SakuraJD.4720 Posted September 18, 2018 Share Posted September 18, 2018 "In order to reduce visual noise, many effects displayed when players hit will no longer scale up on large targets."I really REALLY desperately hope you change this back to the old way, or make it an option in graphics. because I for one LOVED seeing the skills scale up to the size of my enemy. and not even just my skills, other's too. those giant owls from Ranger Warhorn? the giant Skeleton Hands when using Necro Scepter? the Shark Bite when using the Legendary Spear? I adored that. It made sense that the skill would scale to the enemy, otherwise youre hitting the enemy with a tiny attack... thats like shooting tank with a slingshot.Or am I mistaken in this interpretation? Link to comment Share on other sites More sharing options...
Kal Spiro.9745 Posted September 18, 2018 Share Posted September 18, 2018 I'm a fan of this decision. It always seems dumb to hit huge things with these massive attacks that didn't do any more damage than usual. Link to comment Share on other sites More sharing options...
Blocki.4931 Posted September 18, 2018 Share Posted September 18, 2018 Taking part in one Specimen Chamber meta event on Sandswept Isles will tell you exactly why they did this and it should have been done ages ago Link to comment Share on other sites More sharing options...
reddie.5861 Posted September 18, 2018 Share Posted September 18, 2018 @Blocki.4931 said:Taking part in one Specimen Chamber meta event on Sandswept Isles will tell you exactly why they did this and it should have been done ages agobut we dont care we play wvw. Link to comment Share on other sites More sharing options...
SakuraJD.4720 Posted September 18, 2018 Author Share Posted September 18, 2018 @Blocki.4931 said:Taking part in one Specimen Chamber meta event on Sandswept Isles will tell you exactly why they did this and it should have been done ages agoi know WHY, im just.. one of the only PvE players who enjoyed it i guess. Link to comment Share on other sites More sharing options...
Funky.4861 Posted September 18, 2018 Share Posted September 18, 2018 Has it hit the nevermore ravens too? They were pretty cool on large targets. Link to comment Share on other sites More sharing options...
Thelgar.7214 Posted September 18, 2018 Share Posted September 18, 2018 Seriously... Nerfing the sharks on the legendary spear? That was its best feature. Either reverse or give us a replacement that is equally cool please. Link to comment Share on other sites More sharing options...
Tiny Doom.4380 Posted September 18, 2018 Share Posted September 18, 2018 Personally, I want more visual noise, not less. This should be an option. Link to comment Share on other sites More sharing options...
Einlanzer.1627 Posted September 18, 2018 Share Posted September 18, 2018 I haven't actually seen it in action yet, but, conceptually, I think it's a good change. Link to comment Share on other sites More sharing options...
Rhyse.8179 Posted September 18, 2018 Share Posted September 18, 2018 @"SakuraJD.4720" said:"In order to reduce visual noise, many effects displayed when players hit will no longer scale up on large targets."I really REALLY desperately hope you change this back to the old way, or make it an option in graphics. because I for one LOVED seeing the skills scale up to the size of my enemy. and not even just my skills, other's too. those giant owls from Ranger Warhorn? the giant Skeleton Hands when using Necro Scepter? the Shark Bite when using the Legendary Spear? I adored that. It made sense that the skill would scale to the enemy, otherwise youre hitting the enemy with a tiny attack... thats like shooting tank with a slingshot.Or am I mistaken in this interpretation?You are mistaken. Visual noise is the #1 greatest issue in all of GW2. It makes all aspects of gameplay harder - or sometimes impossible. This change has been asked for since Day 1 - I was there asking for it. I hope they can get around to implementing the rest of the industry-standard clutter reduction features (like cutomizable text and priority-based culling) that they have been ignoring for half a decade. This is a great and long needed change, and I hope it's not the last.When to dodge? Who knows! Can't see.When to interrupt? Who knows! Can't see.Don't stand in the fire? What Fire! Can't see.Do stand in the water field? What water field! Can't see. Link to comment Share on other sites More sharing options...
Scud.5067 Posted September 18, 2018 Share Posted September 18, 2018 @Rhyse.8179 said:@"SakuraJD.4720" said:"In order to reduce visual noise, many effects displayed when players hit will no longer scale up on large targets."I really REALLY desperately hope you change this back to the old way, or make it an option in graphics. because I for one LOVED seeing the skills scale up to the size of my enemy. and not even just my skills, other's too. those giant owls from Ranger Warhorn? the giant Skeleton Hands when using Necro Scepter? the Shark Bite when using the Legendary Spear? I adored that. It made sense that the skill would scale to the enemy, otherwise youre hitting the enemy with a tiny attack... thats like shooting tank with a slingshot.Or am I mistaken in this interpretation?You are mistaken. Visual noise is the #1 greatest issue in all of GW2. It makes all aspects of gameplay harder - or sometimes impossible. This change has been asked for since Day 1 - I was there asking for it. I hope they can get around to implementing the rest of the industry-standard clutter reduction features (like cutomizable text and priority-based culling) that they have been ignoring for half a decade. This is a great and long needed change, and I hope it's not the last.When to dodge? Who knows! Can't see.When to interrupt? Who knows! Can't see.Don't stand in the fire? What Fire! Can't see.Do stand in the water field? What water field! Can't see.It's like in the beginning, one dev read up on and went for elegant, clear design, both mechanically and aesthetically and understood the importance of clear signalling in game design. Then the rest of the devs decided what the game really needed was SHINY BRIGHT THINGS YEAH!. They obviously missed the lecture. Too busy binging on Mario Kart and the devil's lettuce.:s Still, thank you that one dev. You tried. Link to comment Share on other sites More sharing options...
Benjamin Arnold.3457 Posted September 18, 2018 Share Posted September 18, 2018 I knew this was going to be a controversial change, since it is global with no option to disable it. I do believe it is good for the health of the game, as fun as gigantic ravens was. I will continue to monitor feedback- it is absolutely possible to change scaling rules on a per-effect basis. So, for example, instead of disabling scaling for an effect, we could elect to give it a range of scaling, say between 1 and 1.5x. Link to comment Share on other sites More sharing options...
Dante.1763 Posted September 18, 2018 Share Posted September 18, 2018 @Benjamin Arnold.3457 said:I knew this was going to be a controversial change, since it is global with no option to disable it. I do believe it is good for the health of the game, as fun as gigantic ravens was. I will continue to monitor feedback- it is absolutely possible to change scaling rules on a per-effect basis. So, for example, instead of disabling scaling for an effect, we could elect to give it a range of scaling, say between 1 and 1.5x.It is for the health of the game and i at least personally appreciate it, the visuals of this game are great, but when they are so strong that they block out the red aoe circles or other skill cues theres problems, and personally at least believe more should be done, but thank you for this. :Dnow if we could just get an option to turn off or tune down other graphical things(auras and such) it would be alot more helpful. Link to comment Share on other sites More sharing options...
Benjamin Arnold.3457 Posted September 18, 2018 Share Posted September 18, 2018 I am acutely aware of the Aura problem, it is definitely on the list of long things to investigate solutions to. Link to comment Share on other sites More sharing options...
Rhyse.8179 Posted September 18, 2018 Share Posted September 18, 2018 @Scud.5067 said:It's like in the beginning, one dev read up on and went for elegant, clear design, both mechanically and aesthetically and understood the importance of clear signalling in game design. Then the rest of the devs decided what the game really needed was SHINY BRIGHT THINGS YEAH!. They obviously missed the lecture. Too busy binging on Mario Kart and the devil's lettuce.:s Still, thank you that one dev. You tried.To me it reads like they let the artists be in charge of the game's design. Sadly, that is NEVER the way to make a game. Visuals and gameplay are intertwined, and need to be considered as such. Currently, I run on the absolute minimum graphics settings because it increases the contrast between textures and effects so I can see what I'm doing better. It would be nice to have real customization options so I didn't have to use that brute force method. I really wish I could play the game and admire the art at the same time, but as long as they are in conflict, it's the art that's gotta go. Link to comment Share on other sites More sharing options...
DaFishBob.6518 Posted September 18, 2018 Share Posted September 18, 2018 If we're talking about visuals, I'd really really love an option to disable minis from my screen, so I don't witness a sudden rubber banding of FPS when they all get culled. Link to comment Share on other sites More sharing options...
Dante.1763 Posted September 18, 2018 Share Posted September 18, 2018 @Benjamin Arnold.3457 said:I am acutely aware of the Aura problem, it is definitely on the list of long things to investigate solutions to.Wow, i didnt actually expect to get a response on that! Glad its gonna be looked into! :D Link to comment Share on other sites More sharing options...
Jungle Quack.1368 Posted September 18, 2018 Share Posted September 18, 2018 I am a huge fan of this change. I would honestly like not being able to see most if not all of the skill usage in PvE by people who aren't me. I HATE it when bosses and big baddies are basically white frame stealing blobs and I cant see any of the cool animations they have.Did I say hate? I meant Loathe. Link to comment Share on other sites More sharing options...
joneirikb.7506 Posted September 19, 2018 Share Posted September 19, 2018 I am for every single change that reduces visual clutter.Personally would love an option to flat out disable all other player animations unless they're me or in my party. Or against me in wvw/pvp. Link to comment Share on other sites More sharing options...
Fipmip.7219 Posted September 19, 2018 Share Posted September 19, 2018 I'll buy a legendary with gems converted to gold the day the photon soup problem ever gets truly fixed. I honestly believe it's too far gone to make large fights ever readable. Link to comment Share on other sites More sharing options...
Randulf.7614 Posted September 19, 2018 Share Posted September 19, 2018 This was a decent step in the right direction. It should never have got to this stage, but it's a good start at retro-active clean up Link to comment Share on other sites More sharing options...
Swagger.1459 Posted September 19, 2018 Share Posted September 19, 2018 @"Benjamin Arnold.3457" said:I knew this was going to be a controversial change, since it is global with no option to disable it. I do believe it is good for the health of the game, as fun as gigantic ravens was. I will continue to monitor feedback- it is absolutely possible to change scaling rules on a per-effect basis. So, for example, instead of disabling scaling for an effect, we could elect to give it a range of scaling, say between 1 and 1.5x.Please strongly consider providing the players an option to greatly increase the draw/zoom-out distance of the camera... There are way too many effects and things going on during combat that it becomes way too taxing on the eyes... There are also issues with motion sickness from mounts, and a greater camera distance would help to alleviate some of this issue... https://en-forum.guildwars2.com/discussion/7195/mounts-and-motion-sicknessI’m not trying to be rude or directing anything at you, so please don’t take this negatively, but I feel it’s important for the team to be more mindful of the visual and physical health of players. Sometimes game sessions in GW2 turn into headache inducing and nauseating experiences, and I feel much of that can be prevented by tackling some reoccurring concerns that players have voiced. Thanks! Link to comment Share on other sites More sharing options...
Edelweiss.4261 Posted September 19, 2018 Share Posted September 19, 2018 I think this change was probably for the best, but I will definitely miss some of the effects. Link to comment Share on other sites More sharing options...
Absconditus.6804 Posted September 19, 2018 Share Posted September 19, 2018 Is it not possible to have an option for this to either render as it used to be or using the new way if you tick a "Reduce visual effects size" box? Both sides of the pond should be happy with an option they can toggle, right? Link to comment Share on other sites More sharing options...
SoftFootpaws.9134 Posted September 19, 2018 Share Posted September 19, 2018 Good: That you are finally doing this.Bad: There's not nearly enough of it, but its just a start so that is okay.Worse: Its not an option... why is it so hard to tie to existing graphical settings like "Effect LoD" ?Please don't hardcode things because it forces everyone to agree, and everyone does not agree..on anything ! Link to comment Share on other sites More sharing options...
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