GU57: Players Get Animated Over Spell Effects

Written by Feldon on . Posted in Art, Appearance, Housing, Game Updates & Maintenance

Gary Daughtry, graphic artist/animator on the EQ2 Team, set about to revamp the spell animations, specifically the particle effects, for Game Update 57, currently expected to go live tomorrow. The intention has been to reduce the number of “pyrotechnic”, “over-the-top” effects and create something more gradual, with larger effects based on the tier and level of the spell.

However players have been expressing their displeasure with the sometimes sweeping changes.

At one time, there was discussion of decoupling the particle effects/animations from spells so that this work could be done on the GPU (graphics card), however it seems that completely redoing the effects could be done within the timeline allotted.

Kaitheel made a point of telling us at Fan Faire just how much time Daughtry had put into these new effects and how much additional time he was putting into making tweaks to them based on player reaction on Test.

Here is Daughtry’s post from last week:

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.

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Comments (5)

  • Rnara

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    What this doesn’t explain is why we can’t have that option. No offense to Mr. Daughtry, but I spent a good bit upgrading my machine because I wanted to see those “over the top” and “pyrotechnic” effects.

    Why is an option to let those who wish to see those effects still see them, and those that don’t like/want those effects use the new ones, not being considered? After all, look at SOGA. I’m not a fan of those models (except the human ones), but I’m happy to have the option should I choose. That’s all I would ask for here, the option.

    Reply

  • AlienShine

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    Are there any pictures of the new spel graphics ?

    Reply

  • Azzaroth

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    I cant beleive this crap is going live…

    They tuned down all spell effects cause they want to be in line with there new f2p crap. It has to hurry cause Money inc from f2p Server launch.

    “Over the past few weeks we have been working on this and feel it is now ready to go”

    Hello ? The anmiation actuall on test server arent even a shadow from the old effects. Making an effect revamp to implement effect that are looking less cool ? WTF ?

    I hate to critic some one creativ who makes art stuff, but that stuff that is on the Test Server is everything but not ready to go.

    Maybe some like the new changes cause they didnt used the old one cause of insuffincient hardware power, but dumping this stuf down and calling it all good is a f***** clueless decision and the backlash on the Forums for putting this shit live will be harsh. Bad thing is that it will go under in the rest of critic that will come cause of the new UI revamp and the over all f2p outrage. So we will get stuck with this.

    I hoped some of the feedback would be recongnized, but now that is goes live i dont have any hopes it will change, i feel a “not at the top of the priority list” post incomming.

    They made a graphical nerf to fit it on performance.

    NPC on Test still use the old animations btw…

    Bad move SOE in my eyes.

    Reply

  • Twisted_Mentat

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    they probably pushed it through to keep in with GU57.
    would have been nice to see the old ones as an alternative.
    i’ll withold my judgements until i see the spells in effect though, only time i see them is when i cast so a performance boost may allow me to turn them on for others for a change (though if they have changed the SK #pestilence# bubbles i’m going to be annoyed, that visual is the best way to know what target to primary on heroic ae fights).

    Reply

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