Mr.Popper Posted May 10 Posted May 10 I was originally supportive of this change and didn't want to knee jerk turn on it when I didn't like the result because I thought, "oh, it's WIP. It might be toned down". It's now been like... half a year? Oops! I'm referring to the blurring effect applied to layers on a lower Z level. IIRC this was implemented to address complaints from players falling through holes in the floor and enhance visual clarity, but while I initially thought it would look good, the final product is usually an eyesore in my opinion. It erodes the illusion of the map being one continuous space and constantly reminds me that I'm looking at a window into another map (or Z level). I think it would look better if the effect was softer, but it's hard to say without a direct comparison. Stairs look especially rough and I feel a little disoriented every time I go down one, which is a shame as before the blur it was hard to tell when a stair went up or down. Ideally the first tile of the stairs would have 0 blur to make it feel like you're actually stepping down a level, but I don't know if that's even possible. Let's forget aesthetics for a second. Do we need a visual indicator that a tile is open space? Sure it's more optimal, but before the Blurrening™ (that's what it's called now) holes were a genuine hazard that added complications to rounds. Medical got injuries to treat while engineering had a reason to actually cordon off damage sites, similar to janitors and their wet floor signs. None of this is peak SS13 gameplay but it's still optimizing the fun out of the game. And hearing people crunch onto deck 1 was really fun 😈
Carver Posted May 10 Posted May 10 I do find that the effect is a little wearisome on the eyes, but I’m unsure of a good alternative.
GeneralCamo Posted May 11 Posted May 11 It's tuned up compared to other servers. We can bring it down to their level, and then revisit this. I'm fond of aesthetics, but not at the expense of disorientation.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now