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Please, Cryptic, an off switch... or stop misrepresenting the game

OK... this is a beautiful image, worthy of Star Trek:
R0CLccS.png

This also:
5Md2paD.png

But THIS... this is nothing like StarTrek:
YYydjRD.jpg

I wonder... why don't you use images similar to the last one as a game promotion or a new patch? Hmm... I wonder... hmm... ah, it's because it is UGLY!! But the last image is the real representation of your game, not the ones on the top (which you use).

It has become impossible to force myself to enjoy the game because you are unwilling to allow a simple "OFF" switch in the visual options menu. Your game is ugly and cluttered with various unnecessary visual effects which do not relay any vital information. Why do I need a huge, red "beta" hovering over my ship in order to know that I am using an attack pattern??!

PLEASE... make an "off" switch, people have been asking for years...

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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I tend to agree, there's serious problems with the visual spam and it really needs something to lower the intensity. I'm not sure just turning it off will be playable, especially with how some of the anomalies work. Definitely some of the worst offenders are the plasma storm console and the new Risian ship console.
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    crypticarmsmancrypticarmsman Member Posts: 4,113 Arc User
    Agreed. There are some great graphics in the game but the amount of meaningless and annoying 'BOFF/Captain/Ship Ability power use indicator' graphics spam really detracts from the game for me more often than not.

    I wish there was a way to toggle it off if I don't care to see it.
    Formerly known as Armsman from June 2008 to June 20, 2012
    TOS_Connie_Sig_final9550Pop.jpg
    PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,789 Arc User
    Completely agree.

    Especially cause that last pic isn't even the worst I've seen.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • Options
    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,789 Arc User
    This is why I also sometimes enjoy creating a new character.

    The battles early on look much better when activating a tachyon beam without any traits making them über-super-duper-awesome is basically the only thing you can do (and need to do).


    More advanced, more options, more of everything isn't always more enjoyable.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • Options
    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,789 Arc User
    A-freaking-men!

    Siezure-enducing particle effects are another thing this game has that the shows were not about. Yet some white knights with brown stuff all around their noses and mouths say we don't need exploration because that's not what the shows were about.

    Regarding seizures: I always thought that was exaggeration.

    But I was playing Into the Hive yesterday and I got very concerned. Someone who's more vulnerable to those lighting shows of Antiproton floors amongst other things, would likely have had an attack.

    Now, I believe that with the bloom settings and - a more draconian measure - not using lighting 2.0, you can tone things down a bit. But it doesn't completely solve the problem.

    It's not just space anymore, ground missions are slowly turning into one big disco party as well.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • Options
    kikskenkiksken Member Posts: 664 Arc User
    Yet some white knights with brown stuff all around their noses and mouths say we don't need exploration because that's not what the shows were about.
    Well I'll be...
    I missed a lot then, as I thought they actually were about exploration.
    Guess I must review them, then.

    maxresdefault.jpg
    Klingons don't get drunk.
    They just get less sober.
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    garaffegaraffe Member Posts: 1,353 Arc User
    +1 for an an off switch.

    To be honest, I like almost all the visual effects for abilities (some like plasma storm and Beacon are too much), IN ISOLATION. But when you start stacking dozens of these visual effects on top of each other, like you get when playing team content, it makes it so I CANT SEE ANYTHING. End game content is not enjoyable because of this visual spam.
  • Options
    angrytargangrytarg Member Posts: 11,001 Arc User
    edited September 2020
    *ahem*

    Behold:

    rXZUHrN.jpg

    (I outlined my Nebula-class ship in this picture)​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • Options
    garaffegaraffe Member Posts: 1,353 Arc User
    angrytarg wrote: »
    *ahem*

    Behold:

    rXZUHrN.jpg

    (I outlined my Nebula-class ship in this picture)​​

    Wow, I am surprised you can even see the Borg unimatrix, usually the effects are so bright and abundant that I can't make out anything on my TV (I play on xbox): the entire screen usually just looks like one giant piece of abstract modern art.
  • Options
    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,789 Arc User
    angrytarg wrote: »
    *ahem*

    Behold:

    rXZUHrN.jpg

    (I outlined my Nebula-class ship in this picture)​​

    The ship developers at Cryptic do an amazing job.

    Still, I want to advise you to try and apply for that job too. ;)
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • Options
    vegeta50024vegeta50024 Member Posts: 2,335 Arc User
    A-freaking-men!

    Siezure-enducing particle effects are another thing this game has that the shows were not about. Yet some white knights with brown stuff all around their noses and mouths say we don't need exploration because that's not what the shows were about.

    This isn't the only game I've played now that the visual spam is problematic.

    I've started getting into FFXIV because of friends, and there are some 24 man raids that are pure visual spam at times because of how many people are using effects at once. It makes it hard to do my role as an up close fighter.

    I kind of get the feeling that visual spam is kinda more the norm for MMOs.

    TSC_Signature_Gen_4_-_Vegeta_Small.png
  • Options
    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    edited September 2020
    westmetals wrote: »
    I wish they would tone down - not eliminate but reduce - the visual effects. For example that blinding white several-seconds-flash when someone uses the Beacon of Kahless (I get the idea but including blinding their own allies?!?!?!?)... that could be reduced to a lens flare type effect and reduced in duration.

    Gravity Well effects could be made physically smaller. Same with the Maquis Radier console effect.

    Agreed. Ideally there would be "visual levels" from off to the current LSD RAVE CYBERPUNK OW MY EYES THE GOOGLES DO NOTHING AIIIEEEEEE!!!!!

    ... with a scale like 0, very low, low, medium, medium-high, high, and * SEIZURE *

    Even better would be 2 sliders, for you and everyone else. That way you can enjoy your own new toy with full visuals.
  • Options
    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,789 Arc User
    edited September 2020
    westmetals wrote: »
    I wish they would tone down - not eliminate but reduce - the visual effects. For example that blinding white several-seconds-flash when someone uses the Beacon of Kahless (I get the idea but including blinding their own allies?!?!?!?)... that could be reduced to a lens flare type effect and reduced in duration.

    Gravity Well effects could be made physically smaller. Same with the Maquis Radier console effect.

    Gravity well is a good example to discuss visual effects. Because it is an ability that is actually relevant to other players.
    You need to know to where enemies (that you are targeting) are being dragged.


    But why would I need to know that someone else is creating lightning and thus additionally damaging other ships with their anomalies, or that they are spore-infused? (Risa Weather event ship's and Hernandez' trait respectively.)
    Why should I be witness to someone else calling in a dozen Ba'ul obelisks?
    Why should I care that someone else is shooting the enemy with a billion of his fighters?
    Why should I be seeing that another player likes to zip around at insane speeds in his escort?
    Why do I need to see torpedo spreads of other players when I already know they won't hit me?



    Most of the visual effects serve no purpose. If an ability only affects the enemy, I could, if I were for some reason interested, just look at their status icons.


    @Cryptic
    Literally the only effects from other players' abilities I need to see, are the ones that (like GW) actually physically affect enemies. In this game, me using some weapon doesn't affect other players' performance. I cannot hit other players with my torpedoes, me using a certain ability (like Fire on my Mark) doesn't become less effective if it's used on multiple enemies... there's literally no point in players seeing each other's stuff in like 99% of the cases.

    And we don't need the entire screen to be filled just to try and communicate that an enemy is affected by one of these very few abilities that actually do matter to other players.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • Options
    crypticarmsmancrypticarmsman Member Posts: 4,113 Arc User
    edited September 2020
    A-freaking-men!

    Siezure-enducing particle effects are another thing this game has that the shows were not about. Yet some white knights with brown stuff all around their noses and mouths say we don't need exploration because that's not what the shows were about.

    This isn't the only game I've played now that the visual spam is problematic.

    I've started getting into FFXIV because of friends, and there are some 24 man raids that are pure visual spam at times because of how many people are using effects at once. It makes it hard to do my role as an up close fighter.

    I kind of get the feeling that visual spam is kinda more the norm for MMOs.

    BUT - FFXIV allows you to turn off and tone down the visual effects of others (and I know because I've done it for FFXIV and my main's a Monk, so yeah, I get what you're talking about). STO doesn't.
    Formerly known as Armsman from June 2008 to June 20, 2012
    TOS_Connie_Sig_final9550Pop.jpg
    PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
  • Options
    shrimphead2015shrimphead2015 Member Posts: 527 Arc User
    westmetals wrote: »
    I wish they would tone down - not eliminate but reduce - the visual effects. For example that blinding white several-seconds-flash when someone uses the Beacon of Kahless (I get the idea but including blinding their own allies?!?!?!?)... that could be reduced to a lens flare type effect and reduced in duration.

    Gravity Well effects could be made physically smaller. Same with the Maquis Radier console effect.

    That Beacon of Kahless really is blinding. I'm all for having the ability of toning down all those effects.

    "There is iron in your words of death for all Comanche to see, and so there is iron in your words of life. No signed paper can hold the iron. It must come from men. The words of Ten Bears carries the same iron of life and death. It is good that warriors such as we meet in the struggle of life... or death. It shall be life." - Ten Bears (Will Sampson)
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    iamjmphiamjmph Member Posts: 210 Arc User
    That would be the ideal solution. Give us control over how intense the effects are.

    Of course... they would need someone to code that functionality, and they didn't have enough manpower to spare to fix and maintain a calendar, so I will not hold my breath here...

    Im pretty sure they have the manpower and capability. But the dev's answer to bosses whose only concern is money... and flashy new things make them money, while the calendar and qol changes don't...
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    ussvaliant2#1952 ussvaliant2 Member Posts: 402 Arc User
    Being able to turn the visual spam off gets my vote. It might even help server performance
    https://i.imgur.com/r6F7yxj.jpeg
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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    Being able to turn the visual spam off gets my vote. It might even help server performance

    visuals are client-side.

    True, but the data on what visuals to show where in the scene is sent from the server. The "other people's visuals off" setting would reduce network traffic a bit even though it wouldn't reduce server CPU load.
  • Options
    echattyechatty Member Posts: 5,914 Arc User
    *Raises hand* I'm another who wishes the visual spam could be toned down.

    While I like canned spam, visual spam is quite annoying.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • Options
    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,789 Arc User
    westmetals wrote: »
    Why is it that every time I suggest something, people quote me, modify my proposal in a way that makes it more complicated, and then argue that it's too complicated?

    I specifically proposed the effects being reduced in size (or in the case of the beacon, intensity and duration) because a standardized, server-wide fix to those would probably be very easy to implement. And meanwhile (as the person talking about GW rightly pointed out) doesn't impact the gameplay at all.

    GW for example... in most cases (except maybe big cruisers) the GW artwork is larger than player ships. Reducing to 1/2 size (as a random example) would still have it very visible but make it less obtrusive.

    Making the "levels" editable on user side, etc. would be much more complex.

    Actually, what I was pointing out was that adding an on/off-switch that would make it possible to
    - either remove all visual effects that stem from other players' actions
    - keep things as it is
    would be much simpler.

    And it would hardly hurt. The GW example shows that it's only a very, very small minority of abilities that are relevant to other players. The rest can just be disabled. All of it can be disabled with very small sacrifices to clarity of what is happening and why, if it has to be kept simple.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
This discussion has been closed.