Why Art Updates Don't Matter (to me)


Amy_Amp

 

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If I'm on a big team (as depicted here) I generally can't see anything once the fighting starts anyway.



Whee.



Is it out of the park? What park? Where's the park? Where the heck DID we park? Marco? MARCO!!!


 

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Well, I'm not much into the ERP thing, so...




 

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Quote:
Originally Posted by Flarstux View Post
Well, I'm not much into the ERP thing, so...
Amazingly, there are ways of interacting with the game that don't invovle fighting or ERP


@Golden Girl

City of Heroes comics and artwork

 

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I agree that the graphics of powers tend to cover damn near everything, making it impossible to see the area around where your attacking at times. Doesn't mean art updates are unnecessary, though.


 

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Like a nice peaceful scenic night flight over the city...



...on a UFO.


 

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That's an... interestingly positioned little window of clarity in your first screenshot, there. I'm just sayin'.


 

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Originally Posted by flarstux View Post
marco!!!
polo!!!


 

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Yeah, art updates are unneccessary when the camera is positioned so close to the action.


@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450

 

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Quote:
Originally Posted by Golden Girl View Post
Amazingly, there are ways of interacting with the game that don't invovle fighting or ERP
This is true! However, the OP may not be playing the game to RP in general either.


BrandX Future Staff Fighter
The BrandX Collection

 

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Quote:
Originally Posted by Eva Destruction View Post
Why yes, the gfx in this game are excessive.
No, they really aren't. Distinctive GFX is A and O. There are some that could be toned down, sure, and the entire power-customization thing (nice as it is for customizability) kind of removes an entire area of distinctiveness, but having clear, distinct power effects is a huge boon.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

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Quote:
Originally Posted by Arilou View Post
No, they really aren't. Distinctive GFX is A and O. There are some that could be toned down, sure, and the entire power-customization thing (nice as it is for customizability) kind of removes an entire area of distinctiveness, but having clear, distinct power effects is a huge boon.
I agree. That's why I hate the muddy white GFX soup you get when you have more than maybe four high level characters in the same place at the same time.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

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Quote:
Originally Posted by Nalrok_AthZim View Post
Zoom out a little, bud.






 

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Actually, there is a problem with all the pics you posted. But the problem lies not with the game nor the art but your video card. Unfortunately, for whatever reason, your video card does not work well with the game in certain instances, like multiple, flashy, mass AOE powers and some maps accerberate the problem. I had the same issue, no matter what drivers or settings I tried, my video card just 'wigged out' at times. The biggest culprit being Electric Control. I thought my Nvidia card with 2 gigs of RAM could just slug thru with all the new shinies, but, alas, not to be. So I broke down and got a new video card with my income tax refund.

Sorry you have had same issue as me, best wishes for you to get it fixed without buying a new video card, but I think you don't have much of a chance.


 

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One of the major reasons that I love this game is the way every big fight turns into a senseless scene of particle effects carnage.


 

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Quote:
Originally Posted by Flarstux View Post
Like a nice peaceful scenic night flight over the city...

...on a UFO.
Go fly through Dark Astoria with an Ice/* Tanker with all the toggles running; it's like Snowblind City.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

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Quote:
Originally Posted by srmalloy View Post
Go fly through Dark Astoria with an Ice/* Tanker with all the toggles running; it's like Snowblind City.
Heh. That's my Widow in that screenie, whose presence is, ahem, masked.


 

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See, this is kind of why I don't like large teams unless they're made entirely of Scrappers, and even then not always. Large-scale lingering buffs and debuffs have the tendency to produce what I like to describe as "an effects soup." Get enough people together, like in a Rikti invasion, and your fight turns into one giant white glow where you're attacking targeting reticles with power icons and staring at your combat screen.

I really don't want to tone down the game's effects indiscriminitely, as most powers work very well with a single player as I usually play. But I still want an option to reduce effects on a team, either via particle counts, "Suppress Player Effects" if that ever worked or some way to prioritise my own powers over those of other people.

Lastly, this is why I hate using the Support sets on most of my Masterminds. I've developed an extreme dislike for AoE stealth because of model transparency issues, and a lot of them seem all too focused on using large, dense, continuous effects. And I like dense effects, don't get me wrong. Nothing worse than making Energy Blast pure blue and realising it looks it's made of tinted acrylic. But having the effects linger too long and stack with each other is... Ugh! And, yes, I'm looking at you, Steamy Mist and family.

Really, though, this only gets bad on a large team.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.