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Old 08-18-2010, 04:43 PM   #31
EndevorX

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[email protected] wrote:

Thank you for your feedback on the Spell and Combat Art FX Revamp.Based on those of you that provided constructive feedback with specific class/spell information, many, if not all, of your concerns were taken into consideration.  Over the past few weeks we have been working on this and feel it is now ready to go.  I would also like to take this time to respond to some of the questions posted here.There are currently no plans to allow players to switch back to the old FX, but we put the new Spell FX on the Test Server first to get feedback and replace those Spells that were deemed “Class Defining” and/or “Most Beloved.”  We have gathered the information from players and Devs and have restored those FX to their former glory.  Also the Class specific casting rings are back and the Rune wheel has been moved to the feet of all classes.These new FX are processed using the CPU just the same as the old ones, but the Optimization and Standardization was done for design, as well as performance.  Particle size, amount, and those giant multi polygon meshes have been reduced to improve frame rate.  Since the spells are tiered (Apprentice, Adept, Master, etc) we felt there should be some difference in the size and amount of FX for each major tier so players will be rewarded with a bigger visual when an adept or master drops or when a spell is created using trade skills.Once again, thanks to those of you that provided constructive feedback.  Although this will be going to Live soon, that doesn’t mean we will never revisit or make more changes based on player feedback.

I just don't get how whoever is in charge could be so obstinate about listening to the community's feedback, which has been overwhelmingly NEGATIVE about these changes which are seen as a waste of developer time by the consensus.

I can understand the rage, anger, and frustration many SOE customers are feeling when GU#57 is so light on content, but heavy on disappointment.

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Old 08-18-2010, 04:44 PM   #32
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I rarely ever get upset over changes in game.  THere have been a few that tweaked me off a bit, but none that made me kind of ... mountains of frustration upset ... and this does it.   It seems like such a waste of time on the Devs part, and a huge disappointment all around.  I -loved- the old spell effects.  Now ... yeah.  They're horrible. 

Druids have -Leaf Mittens- now.  O.o   Fusion is this weird ... mass of nothing.   Ice Comet spawns a boulder.  And every other wizard spell is like "fizzle! Toss some rocks around! Over!"   Really?  SK's now get Disease Bubbles.

These needed to be changed why?

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Old 08-18-2010, 04:44 PM   #33
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LOL.  Alright, this is just becoming hilarious now.  So the one thing I specifically saw that got noticed and responded to in test was the Paladin's animation for "Demonstration of Faith", which on test was a very appropriate duck and cover thing.

Just logged in my pally.  And lo and behold, there I am ducking and covering with no desk in sight.  If we are specifically told something is going to be fixed based on feedback and in reality it isn't fixed and just goes live anyway, why on earth should we have any confidence that any other feedback is going to be addressed at all?  Oddly, the Demonstration of Faith animation is quite fitting, as that's exactly how I would "demonstrate my faith" that SOE will address any of the issues that we have brought forth with this patch.

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Old 08-18-2010, 04:49 PM   #34
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Please please, just change them back. Spell effects across the board are now worse. I can live with the horrible UI, the giant ugly XP bar, even the glaringly obvious and not-so-subtle SC button. But the spell effects were one of the things that I loved most about EQII. EQII had among the best spell effects of any MMO I have ever seen. Now they are just.. sad. It makes me physically sick to my stomach.

My Inquisitor spells almost don't seem to have a spell effect at all, half the time. A couple of pixels, a small flash of light.. how is that interesting? Compared to the bright lightning strikes, large golden nimbuses, and shields that previously showed up. I am afraid to even look on my Wizard or Dirge.. if the spell effects for my Inquisitor are this bad. I honestly do not want to imagine about some of the more beautiful spells/abilities that were in game.

This is a dark day in EQII history.

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Old 08-18-2010, 04:51 PM   #35
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Why change what was good before? Simply add on to it.  This change make the game feel totally different.

* The healing noise is giving me a headache, PLEASE PLEASE PLEASE change it.  Try standing next to any priest chain casting heals and you will know what i mean, especially wardens.

* Paladins are totally screwed over in this update mainly because of the heal thing, but the animations are ridiculous.

When playing I use sounds mainly to determine what is going on coupled with visual effects and they have been stifled tremendously.

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Old 08-18-2010, 04:58 PM   #36
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Class: WarlockSpell/Combat Art Name: RiftComment: It looks weak. Nothing like the original

<[Removed for Content]"application/x-[Removed for Content]" width="640" height="385" src="http://www.youtube.com/v/67MyeOBEkUY?fs=1&hl=en_US">

You can't tell me this is an improvement. The boulders are tiny and insignificant and were I a mob? I could easily sidestep those tiny boulders and not get hit by them whereas the old animation... there's NO dodging any of that.

Keep the little scar in the ground with the light coming out of it, but the pebbles need to be fixed. Warlocks are wreakers of havoc, death, and most importantly, destruction.

And most of our other spells look like we're firing lasers. I really miss the green clouds of poison gas. We're Plaguebringers after all!

I understand you're doing this for EQ2x, but this is just... not going to wow people into playing the game.

Bruiser stuff is okay except for the cowering animation.

Wizard? The Ice Comet should look like a comet of ice. Like, a BALL of ice flying towards an opponent, frost particles flying behind it. It should shatter when it hits.

Shadowknight isn't so bad, but bring back the gas clouds, as SK's are a little bit necro/warlock.

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Old 08-18-2010, 05:10 PM   #37
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[email protected] Bayle wrote:

Class: WarlockSpell/Combat Art Name: RiftComment: It looks weak. Nothing like the original

You can't tell me this is an improvement. The boulders are tiny and insignificant and were I a mob? I could easily sidestep those tiny boulders and not get hit by them whereas the old animation... there's NO dodging any of that.

Keep the little scar in the ground with the light coming out of it, but the pebbles need to be fixed. Warlocks are wreakers of havoc, death, and most importantly, destruction.

And most of our other spells look like we're firing lasers. I really miss the green clouds of poison gas. We're Plaguebringers after all!

I understand you're doing this for EQ2x, but this is just... not going to wow people into playing the game.

lol, great video.  And that's for the Master version.  The expert version gets you the scar in the ground and bubcuss else.

The laserbeam comment is not an exxageration, either.  Seriously.  I kept think about the Austin Powers comment about charks w/ frickin' laser beams on their heads as I was testing the new animations.

Would love the option to switch back to playing a game that makes me want to cast spells instead of cringing at the thought of seeing the animations.

Edit: Tried to drop the video from the quote for brevity's sake.

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Old 08-18-2010, 05:22 PM   #38
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Amnerys wrote:

Please use the form below to provide us with your helpful, courteous, and constructive feedback.Class:Spell/Combat Art Name:Comment:Thanks very much, and we will see you in the newly updated starting zones!

Class: AllSpell/Combat Art Name: AllComment: They suck. Please revert them back so that every player in the game will be happy.

There, helpful (will make everyone happy), courteous (I said please) and constructive (I stated what was wrong and suggested a very easy method of making them better i.e. reverting back to effects that already exist).

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Old 08-18-2010, 05:25 PM   #39
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Edited to reflect the latest version.

As I only play a Warlock, my feedback is limited to that class. All spells listed are master or grandmaster level 81 - 90.

Acid, should move a bit faster, and look more corrosive...take the gas effect from dissolve and put it here.

Apocalypse is better, but now it looks exactly the same as dark pyre..

Distortion, better, but I still think the particles should be more black/purple instead of black/green, could also use a better impact effect...make it slightly distort the area around where it hit.

Dark Pyre, looks alot better.

Cataclysm, same.

Netherous Bind, particles should last until the spell fades or wears off.

Acid Storm, unchanged.  Only issue is the final casting effect where one hand is raised in the fire work pose doesnt match the previous hand motions, should just switch it so the end result has the two arms raised animation. Dumbfire though so minimal use.

Rift, not really changed but is now buggy. The animation will spawn for more than one enemy and overlap, and will also float up into the sky when it should be on the ground. Also could still use purple and black energy instead of the gold/yellow energy coming out of the cracks, also more rocks and a screen shake please.

Dissolve, looks like acid now, not too great.

Void Contract, too neutral of a spell graphic still, should look evil.

Mana Trickle, unchanged, passable.

Gift of Bertoxxulous, good.

Netherealm, good.

Curse of Darkness, good.

Absolution, looks good...definately like the flames at the end but the delay before displaying the flames could be shortened a little.

Dark broodlings, decent, though broodlings could be changed to look different, more like the shadow beasts/necro slime pet but scaled down. Still a bad spell but that is another issue.

Netherlord, I think it would look better summoning a void ripper rather than a nightblood. Also a bad spell due to being a dumbfire.

Vacuum field, looks ok. Could use a more violent sound effect and particle effect to simulate opening a vacuum to the void on the target, so likely more black and purple energy and an effect that would imply a vacuum is  opening around the targets.

Skeletal grasp, good but same issue as netherous bind, the graphic fades before the spell actually fades.

Dark siphoning, animation is too bright looking though..should be more evil.

Encase, looks pretty nice now.

Flames of Velious, nice but effect could still be larger.

Dark Nebula, looks pretty good now, could use a little purple in it though...make it look even more like a nebula.

Curse of Void, not very good, hardly noticeable.

Aura of Void, could still use a more void inspired particle effect.

Overall, I still think all the particle effects could use a black/purple addition, even a small one to some effects, just to give the impression that this isnt natural poison or disease, but rather energy channeled from the void. The power of non-existence that most people would think to be an affront to the laws of reality.

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Old 08-18-2010, 05:31 PM   #40
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[email protected] wrote:

LOL.  Alright, this is just becoming hilarious now.  So the one thing I specifically saw that got noticed and responded to in test was the Paladin's animation for "Demonstration of Faith", which on test was a very appropriate duck and cover thing.

Just logged in my pally.  And lo and behold, there I am ducking and covering with no desk in sight.  If we are specifically told something is going to be fixed based on feedback and in reality it isn't fixed and just goes live anyway, why on earth should we have any confidence that any other feedback is going to be addressed at all?  Oddly, the Demonstration of Faith animation is quite fitting, as that's exactly how I would "demonstrate my faith" that SOE will address any of the issues that we have brought forth with this patch.

Doh!  I missed that one since I was fighting a training dummy.  +1  

This was supposed to be changed per this post: 

ttobey wrote:

[email protected] wrote:

ttobey wrote:

OK this has been tracked down. It was changed during spell revamp and it has or will soon will be switched back. 

Does that fix include all instances where that animation is used (i.e.: Demonstration of Faith) for something more appropriate?

This will be switched back for all instances I have be told.

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Old 08-18-2010, 05:48 PM   #41
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So SOE ...

You thought that the game needed to be clarified. That spells visuals needed to be clearer and easily identified.

You thought that. You, just you. Ok, you are the owner of your game, I do agree.

But we are the customers, and looking at reactions of the community, why on earth don't you just admit that this change is a real fail and that what you thought would be good for the game wasn't at all finally. Your community did not want this change and they still don't. I'm sorry for that but all this GU is a perfect waste of time and content, regarding to what we were promised a few months ago ... Less patches, more content. What did you brought for the majority of your player base? I mean, those who don't care about X4 raids? Nothing. Nada. Niente. Que dalle.

People don't need this change. We've been playing with this particles effects for years now, and if people had problem with them, they just turned them off.

Last night, I was playing on an old computer I build for my mother, built with old parts of my (many) previous computers I had (before sparing some money for a year to upgrade it in order to make EQ2 run smoothly with HIS NICE PARTICLES EFFECTS). And the game just ran perfectly in high performance mode! This computer has only 2gb DDR1 RAM, ATI X800 (512mb) and a AMD Athlon 2600 something like that ...

So, don't tell me that this change was necessary.

Please, you just need to realize that you went the wrong direction, that you need to step back.

Providing you feedback? For what? For helping you going further in the development of that kind of crap? Of course, if the feedback was based on the previous version, the old one, to help them become even better, nicer. I would rush through all the test I can imagine and give you nice, detailed and constructive feedback.

But now that the Spells Visuals has taken that kind of crappy design direction, I can't. I just can't accept one of the best looking MMO I've seen so far, introducing so pitiful visuals effects. The one I'm paying nearly 27 € a month !!! I've already canceled my second account. The one I created when I was fully confident to SOE. Now, I wait. I wait to see your reaction, what you're going to do. But I swear that if you don't improve the spell effects in line with what they were looking before this patch, I swear SOE, I swear I'll leave and won't give SOE another chance, for any game that might come in the future, should I regret it.

You can't do that to your community. You can't change what has made this game so appealing when we were looking at videos announcing this new MMO 5 years ago. You can't remove all the fancy effects just because you thought that it was confusing your players.

You want EQ2X to be targeted to F2P lovers? You thought that this kind of effect were good for their config because generally that kind of player has lower performance systems? Ok, let's give them to them. Not to us.

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Old 08-18-2010, 05:49 PM   #42
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Last I checked, this is for constructive feedback as to how they could make these now current effects better.  This is not a thread to request that the spell particles be changed back to the way that they were before.

Adding my two cents:

  • Pure Casters: Casting Wheels
    • On test, the pure casters had this really cool casting rune that appeared behind them, in front of them, underneith them, etc.  This is now gone.  Can we have this back?  It was an awesome addition.
  • Shadow Knights
    • The old lifetap skulls are back, and they are much sharper now.  Thank you for that.  But several effects don't seem to have any effect at all.
      • Grave Sacrament
        • The "taunt" effect from the mouth is there, but everything around you just.. drops over dead?  There is no effect on them at all, at least when you one shot them.
      • Doom Judgment
        • The swirly blue effect that was on test is now gone.  It's just a melee swing.  Please put back in the particle effect that went with it, as this one appears to be totally absent.
  • Pets and Spell Effects
    • They are still using the old ones.  Please update them to the new ones.

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Old 08-18-2010, 05:59 PM   #43
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Dreyco wrote:

This is a thread to offer constructive feedback when it comes to the new spell effects that have hit live by offering specific spell particles and how you would change them.

Please note:  This is for constructive feedback as to how they could make these now current effects better.  This is not a thread to request that the spell particles be changed back to the way that they were before.

I'll go ahead and get started:

  • Pure Casters: Casting Wheels
    • On test, the pure casters had this really cool casting rune that appeared behind them, in front of them, underneith them, etc.  This is now gone.  Can we have this back?  It was an awesome addition.
  • Shadow Knights
    • The old lifetap skulls are back, and they are much sharper now.  Thank you for that.  But several effects don't seem to have any effect at all.
      • Grave Sacrament
        • The "taunt" effect from the mouth is there, but everything around you just.. drops over dead?  There is no effect on them at all, at least when you one shot them.
      • Doom Judgment
        • The swirly blue effect that was on test is now gone.  It's just a melee swing.  Please put back in the particle effect that went with it, as this one appears to be totally absent.
  • Pets and Spell Effects
    • They are still using the old ones.  Please update them to the new ones.

My "constructive feedback" can be whatever the hell it needs to be, as well as with everyone else in this thread.  We pay to play this game, we should have a voice when big changes happen.  If it was a "for the best" change I could understand.  This is purely visual in apperance, with maybe a slight margin of improvement if that in fps.

FYI saying you would like spell effects turned back to old effects, IS feedback.  QFE

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Old 08-18-2010, 06:00 PM   #44
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Hi,

so this is the Thread for the Spell Art FX Revamp Feedback, so here it is !

Level 90 Wizard, Full AA, Nearly Full Mastered, tested on Single Mobs in Kunzar.

Numbing Cold: Looks good.Flames of Velious: Looks now like Ice Spears, just make it a lot bigger or get me the old one back.Solar Flare: Looks good.Magma Chamber: Looks good, but wheres the Hammer ? Please add it again or get me the old one back.Shackle: Whats with those tiny Shackles ?! Get me the old one back.Furnace of Ro: Looks good.Incinerate: Looks nice, but where is the Big Flame roaring ? Get me the old one back.Storm of Lighning: Hey, nice ! Can live with that one. But make it bigger.Surging Tempest: Hey, nice ! Can live with that one. But make it bigger.Glacial Wind: The Ice-Wind Effect is nice, but i miss the falling Ice-Spikes, so, get them back.Iceshield: Nice, but i want the old one (still can hear the sound of it).Fireball: Oh Well... better than others / But TINY -> make it BIGGER !.Ring of Ice: Well... tiny, isn't it ?Ice Spears: Looks good, could be a little bit bigger.Immolation: Looks nice, but i want the old one back.Fusion: See above !!! Get me the old one !!!Firestorm: Ok.Rays: Ok.Ice-Comet: TINY TINY TINY TINY TINY. [Removed for Content] ? Thats a Snow-Ball, no Ice Comet. And, please,back to throwing it myself instead of materializing over the Monster. Or - make it REAL BIG.

Generally: Get rid of that Purple circle in front of my Char while casting, thanks.If there has to be one, then make it yellow. Same goes for the Ring around the feet.

And: Whats with all those tiny animations now ? Most of them where a lot bigger before, nowthey look like... tiny. Full Mastered, Max Level. TINY. Nobody fears a tiny Fireball

Regards, Mandragore.

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Old 08-18-2010, 06:04 PM   #45
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Garlin1 wrote:

Dreyco wrote:

  • Pure Casters: Casting Wheels
    • On test, the pure casters had this really cool casting rune that appeared behind them, in front of them, underneith them, etc.  This is now gone.  Can we have this back?  It was an awesome addition.
  • Shadow Knights
    • The old lifetap skulls are back, and they are much sharper now.  Thank you for that.  But several effects don't seem to have any effect at all.
      • Grave Sacrament
        • The "taunt" effect from the mouth is there, but everything around you just.. drops over dead?  There is no effect on them at all, at least when you one shot them.
      • Doom Judgment
        • The swirly blue effect that was on test is now gone.  It's just a melee swing.  Please put back in the particle effect that went with it, as this one appears to be totally absent.
  • Pets and Spell Effects
    • They are still using the old ones.  Please update them to the new ones.

My "constructive feedback" can be whatever the hell it needs to be, as well as with everyone else in this thread.  We pay to play this game, we should have a voice when big changes happen.  If it was a "for the best" change I could understand.  This is purely visual in apperance, with maybe a slight margin of improvement if that in fps.

FYI saying you would like spell effects turned back to old effects, IS feedback.  QFE

I copied and pasted from another thread, and didn't take that section out.  Not my thread anymore, so post that kind of stuff at your own risk I suppose then.

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Old 08-18-2010, 06:05 PM   #46
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I have to admit... these new spell effects are freaking awesome. I do have some feedback though for the Monk spell effects.

First off. Five Rings = Wolverine Claw Slash effects.  FREAKING AWESOME!

For the most part, the other combat art spell effects are unique, but they're far too subtle. They happen so fast that you really can't see that brief lightning strike that hits with the Rising Phoenix. You can't see the shockwaves your hands and feet create in the air upon impact. They go by too quickly.

....

MEND AND WILL OF THE HEAVENS STILL MAKE US COWER IN FEAR WHEN WE USE THEM. This issue was brought up during testing and we requested to have it removed. Ttobey said he'd remove it and did, so why did these go live?

...

This is Feign Death. The lore of this game states that monks are able to willingly slow the beating of their heart to fool enemies into thinking they have died. This is learned from intense physical training, and does not invoke magic when doing it. It's a physical condition, not a magical one. It does not use power, thus is not Arcane Combat. That red spell effect needs to be removed, and Feign Death returned to how we've been since the game started. Spell effects are fine for Feign Death SPELLS, but not a physical ability.

Fall of the Phoenix shows little angel wings hovering above the group when you use it... I'm actually ok with this, since it's a feign death for the whole group.

Dragon Rage should be reverted back to how it used to be- where it showed a giant ghostly dragon show up when we activated it.

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Old 08-18-2010, 06:05 PM   #47
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The outcry from this change reminds me of another outcry a while back with the proposed Fighter revamp. Luckily they scrapped that plan and even sent out a Producer letter apologizing for not listening to the fanbase and promising that they would not repeat that mistake in the future.

Yea.............................................

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Old 08-18-2010, 06:06 PM   #48
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Just logged in to see all the downgrades and found there is one thing I HATE is the sound effects. The one when you use a ranged attack to pull something...the stupid fox hunt horn needs to go. It is so bad...and the purple skulls flying around the head of my dirge at the end of the fight are horrible.

This is absolutely the worst change in the EQ2 world I have seen. I can understand about LU13 but this affects every mob you have to kill in the game for everyone....

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Old 08-18-2010, 06:21 PM   #49
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[email protected] DLere wrote:

[email protected] wrote:

LOL.  Alright, this is just becoming hilarious now.  So the one thing I specifically saw that got noticed and responded to in test was the Paladin's animation for "Demonstration of Faith", which on test was a very appropriate duck and cover thing.

Just logged in my pally.  And lo and behold, there I am ducking and covering with no desk in sight.  If we are specifically told something is going to be fixed based on feedback and in reality it isn't fixed and just goes live anyway, why on earth should we have any confidence that any other feedback is going to be addressed at all?  Oddly, the Demonstration of Faith animation is quite fitting, as that's exactly how I would "demonstrate my faith" that SOE will address any of the issues that we have brought forth with this patch.

Doh!  I missed that one since I was fighting a training dummy.  +1  

This was supposed to be changed per this post: 

ttobey wrote:

[email protected] wrote:

ttobey wrote:

OK this has been tracked down. It was changed during spell revamp and it has or will soon will be switched back. 

Does that fix include all instances where that animation is used (i.e.: Demonstration of Faith) for something more appropriate?

This will be switched back for all instances I have be told.

Maybe ttobey was told incorrectly...(to the letdown of many SOE customers)?

I read those post as well. O_o"...

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Old 08-18-2010, 06:25 PM   #50
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Have you ever had a meal without salt?  No spices added while it was being cooked?

Doesn't it taste bland? 

The effect changes are just that: the game has been leeched of its salt.

Some like little to no salt, and that's fine for them.  But most like salt, and sure, some of us a bit too much.

Please allow a toggle so that player who wants salt can get it, and those who like the new effects can keep their game saltless.

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Old 08-18-2010, 06:32 PM   #51
Dreyco

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Please also change Call of the to something more recent as well?  That'd be swell! SMILEY

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Old 08-18-2010, 06:37 PM   #52
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Amnerys wrote:

...

At this time we cannot provide an option to use the old spell visuals simply because we don’t have the manpower to support two versions of every spell and combat art ...

So, what I would recommend to you is quite simple:

if you don't have the manpower, leave them as they were for now, since this change was not something urgent. And when you get the manpower to bring us something that really worth the change, then submit it on the Classes Forums so that we can discuss about it and bring constructive feedback.

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Old 08-18-2010, 06:42 PM   #53
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Titigabe wrote:

Amnerys wrote:

...

At this time we cannot provide an option to use the old spell visuals simply because we don’t have the manpower to support two versions of every spell and combat art ...

So, what I would recommend to you is quite simple:

if you don't have the manpower, leave them as they were for now, since this change was not something urgent. And when you get the manpower to bring us something that really worth the change, then submit it on the Classes Forums so that we can discuss about it and bring constructive feedback.

This... Why did they waste time on spell animations, when the ones we had were way better than these new ones? Wouldnt that time have been better spent doing something that needed to be done. swg all over again.

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Old 08-18-2010, 07:03 PM   #54
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One of the points of this dowgrade was to make things not so flashy, wasnt it? And so they chose to take away the cool efects mages and other casters had, but chose to keep the flashy things that melee users have?

A wizards earthquake is to flashy for a mage, but a warriors flaming, flashy attacks is ok? I dont see the logick there.

I like some of the new character animations on the skils, but not a single one of the new spells are good. They are flat and choppy, and they look worse then spells in games like wow... EQ has more of a realistick theme, so the new spells just dont fitt inn. They are lackluster and boring.

Allso, how come they made the mastery level deside the spell efect? A fully uppgraded lvl 1 spell should NEVER look better then a standard level 2 spell.

I wont be renewing my subscription if the efekts arent ither changed back, or uppgraded from theese poorly done and very mutch out of place, spell effects.

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Old 08-18-2010, 07:05 PM   #55
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Players don't get to keep their nice flashy effects.

Mobs do.

/sigh

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Old 08-18-2010, 07:18 PM   #56
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I think the new spell fx is terrible i been playing this game for almost 6 years and one of things i like the most was how awesome the spell fx was. i play a warlock and rift was my favorite spell effect. but now it is a joke. to me yall have ruined the game and i don't even want to play it anymore.

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Old 08-18-2010, 07:19 PM   #57
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I am so heartbroken over the changes that were made to my Coercer. I betrayed from an Illy because I didn't like the shiny, rainbow bubblegum effects. Now...I might as well have stayed an Illy. My main beef however...

Class: CoercerSpell/Combat Art Name: Destructive MindComment: As a Coercer, you know that your job is to eff with peoples minds. With the old Destructive Mind you would see a black whip surround your body while your character cringed and cried out. Now, all we get is some rainbow crap coming off our hands and head. WE'RE EVIL!! EVIL PEOPLE DO NOT LIKE RAINBOWS!!

Another MAJOR issue I have is that almost every single one of my main damage spells look exactly the same. All you see is a ranbow colored hexagon flash around the mobs head. For instance:

Asylum: http://s608.photobucket.com/albums/...=EQ2_000175.jpg

Spell Curse: http://s608.photobucket.com/albums/...=EQ2_000176.jpg

Hostage: http://s608.photobucket.com/albums/...=EQ2_000177.jpg

Brainshock: http://s608.photobucket.com/albums/...78.jpg&newest=1

Hemorrhage: http://s608.photobucket.com/albums/...=EQ2_000180.jpg

Why? Who felt the need to make every single one of these spells look exactly the same and so pathetic? There is absolutely nothing in regards to the spell effects that make this game enticing now.

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Old 08-18-2010, 07:20 PM   #58
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Please pardon that this reply is not in the format recommended by Hemophobe.

I have played this game since beta.  I have been an ardent fan and defender of it against many attackers and naysayers.

Until these changes are either reverted or made optional, I will not be logging in on my account.

This is the only certain way I can think of to demonstrate in no uncertain terms how heartbroken and disappointed I am in these changes.

I hope I will be able to log in in future days to see EQ2 back in its proper glory.

If not...

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Old 08-18-2010, 07:33 PM   #59
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Class: Inquisitor

Spell: All of them

Comment: Change them back to the OLD Effects, none of the new Spelleffects have any sort of Whoah-Effect.

They used to be distinct, i knew which one i cast by simply looking at them, now all of the heals and reactives look like one and the same Spells (i got them all on Expert, some Master). Every single Spell or CA is very underwhelming now.

Didnt even dare to logon my Warlock fearing his Spells would be as gimped as they are of the Inquisitor.

Sad sad Day considering the Spell Animations used to be one of the prime Reasons i picked the Game up again.

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Old 08-18-2010, 07:36 PM   #60
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I'm pretty sure if you did a gamewide poll, people would vote to revert.

But do you guys even have the courage to do that for such a thing as this? ;o

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