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videoboy.4162

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Posts posted by videoboy.4162

  1. > @"Pirindolo.9427" said:

    > BOOTS THAT LOOK LIKE REAL BOOTS, and that fit tight to the model of your toon. All the boots I try on my human female character make her look like a mini, geared with the footwear of a giant., ugly and coarse.

    >

    > And following the same suggestion, have a look at Nier Automata's boots. I would pay thousands of gems for a pair of those.

     

    I need to see a pic of said boots, because I think they're the ones I want too.

  2. I wouldn't be surprised if Caithe is either on her way to Elona or already there and gathering intelligence for us. I doubt she just sat in the Chamber after Aurene took off. I'm not sure how much time has passed since Aurene arrived, to really guess where I'd think Caithe was.

  3. > @"Cameron Rich.3905" said:

    > This is an ongoing discussion within the team - as the core of the problem may not actually exist where many would point towards (the boss' effects).

    >

    > The issue, as I see it, is the amount of effects created by players themselves, and the length at which they persist. In many other games, player skills that are flashy last for a short period of time, (or in some cases, such as a super attack, take up the entire screen, but can only be launched once or twice per encounter). In our game, players have access to many abilities whose effects last for many seconds at a time, and those effects are *noisy*.

    >

    > On their own, these effects don't look to take up that much visual real estate. However, once you have 50+ players all firing their abilities at once, it quickly compounds into a blur of camera shake, motion blur, and artistic flavor that overwhelms the individual player's line of sight. This is called "Overdraw".

    >

    > While creating encounters that split players into lanes, or force seperate groups to complete objectives in differing map spaces, etc, can alleviate this issue, it doesn't solve it. At some point, there is a cap on the amount of "Overdraw" that occurs in the game, and this can usually be reached with 20-25 players standing and attacking in a single spot. At that point, it's difficult to tell the difference between 20 players, and 100 players using abilities (other than that the Overdraw takes up more screenspace overall.), the saturation level has already reached it's peak.

    >

    > How do we fix this?

    >

    > That's a tough question to answer. We're constantly trying to think of clever solutions to this problem. Splitting player groups, creating spaced out objectives, designing encounters with less visual noise all move towards solving this problem. However, it's multi-faceted nature means there will always be some issues that can't be ironed out without a drastic overhaul of how our game draws player effects, or how the effects themselves are visually and mechanically designed.

     

    Is it possible to allow a player to either reduce or completely hide the effects generated by other players? (especially in Raids) I know that being able to do so would really increase the enjoyment for myself and my Raid group.

  4. > @"Strages.2950" said:

    > > @"videoboy.4162" said:

    > > The Desert Borderland was supposed to be an attempt to lessen zerging, but everyone seems to hate it because the zerg can't move across it fast enough.

    >

    > I love the desert BL. Best map for roaming.

     

    I actually like it too, but I hear a lot of complaints about it in chat when I play. I'm eager to see what third BL would look like.

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