Art, Areas, and Effects Feedback Forum

Me and my friend noticed that the forest area immediately encountered when first entering Act 2 after completing Act 1 now has some over bright effect to create a greater disparity between shady areas and non-shady areas (I suppose?). This change makes the area painful to play through as the brightness just makes your eyes water, especially when it's contrasted against dramatically darker colours (Shady areas).

Me and my friend with completely different displays both dislike the change.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
Let make 3D art for Alpha's Howl Thicket Hood and Starkonja Huntress Cap. It will very beauty . Look like the nordic warrior :D
IGN: ArsenalMagus/Captain_VN
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Jaknet wrote:
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Raycheetah wrote:
Nice job on the "incremental" art effects. Loving the way Pools and Streams is looking, these days. Too bad most folks won't go back after the light is restored, because it's really now one'a the prettiest areas in the game... In the daylight. =^[.]^=


That's very true, finally remembered to go an have a look today. Shame it doesn't get seen more in anything other than darkness.


Regarding pools and streams and its location (I'm sure this must have been asked before, but I had no joy with the search) and this has bugged me for a while.

I can never work out how its location in the world fits with the "3 groups of bandits raiding the settlement and forest etc" when the only way there is via the unopened overgrown ruins and then break the seal. So how did Oak get there in the first place, and how does he raid anyone from there. Even with thee waypoint Oak would have had to get there somehow in the first place to find the waypoint, no black sky, so he didn't break the seal.

It's just the one part/area in the game storyline that seems out of place to me. I wonder why pools and streams is not linked to one of the other forest areas and either have the ruins lead straight into waterfall cave, or into pools and streams as it does now, but the entrance to waterfall cave opens only when the seal in the ruins is broken, or just have Oak somewhere else that can be got to before breaking the seal etc.

Maybe I'm just thinking about it too much... who knows ;-)


+1 having him there feels off to say the least. maybe swap places with fellshrine ruins tileset? or have the old church there?
Depression is merely anger without enthusiasm

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Nicholas_Steel wrote:
Me and my friend noticed that the forest area immediately encountered when first entering Act 2 after completing Act 1 now has some over bright effect to create a greater disparity between shady areas and non-shady areas (I suppose?). This change makes the area painful to play through as the brightness just makes your eyes water, especially when it's contrasted against dramatically darker colours (Shady areas).

Me and my friend with completely different displays both dislike the change.

So any chance the brightness disparity between shaded and unshaded portions of the areas getting reduced slightly?
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
I hope i got into right section :D
One of my friend, huge your fan, suggest that it would be good if in-game characters models will get a shorter legs, wich mean shorter than it supposed to be i real life. Why? Cause he used to this in all other isometric games, and here its looks odd for him.
I think it will be better to overall look if characters in-game will have shorter legs, than in character selection section, cause of proportions. Dunno, if it possible but still, why not? :D
Lower parts of armor.... There are are few armors that give the lower part of armor, but most of them don't. This is somewhat mitigated on shadow, ranger and duelist since they have pants, but most armours on templar for example, look totaly retarded because of this. It looks like the character stole some parts of armour and forgot other parts... You might introduce new part of armor(legs) or make chest a full set of both legs and chest. I hope that wouldn't be a too complicated job, but I know it would make the game look much better and much less embarrassing for templar characters.

hi there,

The 2D art for the unique axe "Blood Reaper Headman Axe" looks great, but not so for the 3D ingame model.
Any chances to re-design this unique=> instead of the generic one?




Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
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MocThonThacTai wrote:
Let make 3D art for Alpha's Howl Thicket Hood and Starkonja Huntress Cap. It will very beauty . Look like the nordic warrior :D

+1! :D
Last edited by Feather#7503 on May 17, 2013, 1:19:42 PM
I'm sure this has been mentioned, but the characters themselves are about as far from glamorous or sexy as is possible to be.

I don't think the flavor of the game lends itself to something absurd like the Sacred treatment, but people want to feel like they LOOK badass and powerful when they level up. Also I'd prefer my female toons to be recognizable as female from a distance and not look like men (I've nicknamed my ranger Farmer Brown because all the best equipment makes her look like an extra from Napolean Dynamite).

I absolutely love the game- you guys have taken the right pages out of games like D3, Torchlight, and even LoL, and you've created a masterpiece; but I've seen level 60+ characters who still look like they're wearing rags.

Not good. I hope you'll consider at least a nomimal appearance upgrade across the board.

Last edited by Blades0ng#2279 on May 30, 2013, 9:22:16 PM

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