Art, Areas, and Effects Feedback Forum

When you are in dungeons and your character or a enemy is behind a wall , the enemy or your character is hard to see because the wall is in front. Maybe if you walk behind those walls, its possible to show the shapes of characters behind.
I´d like to talk about the start of the game. We all know, the first impression ist very important. I really like the way, how the character crawls out of the water. The lightning effects look great. But i think in the first scene, when you see your char for the first time, there should be more lightnings and the thunder really needs a bassbost.The thunder really should come with power. That could make this szenario really epic.
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I have a quick question...
I there a chance that fantasy female character lovers could get a sexier witch and ranger?

ranger currently looks like a guy, and witch has this hump on her back that takes all the magic from sorceress away...

With this suggestion I don't mean anime-porn-style, I just think female characters in fantasy world should look epic and sexy.

BTW if the next class is a female this suggestion applies for that one too.
My custom PoE League "The Lost Islands" -- /forum/view-thread/2296786
I would love to see winter areas (a lot snow). Your breath vaporize of the coldness, you could feel it on your chair.

Also areas should have good/bad effect to the skills.

Excample:

+ hot areas increase fire spells, like increasing burn duration
- less electric shock/splash range

+ moist areas increase electric shock and splash AoE
- less burning effect

+ winter areas increase cold damage
- less fire damage
Its possible to change the transparency of the skill Ice Nova, especially the inner part of the ring, i think is to white, ween u spam it u only see is a big white circle.

Also about the font of the item names when they drop on the floor, its possible to add a option to reduce the size, and transparency?
Last edited by paulofdias#5903 on Sep 10, 2011, 11:56:06 AM
I don't know if this was said before, but what about tree-house villages in the forest.
I am envisioning that as some kind of "random dungeon area". So you basically end up in the tree tops, and fight your way to some Boss... could be interesting...
I have a suggestion about the Zombies. IMO they all look the same in PoE. Also I have never seen a game or movie where all the zombies have both arms and legs. It would be cool if they were missing various limbs and even some zombies that are crawlers (missing the lower half of thier bodies with intestines out and dragging behind them) This shouldn't be hard to implement as you are taking away from a model intead of adding to it.
Sacred 2 by Ascaron you know? A very good developer directly outside my front door..by the way I live in Germany. Why I say very good developer? These guys do it differently. They have produced the quality scale is still in the commercial sector rpg.
This is not the only reason. They are on the community and received her wish..
such as..
You could then crafting items,nothing special.
Could all these things crafting here: ice, lava, lightning, poison..
But then came the practical..no matter what you had installed, the weapon was always the same from.The weapon did not change visually...
and here's the first thing that I miss in Path of Exile.
*The weapon can not accept the color of gems?
*or can not do any harm to the elemental weapon to visualize?
*The same goes for the character. You take the character any permanent true visual effects.(mentioned only in passing.)

Let's come specially to the ranger. The ranger and the Bow. It can be 3 or more projectiles fired. But the arrows do not fly in one direction as it would be logical. Sometimes the enemy is directly in front of my feet, and the right and left arrows fly around me to 360, but not to the enemy! pretty frustrating...I also find the airline of the projectiles boring. Is it possible that you grow to an optical drill projectiles effect? Is perhaps difficult to implement programmatically but the projectiles could be seen even better in practice. At the end, everything is always a question of practice. What one perceives what is not, how useful it is.
....PS: and here one must not forget the accuracy. if this is skillt under, because I went first to mana more skill, I meet with the bow almost nothing. And the harm has been reduced with the patch 0.9.2. once you get in the map prisoners gate is because heavier.
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paulofdias wrote:

Also about the font of the item names when they drop on the floor, its possible to add a option to reduce the size, and transparency?


I would like to second this, the transparency part anyway. I use the items always highlighted option, cause I play one handed mainly, and often times the amount of item names popping up makes it impossible to see. Would be nice if we could adjust the item name transparency.



Edit:: Could even have it set up so that when you click the items always highlighted option, it automatically lessens the item name pop ups transparency?
Dedicated CBT for PoE. (I genuinely care about the success of GGG and PoE.)
Last edited by Mashekle#3153 on Sep 17, 2011, 10:36:54 AM
Things I would LOVE to see implemented:

- Desert environments with persistent sandstorms to slightly block the players view, but only slightly and mostly just to add character to the environment.

- Desert catacombs/caves/temples that all look like they've been beaten down by decades of sand and wind
(I like desert themes)

-I like the suggestion for bio-luminescent fungus that slightly lights up areas outside of the players light range.

- Although this isn't necessarily an environmental art thing, TRAPS. Arrow traps, poison dart traps, snake traps, fire traps, monster traps, big-spikey-log traps, and/or of course, GIANT ROLLING BOULDER traps. They just add a necessary element of having to pay attention to your surroundings in(or outside of) dungeons.

-Supporting gems should add an additional graphical effect to the skills they are attached to. For example: Fireball with multiple projectiles have maybe a flaming tether between them. With faster projectiles the fireball is a brighter hue and has less smoke on its tail, but a slightly longer tail overall. With added elemental damage they have that element presence in the animation. Cleave with added cold has a swash of frost in it. With lightning, electricity, and fire a slight blaze, etc.

-Risen zombies (or the zombie model used in general) would benefit from having 2-4 different possible models that could be used for it. All of which could be made from the existing model. For example: 1 as it is currently, 1 without a left arm, 1 without a head (or maybe just a broken neck, head hanging on its side or backwards), 1 with a hole in its chest or chunk of its torso missing (this one would admittedly require some additional modeling and re-unwraping of the damaged area), and 1 that is missing legs and crawls lol (ignore that one, would require nearly an entirely new model, rig, animations and collision box). I love zombies, especially for the variety and imagination death has in constructing them.

Beautiful game so far though, keep up the good work.

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