Pheonix Animation

Legendary Mithrandir

Legendary Mithrandir

Ascalonian Squire

Join Date: May 2005

Valinor

Anyone else disapointed with the animation of this spell?

I was so excited too see it in action when i got it all it does is send out a fireball, were as in the discription it says a firey pheonix flies towars your enemy exploding on impact.

Were as you only see a flare animation effect....

JAGeAkurei

Frost Gate Guardian

Join Date: Apr 2005

The Dark Side of The Moon

DEUS

well the phoenix icon does pop up over your head early in the cast, but ya, pretty bad animation for one of the better fire spells.

Legendary Mithrandir

Legendary Mithrandir

Ascalonian Squire

Join Date: May 2005

Valinor

yeah when i first casted the spell and saw the icon of the pheonix I was like "this is it"!

but then it shot out a flare, fireball animation....

Silent

Silent

Academy Page

Join Date: May 2005

Northern Ireland

E/R

It really dissappointed me and the other guy who bought it as well. I was expecting a huge fiery bird and all I got was a fiery ball. That aside the spell itself is quiet good.

Talus

Frost Gate Guardian

Join Date: Apr 2005

Hamilton, ON

E/Me

Yeah, I was rather disappointed as well.

Do spell casting animations and effects change as you get higher level/attribute though?

Maybe at max fire magic attribute, the effect will be cool

JAGeAkurei

Frost Gate Guardian

Join Date: Apr 2005

The Dark Side of The Moon

DEUS

would be nice, but no the fx don't change as your skill ramps up, would be a good suggestion to make though

cause I imagine a lvl 1 skill lightning bolt, would look fairly different from 16 skill hehe

Kamatsu

Kamatsu

Moderator

Join Date: May 2005

Australia

They probably limited the overall "scope" of animations to try and make sure the game can be run on a wider range of computer's. Just think, the bigger more involved an animation is, the more processing power it's going to need and take to do - thus the more bigger & more involved animations your have in a game, the higher the system requirements will be and thus the smaller base of players you'll have "access" to.

Thats my guess why they didn't make the pheonix spell animation into a big involved fiery animation like you were expecting - it's likely that doing so as well as maybe doing bigger/better/more animation for other spells/skills/enchantments/etc would have effected the base requirements for the game too much.. they had to balance game-play effects vs player accessability..

can you imagine if they did the bigger fancy animation.. and you had multiple ppl casting it.. and 1 poor sod with a lower end computer trying to pvp or pve amonngst them? the player with the lower end computer would get lagged out/offf (or just lagged) as his poor computer tries to handle all those fancy animations all going off at once or close to gether... which would put him at a huge dissadvantagre in pvp (well, bigger disadvantage than he already is that is..)..

Also, if they did implement bigger/badder/etc animations.. they would than have had to add in an option/adjustment to adjust the level of animation shown.. just so ppl with lower end comp's could have a fair go in the game.. (don't believe there is an option for this right now..)... which means yet another thing for them to try and program into the game.... and just remember.. they would them have to go over *EVERY* animation in the game thats effected by this setting and make new animations or new "criteria' in the programming of the animations just to suit every option that they gave the player the ability to choose... thats a hellava lot of work..

maybe they could make it as an optional patch if they had the time to make.. where ppl who wanted to could d/l it and apply it and get bigger/badder/etc animations for certain spells.. but only they and others with the patch could see it.. so other ppl can just play on as they want without having to worry about it.. *shrugs* who knows if thats possible and/or feasible.. and if it is.. whether they'd even have the time to do so.

edit - on a note about the esculating animations based on your skill's..

consider the fact that there are how many skills in the game? 450 or so? Each with their own animation... and how many sttribute lvl's are there? 12 base plus whatever bonuses you have... we'll say +4 bonus? so 16 max lvl..

now if you added the fact that lvl's in a skill would "improve" a skill/spells animation.. you'd then have to do new animitions for EACH spell at EACH level.. thats a hellava lot of animations they would have to do up - sure, they could just increase lighting, width, etc.. but it's still a lot of work... considering they's have to make up/work-on something around 6,750 different animations (excluding the base animations they all originate from).

* One should note it would actually be more than this. As there is more than 1 set of animations per skill as it stands - casting animation, animation of skill in-flights, animation of skill hitting target, animation of skill dissapating. Some skills use less than this, but some would use all and some might even use more than that. But the basic premise is if they beefed up the animations for skills/spells/etc, they would have to edit ALL layers and effected animations to fit in with the beef up.. which could mean they'd need a hellavs lot of animation's to do it :P (ooh.. lets say on average each skill needs 3 base animations/effects.. thats an added 20,250 animations/effects they'd need to program.. fun time doing all that! ;P)

thats a hell of a lot of work... and again bringsa up the issue of players with lower end computer's.. so needing a option to tone-down or turn-off the higher-end/better/bigger animations.. which add's more programming in to add the option.. so on and so forth.