Effects Feedback Thread (Spells ,Waterfalls ,Falling leaves ect.)

yeah, something like that would look really cool. And I figured as much about the colour scheme. :L

EDIT: Maybe not so much of an arc on the beam-thing, because then it might look too much like a rainbow. Maybe something quick and snakelike?

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dashgalaxy86 wrote:
This may sounds stupid, but in the "more gore" mod that can be bought from the cash shop in the future, would it be possible to add blood spattering on the screen a bit when critical hits occur? I say this because currently crits are the most bloody part of the game, and it'd be cool if that continued with the more gore mod, and I think this would be a cool, if maybe gimmicky, way to do it.


I like this idea. It could be expanded to other screen effects, like the edges of the screen being frosty when frozen and other status effects
Last edited by Killas900#0672 on Jul 8, 2012, 6:34:22 AM
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Russell wrote:
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Matt1128Y wrote:
I didn't know whether or not to post in this thread or in the Double Strike thread located in the Skill Feedback subforum...

Regardless, I think the trail on the melee weapons for Double Strike needs to be tweaked a little. My first impression of Double Strike was that I liked the trail, but that the trail made my weapon look shorter than it is. It does this because the trail is near the middle of the weapon instead of being at the tip. I think if you moved the trail to the tip, then this skill would look really awesome. I'd create a new character and specialize in two-handed swords just for it!

I also noticed that different weapons have broader or narrower trails. Intentional or not, I thought it was stange that a Battered Foil (one-handed sword) produced a broader trail than an Exile Maul (two-handed maul).

And for what it's worth, I noticed something weird about the trails Double Strike left behind just from the videos I saw for Path of Exile, before I got into the beta.


Thats because that effect is currently made without trails and instead is done hackely as a animated mesh. Again this is a trails thing :P when we get trails ill make it leave trails from the tip of the weapon. Currently with the effect I have to separately animate it... for 6 classes... with 8+ animations each. Then I have to try warp that mesh to fit the weapon which explains why its fatter on some and thinner on others. Also characters are all different sizes so some do small and some do large swings. Again stretching this one mesh into 20+ different shapes : P.


Wow that is some tedious work. I got a few quibbles which can wait till the new tech gets here but I figured it would be worth pointing out maybe glean some info based on how its going to look in the future.

I actually like the effects on Double strike (didn't really bother me that the effect slash was lower than the weapon head) for that reason I think frenzy can use some similar flare effect on there too but nothing as flashy. This can once again be solved, as you mentioned, with the trails being put in.

Can't wait for bloom to be added into the game. I like the world dark events but the darkness elements can use a little more pulpy gloomy factor to it. I also keep hearing in unrelated forums regarding a day and night cycle... is this true? (it would be cool but it won't be something missed if not implemented imo).

As for the lighting and cold color variance, I think one of the attacks can just be pure white in effect. You can either make lighting into bright white with slight bright blue tones around the edges and make cold have a slightly more bright bluish taint in the center and the edges are bordered with dark blue.

Any plans on adding slight tinges and hues to specific elemental based armors and weapons and top quality wares? I figure at least the legendary items should sport some particle effects. Maybe add slight bright hue to armor + 20 quality (which I beleive is the max upgrade you can apply).

I agree about the fire effects needing a little more work. There are instances where the effect looks awesome (like ground slam with cracked earth and small flames jutting out). But I agree the burning effect feels like a crude overlay.

Can't wait for the material detection for more physics based particle effects. I was also wondering when the tech arrives will you be adding some more physics based touches to environments? Walls crumbling, wood beams and barrels crackling into splinters etc. The falling rock effect while fighting the Vaal Oversoul was quite nice.

Any chance of adding ambiance occlusion? The internal areas of dungeons and dark prisons look pretty good but the outside areas make the bmp mapping feel a tad flat (forest area before the encampment, the kings road etc). Occlusion will help grounds and elevated area's have that nice pop out feel instead of feeling semi flat. In anycase both the internal level and external areas will benefit from having slightly more shaded uneven look.

Thats it for now... sorry for the long read.




"How would you like it if I snuck into your country and did this job over there... and not cash in any of your friggin checks?!! You WONT!! Because you will be right here!!" - Master Shake.
Russel I wonder when you guys are going to implement trails, bloomy particles and material detection. When are they planned to be added into the game? Close to release, open beta or do you expect it to be once the game is already released perhaps the following months afterwards? Just wondering about an estimated time.
Last edited by neroscapegod#7009 on Aug 17, 2012, 12:05:19 PM
Love the FX for the most part, keep up the good work.

Got one problem though. Act 2 at the female bandit (akira? asira?) The FX on her little cauldron are causing massive FPS drops. I'm running steady 63 fps everywhere else in the game (3rd gen I5 processor 3.1ghz, geforce 550, 16 gigs of ram) Even after killing that bandit woman and all her minions, just walking over close enough for cauldron to show up on screen causes instant FPS hit.
nice :D
i love POE
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thanoz wrote:
Love the FX for the most part, keep up the good work.

Got one problem though. Act 2 at the female bandit (akira? asira?) The FX on her little cauldron are causing massive FPS drops. I'm running steady 63 fps everywhere else in the game (3rd gen I5 processor 3.1ghz, geforce 550, 16 gigs of ram) Even after killing that bandit woman and all her minions, just walking over close enough for cauldron to show up on screen causes instant FPS hit.



Hmm I just checked it and there's nothing laggy going on in the FX end. I have got a good pc though so its hard to say if it is laggy or not but I don't see anything wrong with it. Theres no mass amount of particles or big see through particles to eat fill rate.

So im not sure how to help man : /
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
I had reported the Alira Firepit FPS drop before. It comes and goes through various patches, but it's almost certainly related to some dicey shadow calculations.
Some of the spells look really good. I love how fireball wreaths around my character as I cast. I use lighting arrow on my ranger to see the cool effect even though she's specced for physical damage. LOL! I saw you mentioned earlier in the thread that you might rework fireball and I really hope you keep the effect with the little dots of fire ringing my character and merging into the cast. I always play fire-hurling mage types in games and I've never seen something that pretty before. The burning effect on mobs when I ignite things looks good too.

Firestorm is not as much to my taste. The falling fireballs go so fast they turn into streaks, so I don't get a sense of a rain of fireballs. If I could make a suggestion I'd love to see how it looks with the rain falling a little slower so you can see the fireballs raining down. It also lacks ground feedback to let you know what area you're hitting and whether you need to cast a second time to hit everything. I'd like to see either a reddish ground glow under the storm, maybe even with a slight outline, or at least a lingering effect from the falling fireballs.

Thanks for your consideration.
Open beta is still BETA.
good effects
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pneuma wrote:
I had reported the Alira Firepit FPS drop before. It comes and goes through various patches, but it's almost certainly related to some dicey shadow calculations.

Confirming it, had that problem on few patches i played, running Radeon 4890 on Legacy drivers 12.6.

Steady 60 fps throughout the whole game and in only few areas i have drop to CONSTANT 30-32 fps. Alira place, i think Pools or other dark forest area also had this problem.

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