Suggestion: Remove Spell Effects on Ground & Hide Icons
Moderators: Moderator, Developer, DM
- Flasmix
- Posts: 2504
- Joined: Mon Jun 29, 2009 9:22 am
- Location: Cult of Skebbeton HQ
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
Can we remove foot steps too?
Wirg to Pug: "Iz lat dun?"
Pugratix to a snarky militia man: "Mmmm. Not yet. I will live for hundreds of years and be heralded as one of the greatest forces of destruction on the face of the world. The only thing you can destroy is the outhouse."
Pugratix to a snarky militia man: "Mmmm. Not yet. I will live for hundreds of years and be heralded as one of the greatest forces of destruction on the face of the world. The only thing you can destroy is the outhouse."
- Theodore01
- Recognized Donor
- Posts: 2927
- Joined: Wed Feb 16, 2011 5:32 pm
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
Now that we have wings.Flasmix wrote:Can we remove foot steps too?
-
NegInfinity
- Posts: 2449
- Joined: Wed Feb 05, 2014 11:24 am
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
You know, I actually had an awesome moment when someone detected my invisible but not sneaking character by sound of in-game footsteps.Flasmix wrote:Can we remove foot steps too?
- AlexBnt
- Posts: 177
- Joined: Thu Jan 28, 2016 2:56 pm
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
And when your character is invisible it makes sense to have footsteps. But people have metagamed hearing my character's footsteps because they heard it in their headphones and not because their character would have been able to hear them.NegInfinity wrote:You know, I actually had an awesome moment when someone detected my invisible but not sneaking character by sound of in-game footsteps.Flasmix wrote:Can we remove foot steps too?
Mathias Vakkari - Quartermaster of House Blackrose
Xelarian Cannister - Guard of Candlekeep Probably dead in a ditch somewhere
Sir Johnri Ghyrsora - Knight of Thay Gone and forgotten
-
Eclypticon
- Posts: 1009
- Joined: Mon May 30, 2011 7:26 pm
- Location: USA
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
This is a fantastic idea. I'd love to see it happen along with others.
However, it is my understanding that at least some of this is hard coded. We may need some very creative tricks to pull it off (if it is at all possible), and the same can be said with footfall sounds. So far, I am not aware of any way that this can be done.
Thank you for your suggestion.
However, it is my understanding that at least some of this is hard coded. We may need some very creative tricks to pull it off (if it is at all possible), and the same can be said with footfall sounds. So far, I am not aware of any way that this can be done.
Thank you for your suggestion.
- Deathgrowl
- Recognized Donor
- Posts: 6600
- Joined: Thu Oct 20, 2011 6:10 pm
- Location: VIKING NORWAY!
- Contact:
Re: Suggestion: Lowering meta info from spell visual effects
Just to be clear, you mean the effect around a character when a spell is cast and when you transition and stuff, yes?Lux wrote:• Remove ground spell effects for all spells
Not like...
Web? And Wall of Flame?
The topic and description here is a little bit unclear on this.
Laitae Lafreth, became Chosen of Mystra, former Great Reader of Candlekeep
Nëa the Little Shadow
Uranhed Jandinwed, Guide of Candlekeep
Free music:
http://soundcloud.com/progressionmusic/sets/luna
Nëa the Little Shadow
Uranhed Jandinwed, Guide of Candlekeep
Free music:
http://soundcloud.com/progressionmusic/sets/luna
- AlexBnt
- Posts: 177
- Joined: Thu Jan 28, 2016 2:56 pm
Re: Suggestion: Lowering meta info from spell visual effects
I'm fairly positive that is what was meant, yes.Deathgrowl wrote:Just to be clear, you mean the effect around a character when a spell is cast and when you transition and stuff, yes?Lux wrote:• Remove ground spell effects for all spells
Not like...
Web? And Wall of Flame?
The topic and description here is a little bit unclear on this.
Mathias Vakkari - Quartermaster of House Blackrose
Xelarian Cannister - Guard of Candlekeep Probably dead in a ditch somewhere
Sir Johnri Ghyrsora - Knight of Thay Gone and forgotten
-
Mallore
- Posts: 458
- Joined: Wed Jul 06, 2016 3:08 am
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
When you cast a spell the effect on the ground should remain. Kinda like the way it is now.
Spells are noticeable when you cast. They are not quietly hummed (unless you got the feat). They require Ames flailing and weaving of energy that yes moves blades of grass and yes arcane symbols may appear in the air.
The lore supports the imaging on the ground.
I totally get through zoning though.
Spells are noticeable when you cast. They are not quietly hummed (unless you got the feat). They require Ames flailing and weaving of energy that yes moves blades of grass and yes arcane symbols may appear in the air.
The lore supports the imaging on the ground.
I totally get through zoning though.
Jane of Here and There (Jane Price)
...also
Jennifer and A Drow.
...also
Jennifer and A Drow.
- Lux
- Retired Staff
- Posts: 589
- Joined: Wed Jun 17, 2015 11:52 am
- Location: In a meadow somewhere
Re: Suggestion: Lowering meta info from spell visual effects
Make Horrid Wilting fun again! Remove all spell visuals! </JOKE>Deathgrowl wrote:Just to be clear, you mean the effect around a character when a spell is cast and when you transition and stuff, yes?Lux wrote:• Remove ground spell effects for all spells
Not like...
Web? And Wall of Flame?
The topic and description here is a little bit unclear on this.
Sorry for being unclear. Yes, I do mean just the on-cast ground spell effect that flashes when casting and zoning. I have updated my posts for clarity:
Lux wrote:
- • Remove the on-cast spell effect flash on the ground for all spells
What we see depends mainly on what we look for
-
Tsidkenu
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
This could be made more precise by specifying all -buff- spell OnPerception VFX/SFX. That is, all those flashy-glowy SFX & VFX that you see when a warded character pops through a transition near you. I don't think Lux means removing the VFX from duration AoE spells like Web, Stinking Cloud, etc etc.
I do believe it is more than possible because some spells, like Invisibility & Walk Unseen, have already had such changes made to them to avoid metagaming their SFX/VFX OnPerception.
I do believe it is more than possible because some spells, like Invisibility & Walk Unseen, have already had such changes made to them to avoid metagaming their SFX/VFX OnPerception.
-
Mallore
- Posts: 458
- Joined: Wed Jul 06, 2016 3:08 am
Re: Suggestion: Remove Spell Effects on Ground & Hide Icons
They should remain for on cast for the following. ((Though you have me on the zoning))
Spells are not secretly cast unless you have the feat. They stand out
The weaving of energy to cast spells create light, images sound and affect the environment. Refer to any dungeons and dragons art of spell casting.
Some people played zoom out and may not for graffic reason see you casting when they and there toon clearly could. I play with sound off as my baby is sleeping.
Players should be aware of a players casting attent as it could be a sign of pvp incoming. "Huh that guy that hates me is buffing over there".
Visuals are part of the game. Removing them from on cast is a meta maneuver against the flavor and feel of dungeons and dragons. Reference Google images spell casting for official 3.5 campaign art.
But like I said while zoning. Totally get it. Also would note if you zone, go buff, comeback to pvp so the other play didn't notice should be a major rules infraction. (Though I doubt anyone would do that!)
Spells are not secretly cast unless you have the feat. They stand out
The weaving of energy to cast spells create light, images sound and affect the environment. Refer to any dungeons and dragons art of spell casting.
Some people played zoom out and may not for graffic reason see you casting when they and there toon clearly could. I play with sound off as my baby is sleeping.
Players should be aware of a players casting attent as it could be a sign of pvp incoming. "Huh that guy that hates me is buffing over there".
Visuals are part of the game. Removing them from on cast is a meta maneuver against the flavor and feel of dungeons and dragons. Reference Google images spell casting for official 3.5 campaign art.
But like I said while zoning. Totally get it. Also would note if you zone, go buff, comeback to pvp so the other play didn't notice should be a major rules infraction. (Though I doubt anyone would do that!)
Jane of Here and There (Jane Price)
...also
Jennifer and A Drow.
...also
Jennifer and A Drow.
- grymhild
- Recognized Donor
- Posts: 585
- Joined: Tue Dec 03, 2013 3:58 pm
- Location: Chicago, IL
Re: Suggestion: Lowering meta info from spell visual effects
Okay... so, this was really badly worded, and didn't really say what I meant it to say, and I'm sorry.grymhild wrote:some of the persitent spell visuals I think should definitely go or be changed,
also. if a spell is cast Silent, then it should mute the sound effects
and Definitely when entering a new area
So, here's a better explanation of what I meant.
First... I don't believe that all spells should have sound effects. Some, for sure... others, I'm not so sure.
One quote I hear thrown around a lot is "Magic is flashy.", this is from the from p. 34 of the 3.5 Dungeon Master's Guide. However, I think it's important to read the whole section. (Emphasis added by me)
So I'm not saying that spells like, Fireball or Lightning bolt or Greater ShoutHidden: show
I do think that some spells though, like Sending or Charm Person... shouldn't have visual effects, or audible effects.
For spells without obvious visual or audible effects, if you are in range and can looking at the person, ie can 'see' the person casting the spell if it has Somatic component (unless it's cast Still), or can hear them if it has Verbal component (unless it's Silent)... you might not know that they actually cast a spell.
If you did perceive them cast a spell, then you should get a spellcraft check of DC 15 + spell level (+ certain other situational modifiers) to be able to tell what they are casting. If you fail, you might know that they cast something - but wouldn't know what it was.
anyway...
the flashy parts and sounds that happen when a person with active spells enters a new area though, those give away a lot of meta information. And at least for me, to be totally honest that is sometimes really hard to ignore - even when I really try. :\
Maybe that can't be fixed, maybe it can - I don't know.
I hope that explains what I meant a little better, I'm not sure if it does or not. :\
edit: fixed should -> shouldn't