Ashes of Creation Has A MAJOR PROBLEM That is Getting Out of Hand



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I got 99 problems but effects ain’t 1

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Phew, Sorry for the delay in this upload lads, that intro really put me took me to my limit. I hope you enjoyed it and I’ll cya in the next one for more topics about literal thin air, with a marvel movie intro randomly attached to the front of it.
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34 thoughts on “Ashes of Creation Has A MAJOR PROBLEM That is Getting Out of Hand”

  1. Phew, Sorry for the delay in this upload lads, that intro really took me to my limits. I hope you enjoyed it and I'll cya in the next one for more topics about literal thin air, with a marvel movie intro randomly attached to the front of it.
    If you're looking for a place to hang out, come join the Narciverse and discuss a game that quite litterally, doesn't exist:
    https://discord.gg/muwNp8NhbB

    Reply
  2. love you narc but your wrong…………in ashes and hin ff14 the BESTS option is to let the players have a slider or dertermin how limited or how much they want spell effects on, simply becasue it looks great solo, or with a small group in ff14 and i assume ashes, but once you go big groups i have to turn stuff down.

    i would hate it if they just make spells bland JUST so when you do big evens they dont overwhelm you, try another subjet to milk these views! the right choice is let the player decide on what they want with spell effects.

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  3. i'm happy this game is years away, because at their current mindset on these topics it will flop in 6 months
    Just like any other hyped game

    They need to relax on alot of their BS designs lol

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  4. I'd agree that the default level should be lower (a lot lower) than the example footage but if someone wants to obscure the actual gameplay and burn out their retina's at the same time then there should be a setting for that.

    I dont think it helps that melee classes now come with their own spell-like effects (where as it used to be just the casters).

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  5. i mentioned this in another video. too flashy but everything loos good. Should be a crit effect or something but constant is very distracting. Im sure they will fix this and tone it down they listen to the people it seems

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  6. very important topic! and something i have been concerned about since seeing the more recent combat videos! If they do not listen to your advice in this video it would be a HUGE mistake!

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  7. Clarity is desirable in mmos for combat readability. Ironically all the big mmos are clusterfucks visually and its a common gripe amongst players of all skill levels and playstyles. I also agree that a slider being made to fix this issue is not the solution and for all the same reasons you list. This is my biggest gripe with this game after following it for so long. Artists need to focus on very Intentional stylized effects that do not impact gameplay clarity, first and foremost. I feel like if you're willing to sacrifice a readable game for spectacle then you're not confident in the game you're creating. You're essentially painting over your terrible mechanics and lack luster animations with bright lights and effects. People aren't cats, we don't need the devs to jingle keys infront of us to hold our attention.

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  8. I totally agree when I saw the tank preview I felt like too much was going on and I didn't even consider they had a small group . With the scales of battles intrepid and I want I could see this impeding on gameplay Although I am very happy with the games direction I think it would be an improvement. Less is more sometimes

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  9. I think sliders are the probably the best way as long as the default settings are at like 30% current intensity (cuz I agree that casuals won't think to change settings).

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  10. In my opinion, the mele attack yellow effect should be totally removed, and al other spell effects be reduced by atleast 30%, I want to see my cahracter hit the target with the weapon and see the animations not 30 spell effects around me.Thats just my take on it, this is the one big reason why I tried FF14 and quit werry shortly after i tried it.Smooth heavy combat with "chonky" hits for heavybig weapons and faster attacks for light weapons.The 1h mace attack speed for me is more like a short sword speed. Make the game Feel good instead of looking this flashy.

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  11. Totaly agree on that take Ô mighty Lord of Copium ! It makes no sense to imitate popular games like Elden Ring or Monster Hunter for the sake of graphics beauty ; these games play solo or in limited multiplayer mode. There is no way Ashes can replicate this in a world where 500 players will face one another. Let's hope it's all promotional, and yeah it should be toned down quickly to avoid misplaced expectations. Cheers

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  12. I know at first glance it might seem like a good idea to make simpler spells for the sake of MMO integrity, but at the end of the day flashy spell effects/stylish spell effects can sell a game. Just look at Bayonetta and Devil May Cry — the style sells the game by themselves. Then you have black desert who very similarly sells itself mostly on the class fantasy that the spells create. If you ever watch an ad on Black Desert, they never sell you on the open world and player interactivity, all their ads sell you on a class and they always bring players in. When they tried the other way around, it didn't work. Same thing for other online games, League of legends and Fortnite sell you on flashy new updates and new champions that change the game.

    This is the reality of marketing. If you make a bland game it wont appeal to a lot of people. I mean just look at Pantheon, the game you like to shit on the most. Their features are a good idea and at face value they should be sellable to an old school audience who keep saying they crave old school gameplay. The reality is that the game looks so shit and bland that nobody who is interested even in old games would want to play that game. Runescape has more style than Pantheon.

    And then Runescape itself has such an unique style to it that it makes it work despite the lack of graphical output. But Ashes of Creation is using Unreal Engine, they've sort of dug themselves into a hole when it comes to graphics as the only way to make up for the bland style of Unreal Engine's character models is by making the spell effects take center stage.

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  13. This would be a problem if Intrepid was run by dummies, but they will certainly have sliders or at least multiple levels of effects. They've even said on live stream they plan to have options for a ton of settings, I don't see why this will be different.
    Even FF14 has spell effects settings with Show All, Show Limited, and Show None for Own, Party, and Others.
    Other things I'm sure will come into play like forcing low or no spell effects for players over a certain distance away from the camera while there is N or more number of players on screen. These are not hard problems to solve

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  14. I think this is what makes open development great, it really tells them, what is working and what is a concern. As a developer myself, it's always good to know what people think is a major problem, it's also equally important of the things they aren't saying. One thing they might have thought was fine, is a huge problem, rather than what they thought would be concerning, is nowhere to be seen. I agree on the intensity of the effect, it is turned to 11 when it should be a 6. In the long run, if they make the right corrections this is an easy win.
    For me personally it wasn't the spell effects as much as the sounds. It's probably something they haven't really delved deep into, but when it come to immersion. Sounds IMO are the most important thing to bring you into a game. To me the Tank Preview combat sounds, sounded like an old KungFu movie. Which has a certain charm to it, but in a modern video game it just doesn't fly. These are sounds you are going to hear millions of times, so not only do you want the sounds to make you feel more immersed during the fight, like a sword hitting leather, chainmail, and so on. You want some variety to the sounds as well, like if your in an open field, a cave, or hall, and so on.

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  15. I'm happy you brought out this important topic. I completely agree with you. This is a problem in most of the modern MMOs and adding sliders is not enough. It must be solved at the root. It's annoying to lower the settings every time you must do some challenging group content. And if the sliders are not done well, you risk to disable also important information (like in GW2, where disabling the AoEs from the allies, disables also the enemy ones).

    I understand their reasons, to attract more new players, but after the initial wow effect, when you play every day and you die out of the blue, without even understanding what/who killed you, that's just annoying. Even more so on games with a dynamic combat, where you don't have the boss' cast bar, and 20 people in front of you, using their shields and meteor showers cover everything (not to mention their skins and shiny legendary weapons).

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