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View Full Version : Visibility 1000% obscured by large monsters (Abyssobugards, Bluffalos)



Edyth
07-07-2012, 03:00 AM
No one can see when there are lots of Bluffalos or Abyssobugards are onscreen. We can't see ourselves, we can't see if we're in front of the enemies, we can't see where chests are, we can't see anything except mishmashed inside-out monster skins. This is made worse by the fact that despite increased size on Abyssobugards, they have the same collision area as tiny Bugards, so from a character model standpoint, you have to be much closer to Abyssobugards than most enemies in order to attack, which is inconvenient when there's no way to know which one you're even targeting or where you are standing or where your target is standing.

Possible solutions:
Large monsters' dead bodies should vanish instantly or near instantly, particularly in Abyssea where several are likely to be onscreen at once. For some reason, Spectators in Abyssea - Uleguerand have no full death animation and simply vanish (at least for me). Large monsters that reduce visiblity should do this as well.
Allow players to adjust the time before dead monsters' bodies vanish using the config menu.
Make monsters turn translucent when the screen is inside their bodies. This already happens with player characters.

Because the first two bullets don't address living monsters and monster bodies serve no practical purpose, I think multiple solutions need to be implemented.


Closely related issue: when locked onto certain large enemies, the camera angle is useless. If you're locked on while meleeing a Dhalmel, you can't see most of the Dhalmel.

Possible solutions:

Large monsters should give a zoomed-out camera angle when locked on
Allow players to zoom in/out even when locked onto targets
Allow players to zoom out further using the page down key

Rosina
07-07-2012, 05:43 PM
i agree and hop SE looks into this.... i hated killing those abby mobs... same for dhamel. With dhamel depending on which zone your in there is a chance your looking at ur characters but zoomed in fir most of the fight..... ya.... no thanks. There is a trick with the dhamel if u un target then re target if the head is in mid swing the target icon rests there instead of on the top.
but ya i love larger mobs but jeezim targeting and camera angles suck. I like it in Zelda when you fight a large boss the game zoomes out so you can actually see the boss in question.

Mirage
07-07-2012, 07:02 PM
I think a model fade-out when things get close to the camera is a good idea. Maybe the treshold for being close enough to fade-out should be a setting players could set themselves.

Being able to change the zoom-amount while locked on is a good idea too.

Edyth
08-08-2012, 04:58 PM
Saw nothing but Bluffalo and Abyssobugard yells today.

Bluffalos have always been a crappy target (long pulls; not enough of them to support 1 alliance, or God forbid, 1 alliance and 1 soloer; that's the only Dominion camp where the mages love to stand and cast AoE spells right next to the sergeant; and worst of all, I can't see a damn thing besides 10 inside-out bluffalos standing inside each other).

And Abyssobugards... the thought of 10 more hours of standing inside the bodies of 10 inside-out Abyssobugards standing inside of each other is just too much.

Are the developers going to do anything about this? Or would it be too unbalanced if we could see what's going on?

Tsukino_Kaji
08-09-2012, 12:15 AM
Unlock your target.

Tile
08-09-2012, 12:24 AM
should just make all the big mobs in abyssea that aren't NM tiny, shrink those bad boys down. they gave us tiny Wyrm and others.

Trisscar
08-09-2012, 01:51 AM
should jsut make all the big mobs in abyssea that aren't NM tiny, shrink those bad boys down. they gave us tiny Wyrm and others.

The Wyrms in Tahrongi aren't much bigger than Wyverns.

Kaisha
08-09-2012, 02:47 AM
Only thing I hated was Bluffalo's having a small melee-range compared to the size of their model. You had to be hugging them basically to attack.

Demon6324236
08-09-2012, 02:53 AM
Only thing I hated was Bluffalo's having a small melee-range compared to the size of their model. You had to be hugging them basically to attack.

Thats honestly all that need be changed, allow us to hit the mob from very far away from its center if its that large, that way we can stand a distance from it while being able to hit it and see what in the world we are doing. But the other changes are welcome as well of course.

Meyi
08-09-2012, 05:09 AM
I'd like to see larger monsters have a farther distance of attack, too. No reason you should have to stick your hand up their butt just to deal some damage.

Kaisha
08-09-2012, 05:34 AM
I'd like to see larger monsters have a farther distance of attack, too. No reason you should have to stick your hand up their butt just to deal some damage.
Most already do. Just Bluffalo seem to be one of the more extreme examples where the devs just plum forgot to adjust it.