Now something completely different: Monster variance and death animations

Ok, as the topic says, one quote from one of my 70’s and 80’s favourite humor shows Montly Python. Now Something Completely Different ™(R)(C) :slight_smile:

Monsters, the variance in monster graphics and the death animations.

I do not have thousands of hours, not even hundreds of hours yet in LE. But I have thousands and thousads of hours playing games since the year of 1982 and ARPGs since diablo1 and the rest does not even need to be mentioned.

Monsters. I mean bigger packs of monsters. Packs of monsters that consists of e.g. 10-20 (or more zombies). At the moment the visuals are pretty, emm… let me put this straight, individual models look nice, but when you have 10-30 monsters of the same type in a pack it looks kinda repetitive.

Not only that, they game engine spawned them at the same time, in perfect unison the zombies (just an example) walk towards you hovering their arms in the air trying to get to your throat and give you a good hug. I mean in perfect unison. I am by no means a BORG, but I can see when things work in pretty much in unison.

Ok, the Zombies walk towards you, 10+ zombies, exact same timing in the animation, same foot steps, same animation in their limbs.

They get too close. You cast a spell or use a skill to kill the offenders before they give you a ye’ olde hug of love and zombie kisses.

And oh behold, they dies! All 10-30 zombies die in PERFECT almost nano second timed unison having the exact same models and death animations. They fall down in exact unison like a Borg chorus (from Star Trek) would sing a Finnish national anthem. They fall down and get sucked to 10 feet under in totally perfect unison.

Ok, I suppose you got the point. I am not a meta fast runner who makes a build and blindlessly runs trough with their meta loot filter killing everything and looting only meta gear. I care about visuals and sounds :stuck_out_tongue:

It’s a beta the moment but the fact is that there is not enough diversity in e.g. death animations or models. It looks PRETTY funny to have 20-30 zombies looking exactly the same running towards you their hands raised towards your throat in exact unison. And when you cast a single spell on that monster pack they ALL die in perfect unison with the same animation timed perfectly.

I KNOW this is not an issue that is on the TOP of the feature list. The game mechanics, skills, battles, loot, trading, multiplayer, what not is more important. But some of us want bit more “realistic” visuals.

So could there be some timing variance when spawning packs of monsters so 30 zombies would not move in nano second timed unison as they currently do in many situations :stuck_out_tongue:

I am sorry, I just had to put this out. I know I am going to get crap about it but, I had to put my toughts out. I hope I did not make it too serious tho.

I love the game by the way, thanks for the Gladiator badge, got it finally btw :stuck_out_tongue:

I’ll get me coat, now bring me a shrubbery! Ni! And sorry for typos, I’m Finnish :stuck_out_tongue:

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Good points made here, another thing would be that all enemies feel floaty, your skills seem to not have impact on them, some mobs like the raptors just fall on the side when they die. Not asking for Doom type death vfx, but something more relevant for the ARPG genre. GD and POE have some kind of pseudo haptic feedback when you hit them, you don’t really feel it physicaly obviously but the skills have impact.

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Agree. But on-death effects and animations are quite often raised as feedback by many including myself. I certainly won’t say this isn’t important. :slight_smile:

I sincerely hope EHG will address the visuals before release.

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Yes, we need Fallout 1/2style death effects. Kill a mob with fire? Watch the body burn to a crisp. Kill it with poison (or maybe necrotic)? Watch it vomit it’s internals up. Kill it with void, watch it die a purple Dalek-style death.

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They’re a small company. They’ve mentioned numerous times their focus right now is on the playability of the game. That’s why things like gender lock will be addressed AFTER launch. They’ve been making some great strides with visuals though. For instance they’ve only recently updated the character choice page to reflect the equipment you’re character is actually wearing.

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We all agree they are a small company and I also stated that this is NOT the first issue on the priority list (class balancing gough 200 minions cough), right?

It’s funny see a horde of Borg drones dying in perfect unison looking the same, exactely at the same time, no variance :stuck_out_tongue:

You get my point, thank you <3

He isn’t wrong. This all goes hand in and hand with some other post that was made not long ago about impact and sound on hitting monsters. There is still a lot of work in this department so that the game feels good to play. It’s one of the most important parts of the game.

I’m hoping the devs know they’ll need to go back and refine and polish that. Probably just more focused on fleshing out the other content right now.

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