Here! finally you began to understand what I wanted to say. I don't like the graphical execution of the pulse just like you. It should be concise and less intrusive. You also gave examples of a stylish interface that resembles something modern and technological. Not an 80s-style neon disco. I am also for the fact that the prime was in dark colors, but in dark colors and not "gray barely visible streets and houses on a sunny day" in complete darkness without a background.
A dark map of the area, here it is, but look how stylishly it is done, how the textures are selected, how the contrast and brightness are correctly made.
What prevents developers from making the same beauty in ingress? Yes, albeit differently, but just as beautiful? We have a modern game, not a game from the 90s, where the textures of the fields on the map resemble lava from the first doom.
The pulse as implemented, was a net negative. I'm not talking vague "design stuff", but a concrete known implementation. That was bad and should have been removed. Making a different appearance that didn't cause the problems isn't an issue. Redacted had a pulse and no-one was screaming to remove it.
Appearance is relevant. But it should never require the sacrifice of user experience and functionality. No-one should have to "suffer for the art" in a game.
Remember, you started this thread with the snark of "They removed the pulse, lets get rid of everything else"
I don’t understand which clever guy took to remove the pulse effect from the game
Now, hopefully you understand why the pulse specifically was not good for the game. Just like the flames obscuring the map constantly were bad (and still are bad in the portal view).
Implementation matters. Just because something is animation or artwork doesn't mean it's expendable, but it does mean that it's a lower tier for holding on to, because it isn't essential, and if it's a net negative to the user experience, it should be removed and/or improved.
Comments
Here! finally you began to understand what I wanted to say. I don't like the graphical execution of the pulse just like you. It should be concise and less intrusive. You also gave examples of a stylish interface that resembles something modern and technological. Not an 80s-style neon disco. I am also for the fact that the prime was in dark colors, but in dark colors and not "gray barely visible streets and houses on a sunny day" in complete darkness without a background.
A dark map of the area, here it is, but look how stylishly it is done, how the textures are selected, how the contrast and brightness are correctly made.
What prevents developers from making the same beauty in ingress? Yes, albeit differently, but just as beautiful? We have a modern game, not a game from the 90s, where the textures of the fields on the map resemble lava from the first doom.
Nothing prevents them making improvements.
The pulse as implemented, was a net negative. I'm not talking vague "design stuff", but a concrete known implementation. That was bad and should have been removed. Making a different appearance that didn't cause the problems isn't an issue. Redacted had a pulse and no-one was screaming to remove it.
Appearance is relevant. But it should never require the sacrifice of user experience and functionality. No-one should have to "suffer for the art" in a game.
Remember, you started this thread with the snark of "They removed the pulse, lets get rid of everything else"
I don’t understand which clever guy took to remove the pulse effect from the game
Now, hopefully you understand why the pulse specifically was not good for the game. Just like the flames obscuring the map constantly were bad (and still are bad in the portal view).
Implementation matters. Just because something is animation or artwork doesn't mean it's expendable, but it does mean that it's a lower tier for holding on to, because it isn't essential, and if it's a net negative to the user experience, it should be removed and/or improved.
hey, so you've been to a legitimate covid club then.
I think it is obvious now the pulse was removed so the spinning volatile markers wouldn't effect performance so much