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Skill animation

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samster
Posts: 99

Skill animation

Post#1 » Tue Nov 28, 2017 7:04 pm

I have noticed that some ability animation of other players is shown even if i have set my video options to only show my abilities (I do that because i play on a 1970s' microwave oven).
I.e. that 'new' BG sweep of crimson smoke, BW boiling with lava, etc.
It got me thinking, that it'd be nice if *important* animations were shown despite poorman's video settings - stuff like snare puddles, casters' aoe and so on - stuff you really don't want to run into.
They aren't too numerous, so they shouldn't clog up the picture.

Any chance that would be considered?

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Sulorie
Posts: 7461

Re: Skill animation

Post#2 » Tue Nov 28, 2017 7:43 pm

Those abilities you mention are only visible for technical reasons and can only be turned off with patcher. For the time being they can't be disabled.
Dying is no option.

samster
Posts: 99

Re: Skill animation

Post#3 » Wed Nov 29, 2017 10:00 am

Yes, they are shown due to a glitch, i get it.
But would you consider making certain 'important' spells perma-shown, despite video settings, once you have better control of the client?

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Natherul
Developer
Posts: 3219
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Re: Skill animation

Post#4 » Wed Nov 29, 2017 10:06 am

the real issue that we have is that the game clearly uses many different systems to accomplish the same thing, some abilities lacked the right effect until recently where I managed to make a new system for Torque that sends the packets about the effect itself regardless of client settings.

atm we dont read the client so there is no way to check for settings on such a system, though this is not what your talking about here.

In regards to abilities that use the base VFX system, they should not have an override of client settings. That said who knows if we decide to add another level perhaps of VFX settings to the client if/when we get client control.

samster
Posts: 99

Re: Skill animation

Post#5 » Wed Nov 29, 2017 10:44 am

Understood.
Thank you both for the replies! ;)

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