Ambient Lighting in MoP - Concerned

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Lisaara
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Re: Ambient Lighting in MoP - Concerned

Unread post by Lisaara » Sat Sep 01, 2012 3:17 am

Please Blizz, fix the draenei atleast!
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Re: Ambient Lighting in MoP - Concerned

Unread post by Hilde » Wed Sep 05, 2012 3:43 pm

Hmm, it does seem to improve some older models Image looks so much nicer than i remember.
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Re: Ambient Lighting in MoP - Concerned

Unread post by Myrrmi » Thu Sep 06, 2012 9:17 am

I'm afraid that we can only hope that the revamped race models will be immute to this, and that we get them before we go completely blind... /sigh
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Re: Ambient Lighting in MoP - Concerned

Unread post by Boven » Thu Sep 06, 2012 11:42 am

I happened to look at one of the torch-tossing Darkmoon Fair NPC's yesterday. When they hold their torches between tossing sessions, the new lighting is glaringly apparent. It's especially true for lighter colored ones, like the brown and white female Tauren outside the portal in Mulgore.

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Re: Ambient Lighting in MoP - Concerned

Unread post by LupisDarkmoon » Thu Sep 06, 2012 6:58 pm

I'm honestly pretty happy with the new fire lighting. It's nice and actually bright, unlike the completely flat fire light they used to have, which didn't light up the character at all and just looked bad. ><

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Re: Ambient Lighting in MoP - Concerned

Unread post by Chimera » Thu Sep 06, 2012 7:01 pm

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Cant see any detail on her at all ;_; and this is with SSAO off and on Good graphics in the mid-day

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Re: Ambient Lighting in MoP - Concerned

Unread post by Zuilu » Thu Sep 06, 2012 7:02 pm

Xakaal wrote:Image

Cant see any detail on her at all ;_; and this is with SSAO off and on Good graphics in the mid-day
Oh wow, that's...just terrible..

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Re: Ambient Lighting in MoP - Concerned

Unread post by cowmuflage » Thu Sep 06, 2012 7:07 pm

Funny stuff looks fine on my computer :/

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Re: Ambient Lighting in MoP - Concerned

Unread post by LupisDarkmoon » Thu Sep 06, 2012 7:14 pm

I take that back - it looks almost good. It's still too exaggerated. But it's… sort of a step in the right direction. Just that step took it into a ditch full of supernovas. Toning down the light in sone zones might help just a teeeeensy bit.

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Re: Ambient Lighting in MoP - Concerned

Unread post by Chimera » Thu Sep 06, 2012 7:27 pm

Yea, they need to tone down the light by quite a bit in general because of places that are very shiny or white. i can hardly do End Time cause i cant see the yellow markers on the ground that notify me that he's throwing a bomb down. The sand is too shiny for me >_< The ambient lighting in places where theres a glow is also really bad, such as ZA. The entrance portal lights the whole entrance (walls, ceiling, floor) in purple, as does the closed off gate that you open with Vol'jin's help (how that became purple i got no idea). The torches and other similar lighting items also light up the grid squares. Its not a soft rounded glow, its a hard square glow on the ground. And of course items that glow with a noticeable light just wash out all detail in the characters. They just went pretty extreme and they need to pull it back more.

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Re: Ambient Lighting in MoP - Concerned

Unread post by Nachtwulf » Fri Sep 07, 2012 1:26 am

Lemonsauce Orc comes for you!

Yeah, it's highly variable from zone to zone, and character to character. I don't hardly notice it at all on my Forsaken or tauren in the beta, but on my draenei or troll, it's terrible.

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Re: Ambient Lighting in MoP - Concerned

Unread post by Finduilas » Fri Sep 07, 2012 2:17 am

Don't know if it has been brought up yet, but the first of the hot-dungeons, at the end where you kill the dragon, the light is terrible. As hunter I ususally manage the hourglass and now the sand is so bright I won't see the yellow things that tell me evil damage is coming into this place soon. Either I have to try arranging my camera angle after every step or I have to wait until I see the damage coming and then move/disengage out of it... >.< I don't have the time to logg into the game now (work is calling), but if I'm in the dungeon next time I'll take a screenshot.
Also all my pets seem washed out with undefined features. Not a fan of the new lightning... makes everything I noticed look worse, like washed with too much bleach and then some concealer smeared all over.

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Re: Ambient Lighting in MoP - Concerned

Unread post by Nachtwulf » Fri Sep 07, 2012 3:05 pm

The draenei starter area is -bad- about the new lighting.

For example, may I give you Zalduun the Totally Blown-out.
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Most of the NPCs are so blown-out it's really freaking hard to look at them. @_@
(on the bright (ha) side, draenei monks are pretty badass.)

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Re: Ambient Lighting in MoP - Concerned

Unread post by Sesamee » Fri Sep 07, 2012 4:46 pm

After playing with this lighting for a while I've decided I really like it for most of the game. I'm finding I don't have to tweak my screenshots quite as much. The only downside is still that some zones are way too bright as are some characters. Esp if they were very pale to begin with. Also highlighting your toon or any other one immediately washes it out and gives it an unattractive glow. If they can fix certain glaring (pardon the pun) problems this could be a very nice change.

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Re: Ambient Lighting in MoP - Concerned

Unread post by Ziarre » Sat Sep 08, 2012 9:17 am

Draenei monks sound painful. Can you imagine getting kicked with those hooves?

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I also like the new lighting for most of the game, but there are areas and zones where it's simply blinding. Murozond's area, Sholazar Basin, that's just off the top of my head! And if my character (with white hair) turns her back to the 'sun'...hoo boy. Time for sunglasses indoors!
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Re: Ambient Lighting in MoP - Concerned

Unread post by GormanGhaste » Mon Sep 10, 2012 6:10 pm

While I agree with everyone that they made some surfaces a little too glow-y, I am enjoying the new lighting, which makes me feel like:
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which is a good thing, I'm a sun worshiper at heart!
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Re: Ambient Lighting in MoP - Concerned

Unread post by Hilde » Wed Sep 12, 2012 12:53 pm

Ankha in Zul'Gurub haha

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Re: Ambient Lighting in MoP - Concerned

Unread post by Finduilas » Wed Sep 12, 2012 1:02 pm

Shouldn't mines be a dark and gloomy place? Especially if the only lightsource is an old lantern? And no, there's no hole in the ceiling, I checked it! The light comes out of nowhere.... For everyone who wants to see for him/herself, it's one of the mines in good old Elwynn forest, one east of Stormwind (I think the one with the red rare spider in it). I don't play Alliance very often so I don't know for sure.
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Re: Ambient Lighting in MoP - Concerned

Unread post by Danielfboone » Sun Sep 23, 2012 6:00 pm

I agree , I noticed it right away in the beta. I usually run with Loque as my pet and in brightly lit areas, he glows. It's so bright in places that it actually starts to give me a headache. I will say though that right now, in the usual areas on the Live servers, it looks fine. Either they adjusted it or the changes weren't part of the 5.0.4 and 5 prepatches.

I never run on Ultra settings and actually feel that they make the game look too flat and two dimensional, especially if you turn up the draw distance too much. I leave liquids on low because I hate any other setting, I have most of everything else on fair except for Textures which are on High. I use DX 11, 4X multi-sampling and 2X AF, disable SSAO and Sunshafts. These settings still made things too bright in the beta and there is no setting for that.
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