There are so much skills that don’t have their own audio/visual FX/animation/own icon. Please FIX. It’s not QOL, its damn thing that is supposed to be there since 1.0
This isn’t a bug, it’s a feedback/idea. Don’t use this section for stuff other than bug reporting
Moved thread
Lol? Idea? This is at least underdelopment. And I consider it a bug, because it’ is missing feature, like we have alpha/beta phase. You expect full game by the time it reaches 1.0
provide examples. because there are none that don’t have their own visuals etc as you claim. so its most likely a bug on your end.
One example is Solael’s witchflame or something(from component). No fx or no animation ( default cast animation). I think many component spells are not worked on like some others.
Solael Flame does have a FX, it’s just really similar to Eldritch Fire devotion proc.
Some sounds are recycled, but nowhere is it stated that all game sounds have to be unique. A bug isn’t defined as a game missing a feature YOU think should be in the game, it’s defined as a feature not working as intended. There is no evidence to suggest that recycled sounds are unintended.
Otherwise, I could say that the game is “bugged” because it doesn’t have a secret cow level, and thus it is “underdevelopment” and not a “full game”. See why your logic makes no sense?
Hence the topic was moved. I do agree with the suggestion that sound/spell effects could use some diversification though.
There is no way every item skill is getting a unique fx/sound/icon.
If something is missing entirely, that’s another story, but I highly doubt any are missing fx. If you find one though, report it.
Well we do have that ridiculous Gazer Man thing, the goofiest armor in RPG history and we get to wear it. :rolleyes::rolleyes::rolleyes:
Agreed, some could use different art indeed. IIRC the Ring of Fire proc has the exact same icon as the Fire Aura
Mostly I notice it from skill that trigger by percentage. Good example are healing skills on devotions, that only have audio, but every icon is the same blue ball, no visual, even so they are called different and are different skills. Markovian Adnantage, Zolhan’s Technique, Fighting Form, Deadly Momemntum, Fighting Spirit, Execution, i think every percentage trigger skills for nightblade, etc, etc.??? I won’t test every possble skill in the game
Well, not going to buy your products anymore then and not going to recommend either. Those skills looks like a content, but in reality just a play of numbers, without effort being put to make it skill, not just number combinations that can be done by anyone in 15 minutes max. Wow, how cool is it to have a skill that is only a cool numbers with random probability, that don’t have visuals, sounds, etc. I can make 10 of those skill in an hour. Can you feel the effort?
In an ideal world yes, but in the real world there are time and budget restraints. And what looks like 15 minutes to you, it usually isn’t you’d be surprised by the kind of bugs that pop up when you start messing with the tiniest of things. Sometimes I wonder “How the freck did that happen?”
Not trying to change your view on GD, i don’t like that we have limited spell effects and icons either but they need to cut the costs somewhere
When they chose to make their product as ambitious as current game is, they must deliver to expectation they are making, or else they will drop their reputation, players, cash. I think they already cut on their DEV team numbers. Maybe they got greedy, lazy along the way, I don’t know. Some guys stretch hour job for a full day. Anyway, that thing is sure underdevelopment. Quality over quantity. Better to have 10 fully developed skills, than 50 disabled ones
And what about even Diablo 3 having same icons for passives (some of them like monk’s and dh’s ) I think you are too nitpicking.
Again, feel free to point out skills with missing visuals/sounds. Because I can’t think of any and I made most of them.
At best some might be too subtle when they activate among other effects you already have going in combat/on your character.
What expectation did we set exactly? Other than emphasizing at every step of the way that we are a small studio on a small budget. We don’t charge a AAA price for a reason. Of course that doesn’t stop people from comparing us to studios with a hundred+ employees charging $60 for a game.
Lack of unique effects/sounds/icons for everything…that’s what you get at 40% of a AAA game’s price and a smaller budget. Can’t have it all.
I am truly sorry that we overdelivered for the price we charged and created false expectations that we are a AAA publisher-funded studio. Really, it’s our fault for aiming so high when we should have put in the effort worthy of a $25 product and avoided this gross misunderstanding. :rolleyes:
I summon thee Powbam, arise great wizard from the nothingness of the abyss and deliver the despair you promised us
Check the top post at page 2. I am not asking AAAAA quality. And I think that most AAA games sucks. The expectation I am talking about is as simple, as described in the posts before in this topic. You are designer, you must know that there is no way in the game to test how individual auto-trigger skills work. You can only test those skills individually, that can trigger on training puppet. You clearly have much better environment to test which skills and how they work if they even work. I am not even talking that so much skills don’t work on the puppet that must work, as they trigger on attack by description to ANY? enemy
Their original product was to have only one Act a lot less content, they received a good amount of funding and new people joined and hence the project grew into what we have today. No idea what you expected but they certainly have been more than faithful with delivering content.
They didn’t cut their dev team number IIRC, Grava is a relatively new addition to the team. They are actually growing, I do recall some devs left to work on a different project called Prey for the Gods or something like that
They are called Crate entertainment, not Grim Dawn entertainment. So they did the smart thing that most indie devs fail to do and that is to not bet their chips on one product. They are working on other products including some Town Builder/RTS and some other project.
I don’t think you understand game development at all, in an ARPG it is important to have multiple skills to promote build diversity. Build diversity adds more to longevity of game than pretty colors. And the skills you called “disabled” might be visually “impaired” but they are more than functional (well, most of them are) and that is what matters.
GD is pretty straightforward in what it offers - a grim environment, a minimal and decent storyline, a world rich with lore, meticulously designed environments, build diversity.
It’s an indie game, I think you are somehow under the impression GD is being developed with Destiny’s budget
All of those skills you mentioned have extremely visible animations that are completely easy to spot.
You also mentioned Fighting Spirit of all things, a proc that has an easy to identify icon. Same with Deadly Momentum, i don’t think nothing else in the game has the same icon. Fighting Form is not even a proc, it just makes the third hit of Cadence hit more targets.
This all just sounds you are just too lazy to pay attention to what is happening. Next you are gonna ask for a voice over to shout the name of the skill to just know it procced. You honestly think adding FX takes 15 minutes? It just shows how ignorant you are when it comes to games development.
It just seems you just set up way too high of a expectation and now you are complaining that it wasn’t delivered. This is your own fault.