Poe2 - Recommendations for the impact physics
My general recommendation is let's lean into it more. Here are some specifics.
Overkill hits and/or crits should produce more impact. Specifically, corpses and pieces should fly further. It still feels like the impact of big hits and big skills and spells is understated. This was understandable when game engines didn't have the dynamic physics, deformation, ragdoll, destruction features.. today we should apply all of it liberally, like tossing spices into a good dish of food, because it's super fun. And don't neglect casters, a lot of their impactful spells (like exploding fireballs) hit just as hard as a melee attack.. or harder. Also, here's the thing: If people don't prefer this aesthetic, let's give it some sliders, after all isn't it just a client-side visual aesthetic choice mostly? I assume the server does not need to track where all the pieces of the corpse went. :D An optional idea is, in addition to a certain amount of user customization over the physics, have a built-in physical impact multiplier/ratio in proportion to the level of the skill/spell, so that if nothing else the kick they produce gradually "feels" stronger as the character skills up over time. On the subject of skill and spell effects thank-you so much for giving them great Lighting, so they don't just look superimposed over the environment, they are part of the environment. There does not seem to be enough environment destructibility. But if we just apply more physical impact on things in the environment that can move and break, it won't matter much. Last edited by SooperYay#0072 on Dec 14, 2024, 8:15:11 AM Last bumped on Dec 10, 2024, 10:41:42 AM
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