I’m used to play Warframe and I generally find that the graphic options and tweaks made by the developers there are quite clever in some aspects.
If anyone has ever played that game, one of the main causes of confusion is the fact that both abilities and weapons have literally a truckload of bursting light effects.
To prevent these bursts of light from becoming the only thing anyone would be able to see through the entire map, the developers added a “diminish lighting and particle effects from allies” percentile cursor into the graphics options.
Now, in Vermintide this issue is mainly related to Sienna and her flame effects; the firewalk effect in particular.
As far as I can see, the volumetric lightning from the flames calls for a very sudden and steep rise in graphic resources consuption, so its main effect is to slow the game flow to a crawl for everyone, as long as they are present, thereby screwing combos, heavy attack timing, dodges and general movement.
Now I know that by reducing the number of shadow casting lights I can mitigate this, but the graphics quality of the game just drops to ugly depths that way.
It just seems a waste to give up the visual quality of the game (which flows smoothly in any other situation) just because, if you have a mage on the group, you have to hope never to end up into their flames or else get beaten up because all your actions are suddenly forced to go at a snail-pace.
I have no idea what a “diminish lighting and particle effects from allies” cursor entails in terms of software development, but I can say I found it very useful in the co-op game environment I played in so far.
As the tag states, this is just a suggestion, but I’d like to know if anyone else is having the same issue