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Tell me what the most excessive VFX are!

Discussion in 'General Discussion' started by BrentEllison, Oct 11, 2016.

  1. Brent Ellison BrentEllison Former Lead Game Designer

    Hi everyone. I'd like to do a pass on some of the VFX in the game to make it easier to tell what's going on in a big firefight. Please let me know what some of the biggest offenders are for you, both in terms of individual effects as well as those that frequently become a problem when a bunch of people are creating them at once. The more specific the better!

    I'll start - I think the effect when you use a Warp Crystal/Wraithcure gem is way too big and bright.

    UPDATE 1: Thanks for the many great responses! I'm going through now and addressing what I can. I've already reduced the camera shake radius on grenades and projectiles, as well as Air Slams that were ridiculously large at 18m. I've reduced the radius of vehicle explosions as well, but if the problem is that you're literally feeling them across the map then there may be another issue.
  2. When a vehicle blows on the other side of the map my screen shakes like a California earthquake. Now if I was next to it, fine. But if I'm a building or far far away from it should be really toned down.
    Verthis, Wulf, CuCulainn and 19 others like this.
  3. Make points being Captured a little more transparent.(the big glowy green orb I mean).

    Make Ork Dok Bomb particles a little more transparent and/or closer to the ground(they seem to float at head level or higher).

    Ork Cannon impact dust cloud lasts a bit too long and is quite thick.
    BERSERK-FURY, Harkus, Forj and 3 others like this.
  4. jeths jeths Ordinate

    I don't know if we can consider that a VFX, but the screenshake that follows most explosions is often huge and throw your aim off really hard. As a heavy weapon user, say i charge a shot of PC, if the screenshake occur i must hold the fire until it's ended and aim again. It is super annoying

    screenshaking should be toned down a little, and not throw your aim off as it does right now.
    LOBOTRONUS likes this.
  5. Wulfburk Wulfburk Steam Early Access

    When jump assaults and etc drop to the ground.

    For a space marine droping with a power armour instead of having a lot of dirt and etc moving you get some flashy rave party effects.

    Same with melee. Specially the quite idiotic effect you get when you do a right click attack and magically the weapon you are using gets a flash of light in it like the Emperor is looking down on it and approving.

    Honestly pretty much all the VFX are way immersive breaking. Too much flashes of light that come from nowhere, there isnt that grim dark feeling of ww1 trench warfare (just an example) where its all dirty.

    All the VFX would be perfect for a Star Wars game.

    This isnt one though.



    Id switch all of the visual effects to having a lot more dirt when its melee/involving terrain and etc so like the jump assault, and less purple... blue... pink..... etc flares.

    Also though i dont play jump assault, i absolutely hate that retarded purple line you get when they move around.... This is Warhammer 40k for the Emperors sake....

    Most of my post isnt related though to being excessive... just to being bad and immersive breaking :p
  6. The grenades screenshake is terrible.
    Flesh circle can really saturate a in-building battle.
    The red traced bullets on the RTS autocanon also saturate quite a bit my screen.
    Harkus and Darres like this.
  7. Abbadon's Grace tracers look like they came out of a moba and whenever I see them being fired I think it's a lava beam and not an autocannon with tracer rounds.

    Mark of Khorne's big red cloud/heal indicator is sometimes obtrusive and when you're at an odd angle can further obscure your vision, such as when you're aiming with Khorne's Teeth. The big Khorne icon that flashes when a sorc tries to heal you looks cartoony and too much like moba fx.

    Those are the ones that stuck out for me. Some sorc healing effects can be obtrusive at times but I don't know enough about magic mans to point out which ones.

    Edit: oh, sometimes when you hit a far off dude with a charged plasma ball or a rokkit, the impact explosion fx shows up right in your face.
  8. DjemoSRB Djemo-SRB Preacher

    The colors of the Chaos psychic healing powers.

    I think this thread speaks for itself, the replies and more importantly the poll (which i have no doubt wont change much in terms of percentages between the answers):
    http://forum.eternalcrusade.com/threads/flesh-circle-player-awareness.59532/

    I think this quote, from a player who to my knowledge spends most of his time playing on the Chaos team paints a good picture of the state of the visuals for psychic powers:

    All the psychic heals in the game need a visual overhaul. Like i mentioned before coloring them all pink is just making the problem worse. Take the Apothecary as a good example of how things should be done "visual representation of buffs" wise. You have a unique VFX for each buff each Narthecium vial gives, you got the lighting-esque blue for the melee buff vial, the yellow crosses for the durability buff vial and the green miasma for the HoT (heal over time) buff vial. With the LSM buffs approached like this, there is no confusion (for friend or foe) about what is standing before them on the battlefield, or better said what that individual is buffed by.

    Then you got Chaos, purple on pink on purple doused with a shade of pink, for everything... Its no wonder most people dont know that the Flesh Circle gives damage mitigation, there is zero visual (or UI) representation of it actually doing anything, cause the only thing that pink signifies is healing, and thats what most people only think the Flesh Circle does.

    The solution is simple, make the Flesh Circle a green one rather than a pink one, and make the effect on the ally also green. Likewise, make the Tzeentch heal blue, and the HoT aura it bestows blue. Like i mentioned before when we had this little dance of opinions, i understand the notion of wanting to color healing with one color by default, but this immensely clashes with situational awareness when most of the heals bestow a buff as well, so by leaving it all pink/purple you are gutting situational awareness for both friend and foe.

    Plus as mentioned before, we dont have zounds of effects on the Chaos side, im positive that people will easily be able to remember what 3 distinct colors for the 3 difference heals do, and that they all heal. I can bet on it, the worry over confusion erupting from these color changes is kinda unneeded imo.
    RazielHellscream likes this.
  9. Plus 1 to this, it's really problematic when your screen is shaking almost constantly on some occasions! Also the capture points themselves are very bright and it's really hard to see or target someone decapping a point on the other side.

    Also when aiming with the lascannon the red dot that appears under your reticle Makes it hard to aim.
    No_1 and RazielHellscream like this.
  10. Gazrick Gazrick Well-Known Member

    Painboy Poison Bomm also causes a severe lack of visibility although I'm not sure if it's intended? I use it to try and provide cover sometimes so I'd rather it wasn't toned down personally.

    The spot lights on some of the maps are a little excessive still IMO, particularly the map where it's raining (Torias?).

    There is a lot of dust kicked up when sprinting on most of the maps.
    Binthor and RazielHellscream like this.

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