18 whole minutes of talking out my ass! impressive! I opted in to a more... complete experience rather than an Intro for today's video, using more edits and skits during the midroll! Lemme know if you enjoyed it or if you'd rather just a traditional intro like normal :) Also, the watch party invite is LIVE in the discord: discord.gg/muwNp8NhbB
Yes it was a good video m8! I absorbed all the information. But i enjoy all your videos! I think you have the instinct to make videos for any given time. For any circumstance. Keep going!
I like this style. If you're going to baselessly speculate, might as well be as epic story telling. Looking forward to supporting you on Patreon, if and when this is possible.
If every spell is too much, then none are unique or dazzling. They should do as you suggest, but make a couple a little more dazzling like rezzes or really big hitting spells on longer cooldowns.
Yep, it's important that simple spells have simple graphical effects and higher level/more powerful spells have more dramatic ones. Also a lot of MMOs have the problem where when you have 20+ people casting spells at something you can't see wtf is going on because there's just too many explosions/etc. going on. Simple is definitely best for so many reasons
I love how the big name streamers and MMO youtubers have been referencing your channel so much. I think there's every reason to believe that this channel is going to explode in popularity some day.
it would be cool for an event where the fog is so thick, you can't see past more than like 5 feet in front you, no hp bars or target markers, really reduces everything.
Lost ark has that mechanic with darkness. It's awful, lol. But then again it's different if it's used for mainly atmosphere and exploration. LA did it with a boss which easily one shot. Tastefully added would be great, but I think I see what your getting at. Lots of potential!
The way you describe the possibilities in great details and the potential of adventure and story telling is amazing! Makes me even more excited about this game and its potential.
0:24 🤣😅 one of the main reasons why I'm here and your funny content that has me laughing with big barrel chest laughs. Keep serving the copium with a bucket size laddle. Cheers!
For me i feel like fancy visuals don't matter on their own, they need solid audio to really make them special. Edit, New World's hammer audio and visuals were ogasmic.
exactly. the audio was really one of the few redeeming features new world had. i remember simply mining iron in this sort of valley area, and just hearing the sound of the metal echoing off the rocks was so immersive for me.
Oh man I remember walking from the dwarf area to Stormwind at level 10 because I didn’t know about the tram. It probably took me 2 hours to survive through it
It's going to be a candy show for sure. Remember it's easier to tone down the effects later than to have to build them up later. I think where this is going to really shine is during the cinematic cut scenes we're going to get during play....and I can't wait! Keep the great vids coming!!!
That was awesome! Loved it! I wonder if spell effects can be turned up for solo play and turned down for group engagement automatically. For open world solo play it would be fun and so much more immersive to have "heavy" visual effects!
I really enjoyed this video. UE5 still has so many unknowns and the potential shown is huge. Very keen to see what Intrepid and other game devs can pull off with it.
Things like Nanite and Lumen will increase the speed at which assets and environments can be assembled by simply removing tedious portions of the process. Features like World Partition and Data Layers allow multiple people to work on an environment in parallel without having merge conflicts, WP in particular allows an artist to load only the part of the world they need to make changes to. This is likely a better solution than what Intrepid came up with in house. Intrepid are, however, creating their own tools for speeding up development. They managed to get the mesh for each player down to a single draw call including mounts by merging all the myriad of meshes that a player can have. Their Landform tool allows them to create auto displacement maps and manipulate textures in engine; I speculate that they are using UE5's asset library (including Quixel) in conjunction with this tool. They also recently talked about the tool that breaks down abilities into modular, swappable components in the melee video. The analogy they used was like being able to assemble abilities like Lego bricks.
Lumen will wreck even mid-end modern PCs, so it wont be as useful as it would be a for a closed system like a console. They will need lower end lighting features for those who want the extra performance or those who will need it to run the game.
I loved the detailed immersion of those scenarios that you described, leaning into an actual showcase of some of the visual possibilities from UE5 and speculatively discussing how it could work in the game. Phenomeneal video man! Well done. ~Nice trousers.
Elden Ring made me realize how important timing is in attacks. Not the dodge windows and mechanics. The actual timing of the animations and how they correlate with dodge windows etc. I really hope AOC can nail this feeling. It makes the game feel satisfying.
All I really wish for is decently realistic lighting/weather. Which mostly comes down to actual darkness when it's night time. (maybe able to turn it off in the graphics for pvp for instance.) It doesn't have to be "so dark I can barely make out shapes without my lantern", but at least "my lantern gives a noticeable difference to visibility near me." But also when it rains it's not just "there's some raindrops now", but "the sky/lighting turns greyer and a bit darker. Maybe the wind picks up a bit more. And the rain lowers visibility farther out." The fog mechanics in the video are also a good example, even if a lesser version for performance reasons.
As a future Necromancer main, I would love to have an ultimate ability or even a stance that incorporates that green smoky effect. Like if I can upkeep my enough lifesteal or channel enough death, my armor starts to glow and the effect grows until I run out of stuff to kill or mana/life force to continue to cast my spells. Like I want people to KNOW that a powerful Necromancer is nearby by the effect that I have on the environment.
@@joshk5206 I like that idea as well. And being able to track me easier makes for a way to balance all of my awesome strength. Im imagining a group trying to take me down and following my trail while I'm killing mobs during my escape to get more death charges. They're trying to catch me before I kill too many more only to find me pulsing with power in a dense fog of death flanked by the zombies of the mobs I killed, a few demons and a towering lich ready to take them all on.
banger of a video. its a long one too, ty. I think the graphics of AOC need to push the boundaries of what we're currently getting, for sure. However, they need to do it while also lowering the minimum spec requirements as much as they can. They don't have to do both at the same time, they just need to have a really high maximum quality, and a minimum quality that looks ok enough while allowing people to play on their shitter laptops.
Thanks for all the content Narc. Been subbed for a few weeks now and I've watched most of your videos, hopefully you've made at least $7.65 off me in ad revenue. I'll need all the content I can get on Ashes to forget that its years away and that I'm simply high on copium
One thing they could do is vary /where/ the spell effect is most pronounced, so that spells have a variety that produce a big effect at the point of the caster, versus others that have a big explosion/impact effect, and others are notable as they fly through the air, so you have less clutter in any one location. High-quality but subtle effects would be the ideal. I definitely want to feel like my ultimate looks rad and gets attention from time to time!
It would be interesting if siege gameplay is effected by the weather. Can you imagine if it started raining and suddenly you are having to deal with a muddy terrain effecting your movement. or fog rolling in an suddenly your view distance is reduced.
It’s about time we seen some modern tech in an MMO that actually works, considering the last best MMO ( IMO ) was classic - litch king it’s about time we seen some fresh modern tech. Looking forward to getting to play this game, I just hope it lives up to all of our expectations !
Most important thing is that the effects look beautiful, but are subject to lower graphics/intensity. So everybody can make their own settings perfect for their PC. Also very important to make them not blinding like you said. You should be able to differentiate between different spells/skills instead of it being 1 massive glare.
I say they should make all the effects as fancy and colorful as they want, just make sure to have plenty of optimization features for the players with lower spec pcs. I'm hoping that's the approach they take since they have said on occasion giving "options" to the players is best.
Very impressive of your ass talking that much but you are right, the way graphic engines are excelling in realism for a game that doesn't even exist is very exciting for the future generations of gamers.
I think art style is way more important than graphical fidelity at this point. I mean you say that WoW looks primitive, but it had its own style that stood out from the pack and it's one that I still enjoy today. At the minute Ashes just looks like every other UE game. But gameplay is even more important than that so it's hardly a dealbreaker for me.
I don't think it looks that generic, kill the realistic lighting and I think you'd see more of the artstyle pop out, if that's a sacrifice worth making. Tbf though I've not seen too many unreal engine games but I'm pretty sure the lighting is what's making it look like other unreal games. I agree that artstyle is often more important than pure high end graphics, though.
Basicly yes. Ashes is not a game that you will play for a year, but for a decade or more. In that time computational power has overcome the problems of the sfx. While it might be problematic at release, it will not be problematic a few years in. And having the details done now frees up time in the future.
Yeah the Fluid Ninja stuff is ultra impresive (and has been updated for years though UE4 etc.), they gave away the offline version free earlier in the year. Obviously syncing the simulation where it would be required for gameplay is far beyond possible, but all the other effects it's not bad at all. Interacting directly with lumen doesn't seem super likely but to be fair a proxy light would cover nearly all the effects you'd likely use just fine. Usually it's RAM that runs out before other resources for large scale sims, but even that's not too bad (compared to modern cards memory), and nanite scaling allows you to maybe reduce the texture load if you're expecting the player to be focused on the pretty volumetic effects. Epic have their own version fermenting too, so when such effects start turning up in fortnite you know they're not far of a UE5 release. The oceanology plugin has a larger scale version that's looks pretty great for water effects, and can do things like water pooling that is just nuts for real time rendering.
I think that spell and attack animations and visuals should increase in complexity and fidelity in accordance to the level and type of the attack or spell. An attack that can be spammed and used often should have a less complex animation than a spell that takes a minute to charge up and a long cooldown. This would help with threat assessment and since the over the top animations can't be spammed it will have a beneficial impact on performance. Also, a level 1 fireball shouldn't look the same as a level 50 version of the spell.
Love the content narc been here since you had a thousand subs and now you got 30k congrats! definitely my favorite Channel wife says she prefers the stripey underwear segments and who am I to question.cheers mate.
I believe this MMO will be a huge hit that lasts for years and years. When you are putting your own money on the line, you will do whatever it takes to make sure it succeeds. They know exactly what the player base wants because they are the player base and with no coperate over lords they can take their time to make sure everything is just the way they want it
I think the idea of big visuals is nice… if done correctly. That one or maybe two long CD spells etc that you don’t get to use every fight because you are holding them for that special situation could be somewhat “over the top” but your basically filler spells? They should look good, but I don’t think they should be breaking your gpu/computer. Hope that made sense.
Well good visuals are nice and all, but I'm more interested in movement&animation, how fluid the motion and combat feels, does the weapon swing have enough impacts, does it have just the right amount of recoil, how do the legs move when you side steep? Does it feel floaty because the feet don't actually touch the ground because the character model animations are separate from the world interactions etc and so on.
I already had the experience of a blinding storm in NMS it added tension as I could fall off a cliff on my dinosaur like creature at any time but i'd like to see that in a non procedural world!
A sudden urge to frame those pants has occurred. Making a INT + WIS detect solutions check with the range of critical failure over -200 points… I think I really need some heavily magic-soused glasses here. Otherwise reality hands my ass to me.
I def want next gen graphic in the next mmo, tbh im sure they can make it so potatoes can run it with most effects turned off. But it would be so immersive to finally have a new good looking world to explore. im dying for a new good mmo.
Yes. It's worth pushing the boundaries, and if what the devs using UE5 have claimed is true. Well, we should be able to run these graphics on a calculator 🤞🏻
More than spell effects, character animation is the most important thing. It's something FFXIV does super well. Even if you completely disable spell effects, you can determine what ability a given Job is using just by the characters movements. Dragoons are a good example. You'll see them doing all sorts of acrobatic movements even with zero particle effects. Black Mages have a lot of visual flair in the way they use their staff to cast. Really hoping Ashes can emulate that instead of the more traditional finger wiggles for everything with the only differentiation in what the caster is doing coming from the particle colors lol.
Yeah impactfull animations and cool but still not to flashy spell effects are key. On top of good audio design. A few spells like bigger cooldowns could have more visually complex effects but not everything.
18 whole minutes of talking out my ass! impressive! I opted in to a more... complete experience rather than an Intro for today's video, using more edits and skits during the midroll! Lemme know if you enjoyed it or if you'd rather just a traditional intro like normal :)
Also, the watch party invite is LIVE in the discord: discord.gg/muwNp8NhbB
start selling that cope a cola can holder ur using !!!
if you bougth it somewhere plz tell us were to buy it
Pogu
i'm greedy.. can we have both? :)
You could probably make an 1 hour video, trash talking about Pantheon if you wanted to. 😂
Yes it was a good video m8! I absorbed all the information. But i enjoy all your videos! I think you have the instinct to make videos for any given time. For any circumstance. Keep going!
This dude is becoming my fav youtuber
Hell yea. I don’t even come here for creation things, what is this? Is this a man crush? what is happening here…..should I not like it?
The best copium dealer on youtube
@@sealboy1211 it's a phase, trust me. You won't get out of it, but it comes and goes randomly😂
Mine too
@@warzip1581 same here!
I like this style. If you're going to baselessly speculate, might as well be as epic story telling.
Looking forward to supporting you on Patreon, if and when this is possible.
I’d like to see simple but elegant spell effects personally. They will need to look good for a long time so simple is best imo
If every spell is too much, then none are unique or dazzling. They should do as you suggest, but make a couple a little more dazzling like rezzes or really big hitting spells on longer cooldowns.
agreed
Yep, it's important that simple spells have simple graphical effects and higher level/more powerful spells have more dramatic ones. Also a lot of MMOs have the problem where when you have 20+ people casting spells at something you can't see wtf is going on because there's just too many explosions/etc. going on. Simple is definitely best for so many reasons
I’m enjoying this state of Ashes of Creation. It’s like watching a beautiful painting being drawn.
Bob Ross style
Indeed the outlines have been sketched out.
Now for the detail.
I love how the big name streamers and MMO youtubers have been referencing your channel so much. I think there's every reason to believe that this channel is going to explode in popularity some day.
it would be cool for an event where the fog is so thick, you can't see past more than like 5 feet in front you, no hp bars or target markers, really reduces everything.
Lost ark has that mechanic with darkness. It's awful, lol. But then again it's different if it's used for mainly atmosphere and exploration. LA did it with a boss which easily one shot.
Tastefully added would be great, but I think I see what your getting at. Lots of potential!
There was one very similar in alpha1. Big mean baddy roaming the ruins.
The way you describe the possibilities in great details and the potential of adventure and story telling is amazing! Makes me even more excited about this game and its potential.
Yes, very well done.
dude i remember when your videos got like 2k views each, the “my channels dying” jokes were in full swing 😂
0:24 🤣😅 one of the main reasons why I'm here and your funny content that has me laughing with big barrel chest laughs. Keep serving the copium with a bucket size laddle. Cheers!
For me i feel like fancy visuals don't matter on their own, they need solid audio to really make them special.
Edit, New World's hammer audio and visuals were ogasmic.
i agree, a good sound design can really enhance the player experience
Ah a man of culture, NW hammer bonks were pristine
As someone who blasts Spotify into my ears sound in any game doesn’t matter to me. For me it’s visuals
exactly. the audio was really one of the few redeeming features new world had. i remember simply mining iron in this sort of valley area, and just hearing the sound of the metal echoing off the rocks was so immersive for me.
The rogue and Ranger class short they posted about a week ago had some killer sound. It's def been improved since Alpha1. :)
The examples are insane bro , thanks for sharing.
I was watching the spell effects section and thinking damn imagine some of these effects in a jumping puzzle...so many possibilities
Oh man I remember walking from the dwarf area to Stormwind at level 10 because I didn’t know about the tram. It probably took me 2 hours to survive through it
These are the best memories though.
It's going to be a candy show for sure. Remember it's easier to tone down the effects later than to have to build them up later.
I think where this is going to really shine is during the cinematic cut scenes we're going to get during play....and I can't wait!
Keep the great vids coming!!!
That was awesome! Loved it!
I wonder if spell effects can be turned up for solo play and turned down for group engagement automatically. For open world solo play it would be fun and so much more immersive to have "heavy" visual effects!
30k dude, Gratz!!!!
God damn those immersive narrations were on point
I really enjoyed this video. UE5 still has so many unknowns and the potential shown is huge. Very keen to see what Intrepid and other game devs can pull off with it.
Things like Nanite and Lumen will increase the speed at which assets and environments can be assembled by simply removing tedious portions of the process. Features like World Partition and Data Layers allow multiple people to work on an environment in parallel without having merge conflicts, WP in particular allows an artist to load only the part of the world they need to make changes to. This is likely a better solution than what Intrepid came up with in house.
Intrepid are, however, creating their own tools for speeding up development. They managed to get the mesh for each player down to a single draw call including mounts by merging all the myriad of meshes that a player can have. Their Landform tool allows them to create auto displacement maps and manipulate textures in engine; I speculate that they are using UE5's asset library (including Quixel) in conjunction with this tool. They also recently talked about the tool that breaks down abilities into modular, swappable components in the melee video. The analogy they used was like being able to assemble abilities like Lego bricks.
Lumen will wreck even mid-end modern PCs, so it wont be as useful as it would be a for a closed system like a console. They will need lower end lighting features for those who want the extra performance or those who will need it to run the game.
Gz on 30k!
30k!!!! Congrats!!!
I loved the detailed immersion of those scenarios that you described, leaning into an actual showcase of some of the visual possibilities from UE5 and speculatively discussing how it could work in the game. Phenomeneal video man! Well done. ~Nice trousers.
Thank you again for your hard Work. Keep going :D
Elden Ring made me realize how important timing is in attacks. Not the dodge windows and mechanics. The actual timing of the animations and how they correlate with dodge windows etc. I really hope AOC can nail this feeling. It makes the game feel satisfying.
Man the Steven underwear made me laugh 🤣 again .
*Mmm, an army of skeletons pouring out of that vortex would be awesome!*
As long as the game has an ultra low mode playable on a potato the ultra high can be more real than reality.
I really hope my cheap laptop from 2012 can handle this game.
you deserve so much more . great vid as always .
Now this is the kind of hopium i subbed for!
I never grow tired of seeing how water physics get better and better every generation . . .amazing
All I really wish for is decently realistic lighting/weather. Which mostly comes down to actual darkness when it's night time. (maybe able to turn it off in the graphics for pvp for instance.) It doesn't have to be "so dark I can barely make out shapes without my lantern", but at least "my lantern gives a noticeable difference to visibility near me." But also when it rains it's not just "there's some raindrops now", but "the sky/lighting turns greyer and a bit darker. Maybe the wind picks up a bit more. And the rain lowers visibility farther out." The fog mechanics in the video are also a good example, even if a lesser version for performance reasons.
I can't wait to crack open a narc money making guide for AoC in 2077
Petition to bring back “what a joker” for old times sake
Stephen on your underwear had me in stiches 🤣
Me: seeing that boxers..
also Me: Merch soon?
As a future Necromancer main, I would love to have an ultimate ability or even a stance that incorporates that green smoky effect. Like if I can upkeep my enough lifesteal or channel enough death, my armor starts to glow and the effect grows until I run out of stuff to kill or mana/life force to continue to cast my spells.
Like I want people to KNOW that a powerful Necromancer is nearby by the effect that I have on the environment.
The ground around you could rot in a trail that lasts for a couple minutes in game. Of course, downside, you are easy to track.
@@joshk5206 I like that idea as well. And being able to track me easier makes for a way to balance all of my awesome strength.
Im imagining a group trying to take me down and following my trail while I'm killing mobs during my escape to get more death charges. They're trying to catch me before I kill too many more only to find me pulsing with power in a dense fog of death flanked by the zombies of the mobs I killed, a few demons and a towering lich ready to take them all on.
You as a Necro could have a spell called killing must which spreads out from the caster...would be killer!
So when are the Steven shorts going to be in your merch store Narc?
I've heard they'll be offered as a "Package Cosmetic" for Ashes of Creation.
banger of a video. its a long one too, ty.
I think the graphics of AOC need to push the boundaries of what we're currently getting, for sure. However, they need to do it while also lowering the minimum spec requirements as much as they can. They don't have to do both at the same time, they just need to have a really high maximum quality, and a minimum quality that looks ok enough while allowing people to play on their shitter laptops.
Lets goooo! Also do you have a link to get your copacola can holders?
Good analysis of UE5 and quite imaginative! Good insight for any game dev!
This video is gold, your content is amazing
Btw where can I buy the boxers xD
BABE WAKE UP, NARC JUST RELEASED ANOTHER VIDEO ABOUT A GAME THAT WON'T BE RELEASED UNTIL 2027
*2037
YES TO VISUALS! 15:45 LOVE IT
These stories of yours remind me a lot of VaatiVidya. I hope Intrepid lets you design a quest or two in the game.
Thanks for all the content Narc. Been subbed for a few weeks now and I've watched most of your videos, hopefully you've made at least $7.65 off me in ad revenue. I'll need all the content I can get on Ashes to forget that its years away and that I'm simply high on copium
Dude! Steven on your drawers! HAHAHAAH
Nearly spat out my coffee when i noticed the boxers you're wearing ; Hillarious :D
Jesus fing Christ, I literally burst out laughing every time I see one of your videos. Quite literal lmfao.
P.S. don't be drinking anything when watching this video. Or any of his vids.
30k you legend. Lets go.
I need those glasses with led lights in my life.
One thing they could do is vary /where/ the spell effect is most pronounced, so that spells have a variety that produce a big effect at the point of the caster, versus others that have a big explosion/impact effect, and others are notable as they fly through the air, so you have less clutter in any one location. High-quality but subtle effects would be the ideal. I definitely want to feel like my ultimate looks rad and gets attention from time to time!
It would be interesting if siege gameplay is effected by the weather. Can you imagine if it started raining and suddenly you are having to deal with a muddy terrain effecting your movement. or fog rolling in an suddenly your view distance is reduced.
It’s about time we seen some modern tech in an MMO that actually works, considering the last best MMO ( IMO ) was classic - litch king it’s about time we seen some fresh modern tech. Looking forward to getting to play this game, I just hope it lives up to all of our expectations !
Great content as always!!
Best content creator on youtoooooob
Most important thing is that the effects look beautiful, but are subject to lower graphics/intensity. So everybody can make their own settings perfect for their PC.
Also very important to make them not blinding like you said. You should be able to differentiate between different spells/skills instead of it being 1 massive glare.
Great video as always Narc. I curious about the music. Any info on who is doing the music for AOC?
It's thr guy who did the Walking Dead soundtrack...can't remember his name atm.
Bear McCreary, absolute legend.
@@LukeD02 Was hoping it might be Djawadi. Will check out Bear.
This guy actually spent 18 minutes rambling about stuff that nobody can even be sure about.
This month's devstream can't get here soon enough.
Keep it up! Need the copium
Content and gameplay is king, but itd be nice to have visuals push the boundaries
I say they should make all the effects as fancy and colorful as they want, just make sure to have plenty of optimization features for the players with lower spec pcs. I'm hoping that's the approach they take since they have said on occasion giving "options" to the players is best.
Big like, Narc!
You're solid bro.
Visuals are nice, but for me it's more about balancing the general aesthetics rather than about overwhelming you with spectacle.
Very impressive of your ass talking that much but you are right, the way graphic engines are excelling in realism for a game that doesn't even exist is very exciting for the future generations of gamers.
I think art style is way more important than graphical fidelity at this point. I mean you say that WoW looks primitive, but it had its own style that stood out from the pack and it's one that I still enjoy today. At the minute Ashes just looks like every other UE game. But gameplay is even more important than that so it's hardly a dealbreaker for me.
I don't think it looks that generic, kill the realistic lighting and I think you'd see more of the artstyle pop out, if that's a sacrifice worth making. Tbf though I've not seen too many unreal engine games but I'm pretty sure the lighting is what's making it look like other unreal games.
I agree that artstyle is often more important than pure high end graphics, though.
Almost 30k!
Basicly yes. Ashes is not a game that you will play for a year, but for a decade or more. In that time computational power has overcome the problems of the sfx. While it might be problematic at release, it will not be problematic a few years in. And having the details done now frees up time in the future.
29.9k subs, only 100 copium addicts left to corrupt
Yeah the Fluid Ninja stuff is ultra impresive (and has been updated for years though UE4 etc.), they gave away the offline version free earlier in the year. Obviously syncing the simulation where it would be required for gameplay is far beyond possible, but all the other effects it's not bad at all. Interacting directly with lumen doesn't seem super likely but to be fair a proxy light would cover nearly all the effects you'd likely use just fine. Usually it's RAM that runs out before other resources for large scale sims, but even that's not too bad (compared to modern cards memory), and nanite scaling allows you to maybe reduce the texture load if you're expecting the player to be focused on the pretty volumetic effects.
Epic have their own version fermenting too, so when such effects start turning up in fortnite you know they're not far of a UE5 release.
The oceanology plugin has a larger scale version that's looks pretty great for water effects, and can do things like water pooling that is just nuts for real time rendering.
My man, those boxers are OP
How is this guy still fit with that background 😳. If I want to indulge in some guilty pleasure I can just grab some of the stuff from his background.
I think that spell and attack animations and visuals should increase in complexity and fidelity in accordance to the level and type of the attack or spell. An attack that can be spammed and used often should have a less complex animation than a spell that takes a minute to charge up and a long cooldown. This would help with threat assessment and since the over the top animations can't be spammed it will have a beneficial impact on performance. Also, a level 1 fireball shouldn't look the same as a level 50 version of the spell.
30k baby!
Love the content narc been here since you had a thousand subs and now you got 30k congrats! definitely my favorite Channel wife says she prefers the stripey underwear segments and who am I to question.cheers mate.
I believe this MMO will be a huge hit that lasts for years and years. When you are putting your own money on the line, you will do whatever it takes to make sure it succeeds. They know exactly what the player base wants because they are the player base and with no coperate over lords they can take their time to make sure everything is just the way they want it
30k subs... I think I am here since 2k lol
3:28 you say 2027 but the guide is for 2077. Wow Narc I thought we were here for top tier, high quality content! 😪
the ammount of people calling me out for this mistake is triggering me 🤣 god damn it
I think the idea of big visuals is nice… if done correctly. That one or maybe two long CD spells etc that you don’t get to use every fight because you are holding them for that special situation could be somewhat “over the top” but your basically filler spells? They should look good, but I don’t think they should be breaking your gpu/computer. Hope that made sense.
Imagine this and imagine that. Narc has gone full Star Citizen. The game isn't here but "just imagine". The Imaginarium of Dr. Narc!
Well good visuals are nice and all, but I'm more interested in movement&animation, how fluid the motion and combat feels, does the weapon swing have enough impacts, does it have just the right amount of recoil, how do the legs move when you side steep? Does it feel floaty because the feet don't actually touch the ground because the character model animations are separate from the world interactions etc and so on.
I already had the experience of a blinding storm in NMS it added tension as I could fall off a cliff on my dinosaur like creature at any time but i'd like to see that in a non procedural world!
A sudden urge to frame those pants has occurred.
Making a INT + WIS detect solutions check with the range of critical failure over -200 points…
I think I really need some heavily magic-soused glasses here. Otherwise reality hands my ass to me.
I def want next gen graphic in the next mmo, tbh im sure they can make it so potatoes can run it with most effects turned off. But it would be so immersive to finally have a new good looking world to explore. im dying for a new good mmo.
Yes. It's worth pushing the boundaries, and if what the devs using UE5 have claimed is true. Well, we should be able to run these graphics on a calculator 🤞🏻
You should ask Steven if he will let you sell that underwear with his likeness.
Or better yet get him to put it in the game.
The amount of copium is at dangerous levels
These videos are damn near unwatchable, but I respect your grind nonetheless
More than spell effects, character animation is the most important thing.
It's something FFXIV does super well.
Even if you completely disable spell effects, you can determine what ability a given Job is using just by the characters movements.
Dragoons are a good example. You'll see them doing all sorts of acrobatic movements even with zero particle effects.
Black Mages have a lot of visual flair in the way they use their staff to cast.
Really hoping Ashes can emulate that instead of the more traditional finger wiggles for everything with the only differentiation in what the caster is doing coming from the particle colors lol.
Ashes of creation is gonna be the Revolution of all Games!
I WAS HERE BEFORE ASMONGOLD REVIEW.
Yeah impactfull animations and cool but still not to flashy spell effects are key. On top of good audio design. A few spells like bigger cooldowns could have more visually complex effects but not everything.
Let's begin shall weeeeeeeeeeeeeeeee!!!
Narc what brand of jock strap do you use?
Come to Vegas. I'll show you around!
I’d love to see fluid ninja implemented in an mmo.
Great vid! Keep up this copium fueled fever dream pls
17:45 Do I smell some tsundere vibes?
I love the meme of Pantheon :D