Showing Posts For Dirigible Tomato.7628:
I like it.
Am I weird?
Yes. Yes you are.
I don’t know why some people seem to be afraid of improving an interface but this game has one that’s only functional on a basic level and seems to prioritize style over anything else. It really needs an overhaul. Not just for looks, but for clarity and information.
-Add visible health numbers, or percentages. That weird painterly bar fade does not tell us anything except a vague amount.
-Add options for in-world health bars. Options for health bars on group allies, health bars on all allies, health bars on all enemies, that sort of thing. Copy from Blizzard if you have to, they have simple options for these things. Also, remove health bars IMMEDIATELY when an enemy dies instead of it fading out, and make them bigger. Good design is made up of a lot of little qualities.
-Buffs are weird. You have to hover over them to see a proper duration. Combo effects are barely explained at all. The icons are tiny.
-Remove (or add an option for) the fade in/fade out of windows, like the inventory.
-Interface scale slider.
Also, why does esc cancel running? Why does it cancel running instead of closing a window or deselecting a target? All those should take priority when esc is pressed. Small, but silly.
It’s a singleplayer story mission. Why are there veterans with a billion health? Why is the open world full of mobs with three times as much health as they need to have? They don’t even have phases. I’m literally throwing and dodging the same attacks for the entire duration of these over-long fights. There’s a difference between challenge and tedium, you know.
Like, I don’t want to instakill everything, but I don’t want to have to whittle down an enemy for five minutes. That’s just bad design.
It’s a challenge to fight tricky mobs with attacks you have to counter and avoid. It’s not a challenge to fight some random grunts for ages because they have so much kitten health. It’s not a challenge to spam at a humanoid for half an hour and not even come close to dying.
One thing you might try is adjusting your audio levels to get the balance that you personally enjoy. I keep my music at around 40-50%, dialog volume at 85% (so player shouts are still able to be heard but are less obnoxious when in a big zerg), and everything else at 100%. When I have my subwoofer hooked up, even at minimum bass levels the weapon effect sounds can almost become too loud and dominate the audio landscape… in these cases I usually drop effects to ~85% too.
My sounds are fine, thanks. I’m hearing the same ones you are. Nothing on my end will make them sound any better.
Revenant is a good example of weak sound effects, especially mace.
That horrible high pitched tinnitus-spawning squeaking noise whenever you have the alacrity buff on you seriously needs to go. It isn’t necessary, it only makes the profession physically painful to play.
Whoever thought of putting this sound effect in the game needs to sit down and listen to it at full volume for a whole day.
If I hit something with my weapon it feels like I’m waving it at enemies and they’re taking damage. It doesn’t feel impactful, they’re very weak, ill-fitting sound effects. Sound design is half of what makes gameplay enjoyable and satisfying, and they’re all pretty bad in this game. There’s no impact, there’s no feedback. If I hit something with a mace, it should not make a dull muffled thump that can barely be heard.
It could be improved a lot.
It’s killer. I don’t know how anyone could consciously make the decision to include a sound effect like this.
Every time you have the alacrity effect on you, it makes a high pitched noise. Who on earth thought this would be a good idea? It’s extremely annoying and you have to mute all sound effects just to disable it.
It is physically painful to hear.