Clear and Consistent Visual Representation of Damaging Floors and One Shot Impacts
Seriously GGG - Supergiant figured this out with Hades 1, and most roguelike ARPGs or similar have figured it out too, games with perspectives top down, side scrolling, isometric, GRID BASED GAMES FFS from other developers have done a better job than your decades long labor of love.
What is lost on you guys about the value of telegraphing one shot mechanics with a clear, obvious, consistent outline? Is this the same reason you won't let us turn particles down? We need to stare at your pretty sparkles instead of having a visually clean and communicative gameplay experience? I need to look at the smoke some guy spent his last 17 sprints animating rather than see the red or green floor that is sucking me dry? We get to watch party members fall over dead and hear 'wow, I didn't see anything' over and over? For the love of god, would it kill a junior developer on your staff to spend the next few release cycles working on visual clarity? Or does that constitute stepping on someone's ego? Because I would like to step on that shot caller's ego - the lack of visual clarity in your game is absurd, a lesser title would be dragged for it and would have addressed it in .1 If you're going to have giant bricks, or giant hands, or giant gouts of what the fuck ever rain down from the heavens, please put a VISUALLY CONSISTENT OUTLINE ON THE GROUND THAT LAYERS OVER PLAYER EFFECTS FOR THE LOVE OF GOD. What the hell is wrong with you guys? Zuletzt bearbeitet von sweetreddyd#0159 um 22.09.2025, 21:04:12 Zuletzt angestoßen am 22.09.2025, 21:22:09
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Here guys, I get paid a ton of money for this IRL, I'll even write you a Jira :
As developer on Path of Exile 2 we have received feedback from end users who, especially when playing with a group of friends - have noticed that visual clarity with regard to negative floor effects or large, one shot AOE impacts is lacking. This causes a lot of both confusion and frustration for end users. Currently, many of these impacts are telegraphed from a plane above the player, with no clear representation as to what the player should look out for on the plane the player avatar actually moves in. This means that the mechanisms to avoid the damage are often unclear or frustrating. In this epic, we would like to implement a stylized dynamic outline around negative or damaging floor effects, the first release will be a simple, but stylized hashed red line at the terminus of each effect, since they are all circular, this can be very simple. In it's second iteration, it should dynamically combine with other negative floor effects, creating an accurate set of bubble outlines which includes a single outline for combined floor effects, taking into account when one spawns, or expires. Preferably, this would be accomplished via shader with input based on the radius of the effect set by the damage collision calculation. In it's final iteration, this should be expanded to include large, damaging impacts from bosses that will result in instant player death, this should be telegraphed on the plane the player is, rather than where the player avatar isn't. |
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