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Absolutely, I characterized those under pacing.
A larger zoom can create a significant dichotomy between ranged and melee builds as well.
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***Waste of Souls*** |
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#12
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Most of the time, TQ's max zoom out wasnt that bad but I thought it wasnt large enough for the following reasons:
Enemies can fire at you from off screen. (not only do you take damage but are you expected to advance towards incoming attacks?) When going towards the bottom of the screen, some faster melee monsters can arrive too quickly for ranged players. The quick hero monsters with packs of friends, monsters with quick weapons (or those that dual wield) with DOT effects, or have skills with charge levels, can really be a problem at times -- especially for hardcore characters. Movement constraints in the environment can be an additonal difficulty. For ranged characters, it is a bit strange to feel that you cant see half way down a city block. Some games give you that feeling. In TQ, it wasnt too bad but I thought the range was a bit lacking at times. In TL2 beta, I did not like seeing items or characters fading in and out. This would even occur within the same room. I actually thought that it was nice that it didnt occur in TQIT. I dont think that ranged players should feel that they are blundering into situations and are forced swap blows -- but with less health and armor than melee players. A melee player wants enemies to come close, so the player doesnt need much zoom. I have used camera mods. I think I usually add 10-20% to the camera distance. I think 10-15% is probably best but I think there still can be some cases of enemies firing at you offscreen. If needed it would be nice to be able to increase the zoom out with a config file setting so one wouldnt need to update the database -- especially for single player mode. Last edited by Mind Dragon; 07-24-2012 at 01:24 PM. |
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#13
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Quote:
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Digital Collector's Edition + Expansion ![]() I wanted that massively stylish George Washington in-game powdered wig ![]() |
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#14
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In TQIT if you used the camera hack it gave you advantages over those who didn't, as well as revealing the various assets that aren't meant to be seen - such as the spawn proxies and sound generators which really ruins the immersion of the game.
As for the advantages I mentioned, in TQIT the arrow range was a bit farther than you could see, and certain spells had NO range whatsoever, allowing you to cast them with unlimited range enabling you to kill targets from so far away that they can't even respond because the AI won't see you. The distance it's set to is far enough, it's the default for all ARPGs. You are still allowed to turn the camera and zoom in, not many other ARPGs can boast that. |
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#15
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The zoom is fine and as stated earlier there will be mods so be pacient my dearest of fellows for a day will cometh with camera mods worthy this title.
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“Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.” ― Arthur C. Clarke Proud owner of Loyalist edition! |
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#16
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this is a 3 year old topic.
Last edited by yerkyerk; 02-20-2013 at 12:01 PM. Reason: Unnecessary rudeness |
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#17
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Closed this thread, no more necro's.
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| Tags |
| camera, enemies, performance |
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