If you can capture that, WoW that's Cool looking effect you will be on the money :D Phase 1: Make D3 Phase 2: ? Phase 3: Profit Last edited by TheFalls212#5812 on Mar 26, 2012, 12:36:24 AM
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I'll just chime in with the general trend and
say I agree. Do NOT OVERDO AURAS. If there is one thing that ruins many a game IMO it is the over doing the graphical BS on the screen. Do NOT overload the player with too much nonsense. YEs, we all like pretty colors and interesting visuals. We dont need our senses assaulted in a nonstop insane rampage riot of colors and splashes. If there is some war in the Developer conference, arrive at a compromise and allow us to toggle various effects on and off via graphical options. Keep auras and spell effects within reason. One example of a mistake I an cite in another game. Blizzards WoW. They had wonderfully detailed weaponry in that game with very well done steel blades mimicked. You could tell the great care and attention the art dept had gone thru to create the effects of a quality appearing weapon. Then some group of asshats in the 'aura' and goofy dept came up with the idea of enchantments have to have crazy ass auras. Now that wonderful blade was covered up by some idiotic rainbow aura. Why bother going to the trouble to do all that prior artwork when they did that ? I'll never know. I just know I hated over the top aura effects./ Did I make myself clear? Ps. I'm a grumpy 50 plus year old gamer. | |
maybe making them little smaller is better cause the game is darked themed and inside those dungeons all i see is hatreds 3 turning burning blue ballz.zooming out would be so great also :) so zoom out and make it smaller
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PoE's effects look great but tend to be a bit too much when a lot is going on. I realise there were complaints about them being too subtle in the past and wish I'd been around to counter those complaints.
Anyway my major issues are with Anger, Hatred, Wrath and Determination (don't worry, I'm talking about the game). The orbital space stations they impart on affected entities really overwhelm the scene and detract from its overall appearance when groups are involved. Please could these auras be tuned so that affected entities not actually running the aura do not show these orbital effects? Even a very subtle and indistinct ground effect on an affected entity would be adequate to tell what is going on when the entity maintaining the aura is in view. PS: Vitality and Clarity look particularly awesome and are not at all overpowering. I love running Vitality with my summoner just to make the horde look cool. Last edited by BlastMonkey#5208 on Dec 20, 2012, 9:59:30 PM
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I would actually like to have an option to turn the aura visual effects completely off, at leas on players.
For me, they spoil the ambient atmosphere. And I still could see what aura I have on, in the right top corner of the screen. On the mobs... well, that could be tricky, but I think I would still turn them off if I could |
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I also am in the camp that this game looks beautiful, and that the aura effects look great - but in practice they do get in the way somewhat.
While you are correct that D2 had similar large auras, they (generally) did not extend above the waist of the characters using them. In most cases auras were flat upon the ground, and did not involve extra particles, orbs, strings and so on rotating around the character's body. In exceptions like bone armor, you werent about to have 5 bone-armor style spells all obscuring the model's legs, you had your 1 class thing, and maybe an aura flat on the ground. You also did not have bone armor on 20 minions. There is an element of confusion that goes on with all effects (not just auras) that completely blot out everything underneath them. D2 felt a bit more like monsters were poking out of the aoe/aura spam, making it a little bit easier to recognise targets. The problem with shaving all effects off at waist height is you would lose a lot of the cinematic nature of the game, but i think some care has to be taken when you have 9 lightning bolts flying from the ceiling, huge poison clouds obscuring players and targets, near-mandatory lootname toggle (due to the current loot system), and a summoner with a bunch of zombies each with 4 auras on them. It can get a bit over the top. As a melee character, who often will rely on having a target locked and in range 90% of the time in order to leech effectively, and thus not die - this can be a real problem. As i said - I personally think that the aura art and spell art in general is top notch: but something needs to be done to not make it drown out the visual representation of character vs target. If a monster is completely obscured, there is a problem - if the only way you can find a target is by spamming curses and targeting the little icon floating through the graphical cloud of zaps and explosions, that needs addressing. Maybe its just a head above the cloud, maybe its head+shoulders, or waist or whatever - but right now even the lowliest fireball - if used with some of the LMP/GMP/chain gems can become a real visual presence. Care needs to be taken that this doesnt make the game less fun to play, if only by the virtue that it becomes frustrating. Other potentially useful ideas would be a highlight-hostiles toggle, or adjusting transparency/scale of auras on minions so that they were less obvious than those on players. With all that said: ARPGs have always been about flashy effects - they need to be in there, they just need to be used in such a way that they leave the basic gameplay structure intact: ie. unless you want to start creating 'obscuring fog' type spells, they should not provide full obscurement. Diablo 3 larder boss is a good example: it works because its a fight about a smelly foul demon that emits a noxious thick gas. Obscurement works great there to give you a sense of claustrophobia 'im stuck in the fog with the big munchy demon'. | |
Russell last pic ex from your first post is not D2 anymore as you are aware also, but Median !
Auras really looks bad to the eye, they need to be A LOT MORE subtle looking, they just don't fit with the nature of PoE just like gem visuals being not either. "This is too good for you, very powerful ! You want - You take"
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