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Just an aside, but triple AAA titles haven't been pushing PCs for years. They are almost all aimed at consoles, and as such must perform at those specs. It's not a valuable metric. Edit: They also often have frame rate caps coded in. That's probably less prevalent now than it used to be, but it happens (I don't play many AAA titles any more).
Also, I'm not sure that "zoomed in" is the correct turn of phrase. I also find the perspective to be a bit claustrophobic, though only on the vertical. There is plenty of screen space horizontally. The default camera position isn't even particularly close to the player model, it just feel close due to the angle (I think). Since the camera position is static, it makes seeing to the "north" and "south" a bit frustrating. It's not terrible, but I agree that it could use some work.
I know in other ARPGs, I usually use the camera as far back as possible, and tend to turn it often (if able). I like the camera in Grim Dawn. Diablo III is a good example of how to pull off a static camera without feeling too close, or feeling like your peripheral vision is cut off.
There's actually a *lot* that goes into it. AI needs to react at different ranges, things need to render differently, occlusion needs to be changed, it has a higher performance cost, maps need to be designed differently, and even little things like movement speeds need to be tweaked. Ever noticed if you zoom out in a game, it feels like you're moving a lot slower? It actually has a pretty big effect on the general "feel" of a game, even if it isn't directly apparent.
It's certainly possible that at some time we may make a change to the camera or FOV, however we don't currently have any plans for such a change, at least before 1.0 as it is such a significant undertaking.
The gameplay is almost as claustrophobic as PoE. Which is the main reason i cant get into it no matter how much i try (it is a great game). Dont want LE to end up the same way, performance or looks be damned.
edit: posted before Dev answer...
Yeah exactly!
I appreciate how pivotal this is, and how much work it requires... but also, at least for me, gameplay is 100% the most important aspect of ARPG. And filed of vision is the 1st definig factor for it... atm it's barely passable. And was better during beta.
This is worse on a widescreen. You see a lot further left and right than you do up and down so in many games it's a lot better to approach enemies from the side as it gives you more warning as you see them further away.
Agro range doesn't change according to where they are in relation to you, up, down, left or right, doesn't matter. When you have a camera angle that is not directly top down but looks downwards at an angle then you can see further up the screen than down it. If you are moving down the screen you can agro enemies you cannot even see some enemies that are well inside agro range whereas if they were the same distance off to the side you would see them long before you agro them. Some games I try to run with the screen at a 30 degree tilt up on the right and try to run to the top right corner so I get the most vision in the direction I am travelling. When you cannot rotate the screen to give yourself the best visual range while moving it can be pretty bad.
Some games you get ranged attacks coming at you from off the bottom of the screen simply because you cannot see them. It's a little better if they are above you and really good if they are off to either side.
This game iirc, the further out you zoom the steeper the camera angle which maybe doesn't make this worse since the extra zoom mitigates the steeper angle reducing what you can see down the screen, but it doesn't really increase what you can see downwards which makes it kinda pointless in that respect I think. But I admit I would have to really take some SS to compare it properly. It's an impression I have from memory so maybe I am wrong.
I didn't really notice it being so bad with this game to be honest but maybe I am just used to it since I noticed it so long ago.
So while I get what the devs mean about it being a lot more work than the average person appreciates, and it is common enough in games these days since wider screens became the norm, being able to see stuff before you agro it is pretty important. I just don't know that with the wider screens that there is a whole lot to be done about it. It's always going to suck that you cannot see down the screen as far as you can up or to the sides no matter how zoomed out it is.
When I look at my toon on the screen it's size feels about right to me but even so it still feels like it could be zoomed out more. That might make my character look really small though. Dunno. That's my two cents though. Need to zoom out further so you can see more down the screen. It's ok to either side.
Some games I have played I have wanted to stand my monitor on its side. Silly.
Yeah. It's really easy to pull aggro from offscreen mobs to the south (ranged attacks, and movement skills can make for jump scares). Honestly, unless I'm getting one shot from offscreen, then I don't really care all that much. More frustrating is how some pieces of world geometry can obscure the view.