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Weapon Based Cooperative Synergies and Meters

AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
So, I always am the first to admit that a large part of why I was so interested in Ashes is that I saw a lot of parallels to my favorite game, with the addition of elements from what I understood to be among the best PvP MMOs of the same era. Sounds like a perfect situation, right?

But recently there's less information, and while we know that there will be some weapon skill style things, we still haven't seen any sign of the 'Weapon Focus' meter or anything similar. I always talk about how 'Tactical Point' Gauge is one of the best and most important systems in all MMO design for group play, particularly for PvE, to keep things actually... not stale, but I don't know if we're gonna get it anymore, and I want to talk about it because I don't know if anyone other than old FFXI-heads even like the concept.

So let's talk Skillchains, but more importantly, what leads up to Skillchains... TP Management.

I'll give a really basic scenario of a single fight against a relatively normal mob at FFXI endgame, 'first pull' in an area. Just one enemy. No one has any 'TP Gauge' yet.

Our Bard chooses buffs before we begin based on enemy type, as is normal, but the question for the buffs is also 'what do we need for building TP?'

This is because Skillchains are around 30% of the damage in a fight, if not more. Our Paladin can't afford to wear both Accuracy boosting gear and Defense boosting gear at the same time, so we get a 'default to Defense' and let the Bard boost Accuracy, probably for everyone.

The main thing to consider though, is that the Bard is watching the TP gauges of everyone else, and in fact trying to hit themselves, since they are Skillchain Opener for the Paladin.

The DDs (let's assume Thief and Dark Knight) are just hitting as much as they can, but we might not have had a good reason to have ANYONE get any Attack buff song. The Paladin will hold hate better if the Dark Knight isn't pumping out a lot of damage per swing at this point.

As soon as those two get close to the required value for their Weapon Skills, the Bard changes one song (probably the Haste song) to Attack Up, to maximize the damage from those Weapon Skills. The Dark Knight stands opposite the Paladin, then unleashes, which will almost always get hate instantly. The Thief uses Sneak Attack, Trick Attack, from behind the Paladin, and closes the Skillchain for massive damage and drops all the hate on the Paladin. There's no need to change the song back to Accuracy now, though.

Depending on WHAT the skillchain was and how much health the enemy has, and what type of enemy it is, the rhythm changes now. The Bard has gone back to striking. The Paladin probably took some time (most likely having more TP than the Bard due to the Bard performing the song/buff) to apply buffs and maybe heal the Dark Knight if they did get hit during that short period that they had hate. The Bard 'needs' to get enough TP to open the next Skillchain which the Paladin will close and hopefully this will be enough to finish the fight.

By contrast, other games to me are so... bland in terms of their interconnection, both between players, and between the players and the enemy. You kinda just point your skills at the target and hope nothing weird happens. There's no 'dynamic thing you're adapting to within your own group'.

I haven't touched on things like 'using the Magic Burst effect from the Skillchain to break through the elemental/status resistance of a mob so that you can apply a status that it won't normally be affected by', or 'setting up other abilities so that you can quickly be ready to Skillchain with a second person due to a multi-attack effect or spell (for example the Dark Knight using Absorb TP at the right time to drain some from the enemy in order to skillchain with the Paladin themselves because the Bard had to deal with something else).

But now I think it's implied we aren't even going to get 'Weapon Based Abilities' of an 'Active' kind, far less something as complex as "Skillchains" or a gauge that has to build up to use effects. Sure, I could wave around a big 'flag' going 'Hey Intrepid this was great do this too!' but even assuming it COULD fit the game... it would gain no traction if it turns out that I (and my friends) are the only ones who even like this sort of thing.

So, for my data... is this interesting to you at all? I'm not trying to say 'this is way better than any other game's system' or anything like that, I probably just haven't PLAYED anything else dynamic enough other than like, Onigiri... but recent discussions about things like group synergy and particularly 'Class/Weapon combinations' got me thinking about it again. I don't think I'll feel much of anything toward what main weapon I'm using if all I can do with my weapon skill tree is 'raise accuracy, raise attack, or activate the same debuff on the enemy that every other user of the weapon has'.

That's about enough of that. Yay, nay, tl;dr, anything helps. Grati.
♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
«13

Comments

  • LudulluLudullu Member, Alpha Two
    Haven't played anything near to that kind of gameplay, but as we've discussed before - I'm all for any kinds of synergistic abilities, between partymates, raidmates, guildmates and between players and mobs which would also let players "control" mob behavior. I want it all and I want it now.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I like the idea of the various classes having synergy with each other. Maybe something they can/are doing and we haven't seen anything yet as the classes are still being built.
    I am going to say hopefully.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I forgot to mention the part of this that I am really expecting the least, it's quite simple though.

    A Skillchain has a specific 'property' that a DPS mage can use to 'Magic Burst' to multiply the spell damage and get past resistances, as hinted.

    The issue/danger is that all the hate from that big blast goes onto them normally, forcing even more synergy if it doesn't bring the mob near to dead. The Paladin might already have enough hate to not matter, but if not, they would need to do things like activate more powerful abilities (which would normally not be needed), rely on the Mage to have defensive spells up (a use for /Tank!) or have the Mage in a position to Cover and block damage on them if the enemy was a certain type.

    All this also needed to be timed so that there was minimal chance of the Skillchain being interrupted by the mob's CC, which, depending on the mob, could mean having VERY strict timing windows for landing the extra damage.

    That should be all now, I think.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Nova_terraNova_terra Member, Alpha Two
    I think leaning into synergies is a good thing and based on what I am reading from you(never played FFXI), it sounds like systems like that highlight thinking like "our comp is X so that means we should approach that differently than comp Y" and leads to a more "problem solving" approach where all classes are not equal but different classes add different value and moves away from cookie cutter type design like Z is best DD so we stack 4 of them since they all have the "raid/pvp group does 15% more damage for 30 seconds".

    I think each class having flavorful/interesting abilities in this avenue that are balanced somewhat well is what will feed a system such as that but I think at it's root synergistic type gameplay like this leads people to congregate and learn/experience the game as opposed to the GF mentality where as long as you do x amount of DPS and activate you "do more damage" ability when you need to do you are fine because everything is cookie cutter.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Nova_terra wrote: »
    I think leaning into synergies is a good thing and based on what I am reading from you(never played FFXI), it sounds like systems like that highlight thinking like "our comp is X so that means we should approach that differently than comp Y" and leads to a more "problem solving" approach where all classes are not equal but different classes add different value and moves away from cookie cutter type design like Z is best DD so we stack 4 of them since they all have the "raid/pvp group does 15% more damage for 30 seconds".

    I think each class having flavorful/interesting abilities in this avenue that are balanced somewhat well is what will feed a system such as that but I think at it's root synergistic type gameplay like this leads people to congregate and learn/experience the game as opposed to the GF mentality where as long as you do x amount of DPS and activate you "do more damage" ability when you need to do you are fine because everything is cookie cutter.

    Well the game definitely had its periods like that.

    I even for a while thought that the reason Ashes had that restriction on the way Ranger damage worked was because Jeffrey Bard lived through the 'Ranger Fantasy XI' period and knew not to let it happen again, but now I'm not sure and even if that was the reason, he's no longer there.

    It does definitely result in what is being discussed, though. I really ended up thinking 'well obviously Ashes will do this, there's no other real way to get this sort of thing working', but then... I haven't heard anything about 'Weapon Focus Meter' in... I think literally years at this point.

    I would never have thought to myself 'this is too complicated for people to like' because I apparently play complicated games... but when you've never 'played anything less', you don't really think of it as complicated.

    So recently I've been learning about many games with much less synergistic/complex systems and wondering if they were successful BECAUSE they didn't add this complexity, or if they just 'happened to not be'.

    Even FFXIV took them out though, (part of why I don't play it, they kept the TP thing, they tried a simplistic thing to replace them and then apparently ditched them altogether) so I wondered if they just 'focus tested poorly' or something.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Nova_terraNova_terra Member, Alpha Two
    Azherae wrote: »
    Nova_terra wrote: »
    I think leaning into synergies is a good thing and based on what I am reading from you(never played FFXI), it sounds like systems like that highlight thinking like "our comp is X so that means we should approach that differently than comp Y" and leads to a more "problem solving" approach where all classes are not equal but different classes add different value and moves away from cookie cutter type design like Z is best DD so we stack 4 of them since they all have the "raid/pvp group does 15% more damage for 30 seconds".

    I think each class having flavorful/interesting abilities in this avenue that are balanced somewhat well is what will feed a system such as that but I think at it's root synergistic type gameplay like this leads people to congregate and learn/experience the game as opposed to the GF mentality where as long as you do x amount of DPS and activate you "do more damage" ability when you need to do you are fine because everything is cookie cutter.

    Well the game definitely had its periods like that.

    I even for a while thought that the reason Ashes had that restriction on the way Ranger damage worked was because Jeffrey Bard lived through the 'Ranger Fantasy XI' period and knew not to let it happen again, but now I'm not sure and even if that was the reason, he's no longer there.

    It does definitely result in what is being discussed, though. I really ended up thinking 'well obviously Ashes will do this, there's no other real way to get this sort of thing working', but then... I haven't heard anything about 'Weapon Focus Meter' in... I think literally years at this point.

    I would never have thought to myself 'this is too complicated for people to like' because I apparently play complicated games... but when you've never 'played anything less', you don't really think of it as complicated.

    So recently I've been learning about many games with much less synergistic/complex systems and wondering if they were successful BECAUSE they didn't add this complexity, or if they just 'happened to not be'.

    Even FFXIV took them out though, (part of why I don't play it, they kept the TP thing, they tried a simplistic thing to replace them and then apparently ditched them altogether) so I wondered if they just 'focus tested poorly' or something.

    I think that the problem with systems like this in most games is the fact that you need to "rely" on someone else knowing what they are doing. In the current MMO climate, people are playing lobby games and if your healer has no idea how to "do the thing" to clear this content you are left rolling your eyes feeling your time is wasted. For focused Raid groups/Pvp Groups or any guild team exercise this seems like a very interactive and exciting experience...especially when you introduce variables like certain people playing certain classes (lets use me from another thread and wanting/hoping that Pike/Greatsword Cleric/fighter might actually be functional) and how do we make that work in our composition or again how do we "problem solve" this. So what this leads to is the people on the cutting edge of content who are hyper focused on getting these systems down or digging into this element finding it interesting and the casual people finding it irritating at best?

    Correct me if I am wrong but if the content is challenging enough that all X players have to be extremely harmonious and educated on all other players abilities/timing/etc. Casual gamers just aren't having the same experience and if it's easy enough content that you don't have to be harmonious (WoW raiding) then a lot of the logic and synergy is just a win more condition.

    As a gamer that has pushed into competitive territory in multiple games both solo (Starcraft 2) and team type games (DOTA) the concept is hyper fascinating as I love to lean into those team/synergy aspects of games but I think I am in the minority of gamers in that. It comes down to what type of game Ashes wants to be, but I think I am rambling at this point.
  • That is very complex and interesting too

    To me I would play in such system in a single player game, but in a MMO I would lose my mind if the party is not doing what they are supposed to do and I bet people would get twice as mad with the bard

    How about the combos from Guild Wars 2?
    They are simplier, but they have things that make sense, for example, cast a wall of fire and shooting arrows through fire will make fire arrows

    https://youtu.be/SznERJ85I_Y?t=32



    PvE means: A handful of coins and a bag of boredom.
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 2022
    I love this topic.

    I think @Nova_terra brings up a really important point that if the synergies are not intuitive to grasp, it's difficult for the majority of players to catch on.

    A prime example of this issue is the steep learning curve in Spellbreak - with 6 elements that combine in a variety of ways, it's a little overwhelming to new players. But veterans had already distilled those possibilities down to only a couple of combinations that are actually viable in battle. Despite this, my brother was turned off the game simply because the combos seemed overwhelming.

    there are 2 things we can do that I think help to circumvent this issue:
    • introduce the synergy concepts at higher levels, where players have finished exploring their builds
    • vfx/sfx/ux design that helps each class notice when someone in their team has created an opening for them

    This helps lead players into a mindset of "I hope my teammate does _the_thing_ so I can do _my_thing_".

    ----
    I think that the problem with systems like this in most games is the fact that you need to "rely" on someone else knowing what they are doing. In the current MMO climate, people are playing lobby games and if your healer has no idea how to "do the thing" to clear this content you are left rolling your eyes feeling your time is wasted.

    EXACTLY.
    I think this is precisely what is driving "solo" play in MMO's, why people are becoming reluctant to interact with other people.
    Yet meaningful interplayer interaction is the real gold of what people actually want (they just don't realize it).

    So then the contention is: we want to encourage synergistic co-operation between players, but it must ALWAYS be a choice - i.e. if a boss cannot be killed because one person is the weakest link, then players feel cooerced into cooperative play and it leads to:
    1. weakest link player fails their mechanic
    2. ruins the coordination of the entire team --> boss cannot be defeated
    3. "you are left rolling your eyes feeling your time is wasted"
    4. hostile social environment --> every-man-for-himself attitude emerges
    5. preference for solo-able content

    To break this cycle, we need to decouple the failure of a synergy mechanic from direct failure of the objective.
    Although, I think the top ~10% of game content can probably assume this level of pressure.
    I wish I were deep and tragic
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 2022
    maouw wrote: »
    I love this topic.

    I think @Nova_terra brings up a really important point that if the synergies are not intuitive to grasp, it's difficult for the majority of players to catch on.

    A prime example of this issue is the steep learning curve in Spellbreak - with 6 elements that combine in a variety of ways, it's a little overwhelming to new players. But veterans had already distilled those possibilities down to only a couple of combinations that are actually viable in battle. Despite this, my brother was turned off the game simply because the combos seemed overwhelming.

    there are 2 things we can do that I think help to circumvent this issue:
    • introduce the synergy concepts at higher levels, where players have finished exploring their builds
    • vfx/sfx/ux design that helps each class notice when someone in their team has created an opening for them

    This helps lead players into a mindset of "I hope my teammate does _the_thing_ so I can do _my_thing_".

    ----
    I think that the problem with systems like this in most games is the fact that you need to "rely" on someone else knowing what they are doing. In the current MMO climate, people are playing lobby games and if your healer has no idea how to "do the thing" to clear this content you are left rolling your eyes feeling your time is wasted.

    EXACTLY.
    I think this is precisely what is driving "solo" play in MMO's, why people are becoming reluctant to interact with other people.
    Yet meaningful interplayer interaction is the real gold of what people actually want (they just don't realize it).

    So then the contention is: we want to encourage synergistic co-operation between players, but it must ALWAYS be a choice - i.e. if a boss cannot be killed because one person is the weakest link, then players feel cooerced into cooperative play and it leads to:
    1. weakest link player fails their mechanic
    2. ruins the coordination of the entire team --> boss cannot be defeated
    3. "you are left rolling your eyes feeling your time is wasted"
    4. hostile social environment --> every-man-for-himself attitude emerges
    5. preference for solo-able content

    To break this cycle, we need to decouple the failure of a synergy mechanic from direct failure of the objective.
    Although, I think the top ~10% of game content can probably assume this level of pressure.

    Well, that's generally how you experience it.

    In fact, I find that OTHER games that have synergy mechanics tie the two together TOO closely.

    In FFXI, you're usually just slower, unless you're fighting something REALLY strong.

    Even as I type this I'm doing a La Vaule Run where 'If we get CCed or prevented from Skillchain, we can't push through the enemy lines'

    But since this is just playing for fun (talking about this always makes me wanna play), it doesn't matter as much.

    EDIT: I will say that perhaps I'm too elitist or shortsighted relative to design, but I don't see how you can have a mechanic that is at the same time:
    • Meaningful
    • Effective
    • NonCritical to success
    • Ignorable when the weak-link player fails
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Nova_terraNova_terra Member, Alpha Two
    Azherae wrote: »
    maouw wrote: »
    I love this topic.

    I think @Nova_terra brings up a really important point that if the synergies are not intuitive to grasp, it's difficult for the majority of players to catch on.

    A prime example of this issue is the steep learning curve in Spellbreak - with 6 elements that combine in a variety of ways, it's a little overwhelming to new players. But veterans had already distilled those possibilities down to only a couple of combinations that are actually viable in battle. Despite this, my brother was turned off the game simply because the combos seemed overwhelming.

    there are 2 things we can do that I think help to circumvent this issue:
    • introduce the synergy concepts at higher levels, where players have finished exploring their builds
    • vfx/sfx/ux design that helps each class notice when someone in their team has created an opening for them

    This helps lead players into a mindset of "I hope my teammate does _the_thing_ so I can do _my_thing_".

    ----
    I think that the problem with systems like this in most games is the fact that you need to "rely" on someone else knowing what they are doing. In the current MMO climate, people are playing lobby games and if your healer has no idea how to "do the thing" to clear this content you are left rolling your eyes feeling your time is wasted.

    EXACTLY.
    I think this is precisely what is driving "solo" play in MMO's, why people are becoming reluctant to interact with other people.
    Yet meaningful interplayer interaction is the real gold of what people actually want (they just don't realize it).

    So then the contention is: we want to encourage synergistic co-operation between players, but it must ALWAYS be a choice - i.e. if a boss cannot be killed because one person is the weakest link, then players feel cooerced into cooperative play and it leads to:
    1. weakest link player fails their mechanic
    2. ruins the coordination of the entire team --> boss cannot be defeated
    3. "you are left rolling your eyes feeling your time is wasted"
    4. hostile social environment --> every-man-for-himself attitude emerges
    5. preference for solo-able content

    To break this cycle, we need to decouple the failure of a synergy mechanic from direct failure of the objective.
    Although, I think the top ~10% of game content can probably assume this level of pressure.

    Well, that's generally how you experience it.

    In fact, I find that OTHER games that have synergy mechanics tie the two together TOO closely.

    In FFXI, you're usually just slower, unless you're fighting something REALLY strong.

    Even as I type this I'm doing a La Vaule Run where 'If we get CCed or prevented from Skillchain, we can't push through the enemy lines'

    But since this is just playing for fun (talking about this always makes me wanna play), it doesn't matter as much.

    EDIT: I will say that perhaps I'm too elitist or shortsighted relative to design, but I don't see how you can have a mechanic that is at the same time:
    • Meaningful
    • Effective
    • NonCritical to success
    • Ignorable when the weak-link player fails

    Do not take this the wrong way, I think you are elitist or put a different way - the way you portray yourself is as someone who will choose to spend 1000 hours learning the *meaningful *effective designs to make cutting edge challenging content clearable but that is not the majority of MMO players. so the two pathways present is make the game digestible to most players which leaves mechanics like this on the shelf or reduces them to non-critical/ignorable which you and me can agree is not ideal but is this stopping you from picking up the game?

    OR

    it is meaningful and important but the playerbase shrinks (not a bad thing at face value) because a decent amount of content is locked away from Boomer dads/kids/non-daily players and you distill the player base to a more elite group but at the cost that you have a very very small subsection of players.

    I will anecdotally use SWTOR (a game I played for a good deal of time as I am a big Star Wars nerd and the game did good being "pretty ok"). I could sleepwalk through all raid content as at every level it was gear check and not skill checking anything. It boiled down to do you know the 4 phases of the fight, but it kept it's player base due to it's easily accessible story and content. Hell even I stayed for casual playing, even though I'd categorize myself as a pretty hardcore competitive player by MMO standards.

    So basically the more interesting and nuanced the design (and integral to success) you make mechanics the farther you push from something that is pick up and playable to having to learn an extensive amount to be even moderately successful. Can this game find some form of balance? Maybe, but in most cases there is a large and loud faction of people that aren't going to spend that time to master mechanics/loops in the way you and me are speaking about. Some people just want to log in for an hour, chop a tree and punch some goblins.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Arya_Yeshe wrote: »
    That is very complex and interesting too

    To me I would play in such system in a single player game, but in a MMO I would lose my mind if the party is not doing what they are supposed to do and I bet people would get twice as mad with the bard

    How about the combos from Guild Wars 2?
    They are simplier, but they have things that make sense, for example, cast a wall of fire and shooting arrows through fire will make fire arrows

    https://youtu.be/SznERJ85I_Y?t=32



    The thing is, I'd be fine with simplistic synergies, in fact those are what I expect. I just have two problems.

    1. If they're just 'hey I did mine, you do yours', it doesn't actually feel dynamic to me at all. The thing that makes the Meter work is that you have to be watching, building up, trying, preparing... you can't just 'do whatever you like as soon as both are off cooldown'. In fact, a LOT of the challenge of this comes from 'having to actually control how fast the meter is rising, as there's no point in getting to like 1400 on certain skills, so you 'might as well' do something else as soon as you hit 1000 if your partner isn't there yet.
    2. I don't find that people are any more forgiving or understanding if the combos are simpler to GRASP, it just gives them more opportunity to rag on people who miss them occasionally. SkillChains are pretty simple in that you just tell the person 'after I do this, you do that'. They're already actually ABOUT as simple as Synergy gets in terms of 'actually doing the synergistic thing' and not the 'optimizing it' aspect.

    So while 'Hey, you should do Arrow Rain after I do Black Hole' is also a synergy, it's also not really engaging to me in anywhere NEAR the same way, and this is particularly true I think for Support classes who just don't have to care at ALL.

    Having to choose between "getting the last two hits to earn the TP I need to open Skillchain" and "Healing the Paladin because his health is looking a bit ragged" is the part where I start to feel something because I can go 'well my teammate might notice that I will have TP soon and that's why I'm not healing, so they will heal the Paladin' (or in FFXI he'll heal himself but you get the idea).

    Similarly as @Nova_terra points out, while this WOULD get a bit more interesting with people using different weapons, for example, without the meter won't it just be 'ok hit this a few times to trigger the hit-proc' and then everyone just go back to doing the same sorts of things?

    Onigiri works a lot like that, and I feel the difference a lot. Our Bard feels it much more.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Nova_terra wrote: »
    Azherae wrote: »
    maouw wrote: »
    I love this topic.

    I think @Nova_terra brings up a really important point that if the synergies are not intuitive to grasp, it's difficult for the majority of players to catch on.

    A prime example of this issue is the steep learning curve in Spellbreak - with 6 elements that combine in a variety of ways, it's a little overwhelming to new players. But veterans had already distilled those possibilities down to only a couple of combinations that are actually viable in battle. Despite this, my brother was turned off the game simply because the combos seemed overwhelming.

    there are 2 things we can do that I think help to circumvent this issue:
    • introduce the synergy concepts at higher levels, where players have finished exploring their builds
    • vfx/sfx/ux design that helps each class notice when someone in their team has created an opening for them

    This helps lead players into a mindset of "I hope my teammate does _the_thing_ so I can do _my_thing_".

    ----
    I think that the problem with systems like this in most games is the fact that you need to "rely" on someone else knowing what they are doing. In the current MMO climate, people are playing lobby games and if your healer has no idea how to "do the thing" to clear this content you are left rolling your eyes feeling your time is wasted.

    EXACTLY.
    I think this is precisely what is driving "solo" play in MMO's, why people are becoming reluctant to interact with other people.
    Yet meaningful interplayer interaction is the real gold of what people actually want (they just don't realize it).

    So then the contention is: we want to encourage synergistic co-operation between players, but it must ALWAYS be a choice - i.e. if a boss cannot be killed because one person is the weakest link, then players feel cooerced into cooperative play and it leads to:
    1. weakest link player fails their mechanic
    2. ruins the coordination of the entire team --> boss cannot be defeated
    3. "you are left rolling your eyes feeling your time is wasted"
    4. hostile social environment --> every-man-for-himself attitude emerges
    5. preference for solo-able content

    To break this cycle, we need to decouple the failure of a synergy mechanic from direct failure of the objective.
    Although, I think the top ~10% of game content can probably assume this level of pressure.

    Well, that's generally how you experience it.

    In fact, I find that OTHER games that have synergy mechanics tie the two together TOO closely.

    In FFXI, you're usually just slower, unless you're fighting something REALLY strong.

    Even as I type this I'm doing a La Vaule Run where 'If we get CCed or prevented from Skillchain, we can't push through the enemy lines'

    But since this is just playing for fun (talking about this always makes me wanna play), it doesn't matter as much.

    EDIT: I will say that perhaps I'm too elitist or shortsighted relative to design, but I don't see how you can have a mechanic that is at the same time:
    • Meaningful
    • Effective
    • NonCritical to success
    • Ignorable when the weak-link player fails

    Do not take this the wrong way, I think you are elitist or put a different way - the way you portray yourself is as someone who will choose to spend 1000 hours learning the *meaningful *effective designs to make cutting edge challenging content clearable but that is not the majority of MMO players. so the two pathways present is make the game digestible to most players which leaves mechanics like this on the shelf or reduces them to non-critical/ignorable which you and me can agree is not ideal but is this stopping you from picking up the game?

    OR

    it is meaningful and important but the playerbase shrinks (not a bad thing at face value) because a decent amount of content is locked away from Boomer dads/kids/non-daily players and you distill the player base to a more elite group but at the cost that you have a very very small subsection of players.

    I will anecdotally use SWTOR (a game I played for a good deal of time as I am a big Star Wars nerd and the game did good being "pretty ok"). I could sleepwalk through all raid content as at every level it was gear check and not skill checking anything. It boiled down to do you know the 4 phases of the fight, but it kept it's player base due to it's easily accessible story and content. Hell even I stayed for casual playing, even though I'd categorize myself as a pretty hardcore competitive player by MMO standards.

    So basically the more interesting and nuanced the design (and integral to success) you make mechanics the farther you push from something that is pick up and playable to having to learn an extensive amount to be even moderately successful. Can this game find some form of balance? Maybe, but in most cases there is a large and loud faction of people that aren't going to spend that time to master mechanics/loops in the way you and me are speaking about. Some people just want to log in for an hour, chop a tree and punch some goblins.

    Yeah that's basically what I'm asking.

    I'm aware that I'm definitely very hardcore/elitist at games in general, but as noted, I can't always tell what people actually find challenging vs not, because in all arrogance, it's MOSTLY all the same to me.

    Which is why I make the post. If I 'shouldn't expect anything beyond FF14' then so be it.

    And honestly, yeah, I probably wouldn't pick up the game with any seriousness if it doesn't manage on this point, not because I never play such games, but because Ashes is 'ambitious' in specific ways that make it 'challenge games I already play for the time slots', and interestingly, in no OTHER ways.

    The only thing Ashes offers ME that I don't get elsewhere would be 'the combination of multiple things I like at once'. And that's perfectly fine with me, to the point where 'if most people didn't want any Meter-based Synergies' I'd just accept that and go back to playing what I play already.

    I'm aware that MMOs are probably not my target genre, but Ashes could be pretty close, I just wouldn't want it to alienate a bunch of other people who would enjoy it.

    It's really hard for me to tell because of how games get made these days though. I don't even find myself 'assuming that new MMOs will have elemental damage/weaknesses' anymore.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Nova_terraNova_terra Member, Alpha Two
    Well,

    I think you can introduce mechanics in an interesting way without needing a "meter" ability, but also understand if that removes interest for you. However, as you stated Ashes is doing a few things I think could lead it to be a great game for me to play but part of that relies heavily on the content I am doing being challenging (how they do that isn't as material to me) but I think specifically meters would probably turn a lot of people off especially if they need to learn how to manage themselves but apply that to a full raid party. Again, a sort of "where do I land on the MMO spectrum based on time/personality/dedication".

    I would tend to lean into that challenge personally, but people wiping on content for months usually doesn't sit super well with the masses (at least in my experience).
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    ... I don't see how you can have a mechanic that is at the same time:
    • Meaningful
    • Effective
    • NonCritical to success
    • Ignorable when the weak-link player fails

    some ideas for NON top 1% players (I'm thinking a party of strangers):
    • Plan-B/second chance: failure of a synergy mechanic can be salvaged by other players (at the cost of their effectiveness elsewhere) - which, I concede, necessarily means the PvE encounter difficulty would have to be lower to provide wiggle room for this, which is fine for the non top 1%
    • Synergy chain breakers: If you know "the weakest link" in your party can't pull their weight, then you have the option to use a finisher, which ends the synergy chain early on their "turn"- making up for some of the lost potential, so your team isn't completely out of the fight. The main disadvantage here is the lack of opportunity for "weakest-link" to learn their lesson. Perhaps these chain breakers spawn multiple opportunities for "weakest-link" to practice their synergy - allowing them to further recover some of the lost potential while also sharpening them as a player.
    ... without the meter won't it just be 'ok hit this a few times to trigger the hit-proc' and then everyone just go back to doing the same sorts of things?

    I think it would.
    Can you do a bit more of a breakdown of the advantages of the TP meter?
    So far, I've picked up:
    • anticipation of your teammates' actions
    • tactical options
    • deliberate use

    in FFXI, did the TP meter co-erce everyone into groups even when not raiding?
    I wish I were deep and tragic
  • DepravedDepraved Member, Alpha Two
    FF has meters because almost every FF game has a meter, so they kept the same theming in the mmorpg.

    other games have cooldowns. its the same concept.

    aoc has ultimate defense, which is similar to l2 ud. i aspect there will be an ultimate evasion as well, and similar abilities.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 2022
    maouw wrote: »
    Azherae wrote: »
    ... I don't see how you can have a mechanic that is at the same time:
    • Meaningful
    • Effective
    • NonCritical to success
    • Ignorable when the weak-link player fails

    some ideas for NON top 1% players (I'm thinking a party of strangers):
    • Plan-B/second chance: failure of a synergy mechanic can be salvaged by other players (at the cost of their effectiveness elsewhere) - which, I concede, necessarily means the PvE encounter difficulty would have to be lower to provide wiggle room for this, which is fine for the non top 1%
    • Synergy chain breakers: If you know "the weakest link" in your party can't pull their weight, then you have the option to use a finisher, which ends the synergy chain early on their "turn"- making up for some of the lost potential, so your team isn't completely out of the fight. The main disadvantage here is the lack of opportunity for "weakest-link" to learn their lesson. Perhaps these chain breakers spawn multiple opportunities for "weakest-link" to practice their synergy - allowing them to further recover some of the lost potential while also sharpening them as a player.
    ... without the meter won't it just be 'ok hit this a few times to trigger the hit-proc' and then everyone just go back to doing the same sorts of things?

    I think it would.
    Can you do a bit more of a breakdown of the advantages of the TP meter?
    So far, I've picked up:
    • anticipation of your teammates' actions
    • tactical options
    • deliberate use

    in FFXI, did the TP meter co-erce everyone into groups even when not raiding?

    The main thing to understand is that FFXI is a VERY VERY group focused game for anything serious. You can certainly do it alone, but that's just a challenge you're taking on for the sake of it, most of the time. Or no one you like is online.

    Another thing it helps with is 'enemy scaling' with that in mind.

    Let's say that you were to start the game now with one friend (or your brother) and you choose Red Mage to start and they choose Monk to start and use the standard weapons.

    By around level 16 you would have a single, obvious Skillchain, but Red Mages don't do a TON of physical damage, so when you fight alone, you hit the thing 6-10 times (depending on how much it is hitting you) and then you do a strike that does about 5x your usual damage. Then you start over.

    If the other person is with you, they also have an ability that does about 6x usual damage.

    COMBINED though, you start, they end, you do your 5x, they do 6x, and then the 'Chain' grants another 2-3x of their damage. Then you cast a matching spell, that spell does 20% more damage and isn't resisted as easily.

    So, again, (EDIT) 15-30% of damage. Now, as for why all that is important relative to the meter and grouping.

    if this was not required, if there were no meter at all, for example, the game has to grant a set of 'on demand' abilities, right? So you'd go into a battle, front-load all the damage you can, so would they, kill the thing, then rest if you needed for MP. You could still have synergistic abilities, but the 'obvious answer' would always be to just 'start with the best one'.

    In FFXI the TP meter's FLOW is part of the battle structure when fighting enemies one after another. Deciding 'should we save this for the next mob so that we start with a lot of damage' vs 'should we use it to finish this one off quickly before it gets into some defensive state', is also part of tactics and group synergy. Furthermore, working out 'who opens and who closes' (the hate goes to the closer) is important (I'm skimming over a lot of elemental specifics that are probably unnecessary complexity in FFXI).

    But it's not uncommon to think 'Ok we should pull that Crawler because Crawlers are only annoying defensively when they are desperate (low on health) so we could save the TP for the next pull to shave a lot of health off the Funguar because Funguar have a chance of using a Breath Attack (HP based, more damage done higher their remaining HP is)'.

    So if you 'ended Fight A with no TP because your Skillchain happened to kill it', the group has a moment of 'should we risk this other enemy knowing that they will take longer to kill since we don't have TP?'

    Much simpler enemy abilities also start to have bigger impacts. Aside from 'Being CC'ed', being Blinded or Slowed lowering your accuracy/attack speed and therefore TP gain is a thing to respond to even moreso, to 'keep people in sync'. Enemies using Evasion Boosts at the 'wrong time' extends their survivability even more, etc.

    Being able to just go 'ok the best opener against this enemy is X' leads to basic rotations, or long cooldowns, in order to achieve this, but even in the 'long cooldowns' case, it isn't really 'adaptability' in the same way. Yet this doesn't lead to 'failure' most of the time, just 'slow kills' if you don't perfect it.

    One of my main jobs as healer is in fact that I get the single target Haste buff later on, and 'Recognizing that I need to Haste the Bard because this fight requires a lot of switching songs/debuffs on the enemy so she has less time to strike which will slow down the Skillchain' is important. Similarly 'if I Haste myself in the current rhythm since I don't have to heal as much against this enemy type, we can get extra skillchains and the Paladin will hold hate better due to being able to close them'.

    I think I spend more time thinking about TP than nearly anything else, because it is the framework upon which all other decisions are weighed. Without it (because there are some times where you just ignore it due to the low chance of Skillchain or some other factor) it's just 'do your rotation to do damage or keep someone alive and repeat.

    Imagine that, but without the enemy having TP moves either for variety, and you have FFXIV, as it was explained to me by the friend who suggested I just not bother.

    It definitely isn't that you should 'not have damaging abilities that don't rely on it', but certainly 'having a lot of them' causes the system to need to be built differently, either 'people will just hit rotations', the cooldowns on certain things are long so that they can't do that, or they have to overwhelm you with many enemies so that you can't just do them.

    And by 'contrast', from the man himself:

    Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[109] – Steven Sharif

    This does allow for players to sync with each other if one has the 'stagger hit' and the other has the 'skill that does more damage', but to me this actually seems both 'harder for the uninitiated' and 'more likely to be repetitive'.

    So imo the TP Gauge might be BETTER at this than 'Ok hit it with bleed so I can do my skill'.

    (Edited a number, I'm used to the 30% thing because Skillchain Multipliers get stronger as you level up)
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    I agree that [Skill A] procs [Skill B] with no other conditions is short sighted. Your description of basic rotations with no adaptability is basically the combat of Xenoblade Chronicles' interclass combos - which I found wanting. I'm hungry for something with more depth
    And yes, a TP meter makes it really easy to read your teammates' intentions, in a way that's hard to beat.
    Building up TP adds a longterm undercurrent to each fight.

    I'm only hesitant about another meter simply because it breaks the venir, so would prefer to find a different way to get the same depth without exposing too much of what's under the hood. However, I recognize this is not a justified position.

    30% advantage for group play is about the limit of what I think is fair vs solo play, if we are to avoid coercing grouping up in the game. I think that needs more data though.
    I wish I were deep and tragic
  • Nova_terraNova_terra Member, Alpha Two
    maouw wrote: »
    I agree that [Skill A] procs [Skill B] with no other conditions is short sighted. Your description of basic rotations with no adaptability is basically the combat of Xenoblade Chronicles' interclass combos - which I found wanting. I'm hungry for something with more depth
    And yes, a TP meter makes it really easy to read your teammates' intentions, in a way that's hard to beat.
    Building up TP adds a longterm undercurrent to each fight.

    I'm only hesitant about another meter simply because it breaks the venir, so would prefer to find a different way to get the same depth without exposing too much of what's under the hood. However, I recognize this is not a justified position.

    30% advantage for group play is about the limit of what I think is fair vs solo play, if we are to avoid coercing grouping up in the game. I think that needs more data though.

    I think it's safe to assume we all agree we are hoping/looking for that depth, however I agree with maouw that I don't want a FF style meter (obviously) and think there could be validity in using some form of UI design to maybe "show" synergy like skills on your bar "show" that something proc'd but also maybe find some stylistic way to highlight those types of synergies between two players.

    For instance, my friend has a knockdown ability that adds a huge "armor shred" effect of somesort and if I am spec'd in a way that takes advantage of these affects it lets me know "Hey your buddy did the thing" which then means I might make meaningful choices to switch up my rotation to front load damage because my friend enabled me to skip my class build-up and go right into the "Burst". Even something like "my skills being proc'd by someone elses effect flash blue or something" so when there is a synergistic ability used my skill highlights in blue to let me know that X player is initiating this combo type play.

    I think it comes down to in some form encouraging play like that, I personally don't think Ashes will truly push into the FFXI realm of that depth of synergy (again based on your statements/previous posts highlighting this since I do not have experience with the game). However, Ashes I think has the opportunity with dynamic class kit building to make it so me and my buddies can form a hyper synergistic kits to highlight each others styles (if we can pick a choose what we can run in a certain class to the extent I am understanding) which will scratch that itch for me at least.
  • Azherae wrote: »
    The thing is, I'd be fine with simplistic synergies, in fact those are what I expect. I just have two problems.

    1. If they're just 'hey I did mine, you do yours', it doesn't actually feel dynamic to me at all. The thing that makes the Meter work is that you have to be watching, building up, trying, preparing... you can't just 'do whatever you like as soon as both are off cooldown'. In fact, a LOT of the challenge of this comes from 'having to actually control how fast the meter is rising, as there's no point in getting to like 1400 on certain skills, so you 'might as well' do something else as soon as you hit 1000 if your partner isn't there yet.
    2. I don't find that people are any more forgiving or understanding if the combos are simpler to GRASP, it just gives them more opportunity to rag on people who miss them occasionally. SkillChains are pretty simple in that you just tell the person 'after I do this, you do that'. They're already actually ABOUT as simple as Synergy gets in terms of 'actually doing the synergistic thing' and not the 'optimizing it' aspect.

    So while 'Hey, you should do Arrow Rain after I do Black Hole' is also a synergy, it's also not really engaging to me in anywhere NEAR the same way, and this is particularly true I think for Support classes who just don't have to care at ALL.

    Having to choose between "getting the last two hits to earn the TP I need to open Skillchain" and "Healing the Paladin because his health is looking a bit ragged" is the part where I start to feel something because I can go 'well my teammate might notice that I will have TP soon and that's why I'm not healing, so they will heal the Paladin' (or in FFXI he'll heal himself but you get the idea).

    Similarly as @Nova_terra points out, while this WOULD get a bit more interesting with people using different weapons, for example, without the meter won't it just be 'ok hit this a few times to trigger the hit-proc' and then everyone just go back to doing the same sorts of things?

    Onigiri works a lot like that, and I feel the difference a lot. Our Bard feels it much more.

    Basically in GW2 you do your own combos and then you could have a build that offers a lot of those fields, then your party will do their own thing and will farm their own combos using your fields

    It's a very soft synergy, it feels more like surprise effects for mixing many skills and spells, it doens't feel like teamwork or synergy at all
    PvE means: A handful of coins and a bag of boredom.
  • Nova_terraNova_terra Member, Alpha Two
    Arya_Yeshe wrote: »
    Azherae wrote: »
    The thing is, I'd be fine with simplistic synergies, in fact those are what I expect. I just have two problems.

    1. If they're just 'hey I did mine, you do yours', it doesn't actually feel dynamic to me at all. The thing that makes the Meter work is that you have to be watching, building up, trying, preparing... you can't just 'do whatever you like as soon as both are off cooldown'. In fact, a LOT of the challenge of this comes from 'having to actually control how fast the meter is rising, as there's no point in getting to like 1400 on certain skills, so you 'might as well' do something else as soon as you hit 1000 if your partner isn't there yet.
    2. I don't find that people are any more forgiving or understanding if the combos are simpler to GRASP, it just gives them more opportunity to rag on people who miss them occasionally. SkillChains are pretty simple in that you just tell the person 'after I do this, you do that'. They're already actually ABOUT as simple as Synergy gets in terms of 'actually doing the synergistic thing' and not the 'optimizing it' aspect.

    So while 'Hey, you should do Arrow Rain after I do Black Hole' is also a synergy, it's also not really engaging to me in anywhere NEAR the same way, and this is particularly true I think for Support classes who just don't have to care at ALL.

    Having to choose between "getting the last two hits to earn the TP I need to open Skillchain" and "Healing the Paladin because his health is looking a bit ragged" is the part where I start to feel something because I can go 'well my teammate might notice that I will have TP soon and that's why I'm not healing, so they will heal the Paladin' (or in FFXI he'll heal himself but you get the idea).

    Similarly as @Nova_terra points out, while this WOULD get a bit more interesting with people using different weapons, for example, without the meter won't it just be 'ok hit this a few times to trigger the hit-proc' and then everyone just go back to doing the same sorts of things?

    Onigiri works a lot like that, and I feel the difference a lot. Our Bard feels it much more.

    Basically in GW2 you do your own combos and then you could have a build that offers a lot of those fields, then your party will do their own thing and will farm their own combos using your fields

    It's a very soft synergy, it feels more like surprise effects for mixing many skills and spells, it doens't feel like teamwork or synergy at all

    I think at the very least, it should feel rewarding if I decide with my friend that we will both spec in a way that compliments each other that there is a payoff or a "yeah that felt good comboing off your abilities". At least in that case I will be happy.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    @Azherae since yesterday I am trying to come with synergy ideas, but I would like simple stuff that can be understood just by looking what is going on the battlefield... things that feel organic

    For example:

    What if your party as 100 archers and everybody shoots arrows at the target?
    Don't you think this could become some kind of synergy?
    arrow_volley__klmsilgi_by_cardsofwars_d2v3eja-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MzM4IiwicGF0aCI6IlwvZlwvMWFiZGI5ZGYtYTY1MC00NjRlLWJiMDAtZDFmNmEzMWY3N2I1XC9kMnYzZWphLWI4NmExNTEzLWUzZTYtNGMxYS04ZTNkLTgyNTY5NmFmY2JkZS5wbmciLCJ3aWR0aCI6Ijw9MjQ1In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.bjpswZDi_CDikj89Hr25vqeWhKpiFXk-ExzRVf_2k80


    Or let's imagine you are in a party of 100 people and everybody uses their shields... would it be another kind of synergy?
    3075487566_41a6c02884_o.jpg

    And spell casters would have synergy too
    01a65c33b6f91dce1355b33f0af139c2.jpg


    What if the synergy system was about tradicional organic synergy among the party members?

    syn·er·gy
    /ˈsinərjē/

    noun
    the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects

    So in a system how I proposing here wouldn't be tightly locked based on points, focus, progression bars or anything.

    It would be a system which you can look around and see what people are doing and then you would tag along with them

    The system would have on a score based on heatmaps for registering what is happening right now

    The people who are casting buffs and finishers would have to look around (or use Teamspeak, Discord) and tag along and influence the synergy. Inteligent players will influence the synergy based on this heatmap, but the heatmap itself would be based collective actions

    Maybe having the heatmap on the target works best than having the party heatmap, or maybe the target should have a tiny heatmap and the party should have it's own heatmap

    Party synergy heatmap:
    So, if a party had it's own heatmap and the spell casters start to use skills as meditation for regaining mana, then they regen mana faster with their collective effort.

    If the entire party starts healing, this would have a score in the heatmap and the party would pretty much be a field hospital for a few seconds, granting synergy there.

    Target synergy heatmap:
    Multiple players, from multiple parts, plus random solo players, could attack the same target and all of them will be using some kind of fire damage, that should be an extreme synergy and completely set ablaze the target

    OMG MY IDEA IS ACTUALLY GOOD

    So my idea of synergy system, as far as I can tell, was never done before... it just popped in my mind and I typed it.

    This could be influenced by AoC's amazing weather and seasonal system granting a small influence in the heatmaps off the bat.

    Heatmaps synergy:
    • will feel organic
    • makes sense because it brings a feeling of being realistic without being punishing
    • it is simpler for the players
    • doesn't require using voice coms so passers by will participate in the synergy
    • if people mess up and use the wrong skills they will not ruin the synergy, the synergy will just be less effective
    • it is fun since you can see the effects on the targets after looking around and figuring out what people are actually doing
    • people won't get mad at each other
    • it's casuals friendly
    • it's hardcore friendly
    • works on the party for buffs, heals, defensive, passive skills or actions
    • works on the targets for all kinds of effects
    • works in PvE and PvP

    Since yesterday I was thinking "I think Azherae deserves a good idea in his topic" and I put an effort in this lol
    Here it is, my idea

    EDIT: the party and target heatmaps are hidden, that is system stuff and stays under the hood
    PvE means: A handful of coins and a bag of boredom.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Nova_terra wrote: »
    maouw wrote: »
    I agree that [Skill A] procs [Skill B] with no other conditions is short sighted. Your description of basic rotations with no adaptability is basically the combat of Xenoblade Chronicles' interclass combos - which I found wanting. I'm hungry for something with more depth
    And yes, a TP meter makes it really easy to read your teammates' intentions, in a way that's hard to beat.
    Building up TP adds a longterm undercurrent to each fight.

    I'm only hesitant about another meter simply because it breaks the venir, so would prefer to find a different way to get the same depth without exposing too much of what's under the hood. However, I recognize this is not a justified position.

    30% advantage for group play is about the limit of what I think is fair vs solo play, if we are to avoid coercing grouping up in the game. I think that needs more data though.

    I think it's safe to assume we all agree we are hoping/looking for that depth, however I agree with maouw that I don't want a FF style meter (obviously) and think there could be validity in using some form of UI design to maybe "show" synergy like skills on your bar "show" that something proc'd but also maybe find some stylistic way to highlight those types of synergies between two players.

    For instance, my friend has a knockdown ability that adds a huge "armor shred" effect of somesort and if I am spec'd in a way that takes advantage of these affects it lets me know "Hey your buddy did the thing" which then means I might make meaningful choices to switch up my rotation to front load damage because my friend enabled me to skip my class build-up and go right into the "Burst". Even something like "my skills being proc'd by someone elses effect flash blue or something" so when there is a synergistic ability used my skill highlights in blue to let me know that X player is initiating this combo type play.

    I think it comes down to in some form encouraging play like that, I personally don't think Ashes will truly push into the FFXI realm of that depth of synergy (again based on your statements/previous posts highlighting this since I do not have experience with the game). However, Ashes I think has the opportunity with dynamic class kit building to make it so me and my buddies can form a hyper synergistic kits to highlight each others styles (if we can pick a choose what we can run in a certain class to the extent I am understanding) which will scratch that itch for me at least.

    My problem with this is that building high synergy builds WITHOUT the Meter means you have less synergy with others unless they change their builds, to some extent. And Re-spec won't be that easy, so it's hard to say.

    I would think that was 'worse' than 'being able to coordinate with others in dynamic ways'.

    For this month's Q&A I WOULD ask if they had ditched the Weapon Focus meter in design yet or not, but I still have no indication that they are far enough into combat/Archetype/Weapon design that it's even worth asking this question yet.

    I don't necessarily have any OTHER questions though, so might as well. I could also 'guess at something Cleric related'.

    Definitely glad that you can clearly say 'no, I don't want the Meter', but any additional information as to why from either you or @maouw would be helpful, since if the reason is 'likely to be common', I'll have a better idea of what to expect.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Example, 10 players using maces against an armored target... well, that armor should become a smashed can.. that would be synergy

    Nowdays with the synergy systems we have in the market it's just a bonus in the end if everybody connects correctly, nowadays synergy systems feel like combo finishers when everybody does things correctly
    PvE means: A handful of coins and a bag of boredom.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    maouw wrote: »
    I agree that [Skill A] procs [Skill B] with no other conditions is short sighted. Your description of basic rotations with no adaptability is basically the combat of Xenoblade Chronicles' interclass combos - which I found wanting. I'm hungry for something with more depth
    And yes, a TP meter makes it really easy to read your teammates' intentions, in a way that's hard to beat.
    Building up TP adds a longterm undercurrent to each fight.

    I'm only hesitant about another meter simply because it breaks the venir, so would prefer to find a different way to get the same depth without exposing too much of what's under the hood. However, I recognize this is not a justified position.

    30% advantage for group play is about the limit of what I think is fair vs solo play, if we are to avoid coercing grouping up in the game. I think that needs more data though.

    More random stuff since you asked for other effects the TP Gauge has (not all are Synergy related):

    1. Limiting CC without making it too hard to actually do it.
    Having some CC skills like stuns and knockdowns be based on the Gauge means you make a real tradeoff, and you have to consider flow again. This is true for abilities in general, ofc, and I do think it should be just some of them, but for Tab Target players, as example, being able to 'soft guarantee' a CC because you need meter instead of a skillshot could make auto-spam of CC less effective, while still having the moment of 'deciding if you should CC or go for bigger damage/synergy'.

    2. PvP 'Surprise' situations and so on
    FFXI actually DOES have two PvP modes and it enhances those too, it's quite difficult to Skillchain on other players obviously, but more importantly, it changes combat a LOT. If you can't just 'bob and weave until your cooldowns are ready' for everything, and some of your damage is locked behind actually engaging opponents, things shift. I really was imagining things like 'deciding if to use your TP Attack on the Castle Gate or saving it up to quickly hit someone who jumps you because you're just standing there attacking a gate'.

    3. PvP 'No Surprise' situations and so on
    The reverse of the above, could happen in Ashes. You can definitely build TP on just weak mobs around, but in many situations this would change the threat 'type' of open world PvP more toward fairness. If I am exploring a dungeon with one friend and we are just about able to handle the mobs there, a random solo player can definitely try to kill us both with some big attack when they see us use long CD abilities on a mob. But if they needed to build their own TP for a chunk of their damage on us, and the mobs are a real threat to them, we're 'safer'. They have much more trouble beating mobs while explicitly NOT using their TP, or may not be able to do it at all. At minimum, if they build it when closer to us, we notice someone fighting instead of just sneaking up.

    Ashes could also 'force fairer fights' by zeroing the Gauge when you flag up. That's not 'fair' to Corrupt players, but a lot of stuff already isn't 'fair' to them so it wouldn't be that strange.

    Note again that this is all still my 'dream' but it's also true to say that we haven't had a 'we aren't using this gauge anymore' announcement yet either, so I'm 'stuck hoping'.

    Another thing this CAN help with if one factors it (or completely ruin if you don't factor it) is evasive builds. They can 'be made squishier' if gauge is a meaningful part of damage, and building the gauge in ways other than just actually hitting physically is also important.

    Now I wanna go play FFXI again... guess I'll just do that.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    Complementing the heatmap synergy system as I introduced in there, there could be for parties only a window showing their potential synergy as a group

    It would be a preloaded heatmap showing everything combined including: maces, spears, arrows, fire, ice, healing, speed, etc.

    So this window would show what they can achieve, this would also help the party to check it out if they have the right balance for their party because sometimes there's something missing or sometimes they want to specialize their party for something

    This could help a lot in those instanced dungeons btw, but also having it's uses everywhere

    Let's say a party is pretty poor in CC skills, then in the party heatmap it would show as ligh blue/cold... but they have a ton of stuff fire based then in the heatmap the fire stuff would be very red
    PvE means: A handful of coins and a bag of boredom.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Arya_Yeshe wrote: »
    Complementing the heatmap synergy system as I introduced in there, there could be for parties only a window showing their potential synergy as a group

    It would be a preloaded heatmap showing everything combined including: maces, spears, arrows, fire, ice, healing, speed, etc.

    So this window would show what they can achieve, this would also help the party to check it out if they have the right balance for their party because sometimes there's something missing or sometimes they want to specialize their party for something

    This could help a lot in those instanced dungeons btw, but also having it's uses everywhere

    Let's say a party is pretty poor in CC skills, then in the party heatmap it would show as ligh blue/cold... but they have a ton of stuff fire based then in the heatmap the fire stuff would be very red

    Wow. I REALLY would not expect people to think THIS was less complex/annoying than 'hit this thing 8 times and then do this thing after that thing'.

    The TP gauge 'causes all this' automatically as soon as you know your teammate's build, so I'd actually think the heatmap would make things harder and less approachable, not more acceptable?

    You really think it would work? Obviously I like complex things so I don't really know how to judge that at all.

    Intrepid also wishes for every Archetype to have a role in a group, so that would also be a factor for it, it would help to realize 'oh we need a Fighter but THIS Fighter doesn't make our heatmap look right, they would need to respec or maybe we'll have to pass on having them join us'.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    @Azherae yes I believe it is simpler, because there is nothing on screen!
    No bars, no points, no nothing

    The heatmaps are hidden, if people are casting lightning spells, then people have to look around and if they are interested in dealing even more lightning damage, then they will add anything lightning based:
    • lightning scrolls
    • lightning spells
    • equip weapons that deal lightning damage
    • buffers should cast their buffs for lightning

    That is synergy, otherwise it's just another system that is in fact a combo finisher system

    Did you miss the detailed post I posted here with the pictures?

    If there's lots of people shooting arrows, then arrow stuff should bring more damage or be harder to dodge

    if its on PvP then the people who are being attacked:
    • cast lightning resist
    • use consumables
    • use buffs

    Nowadays in all MMOs when there's a big fight we can barely tell what is going on, but if we use what is going on around us as a guid for attack and defense then it makes sense
    PvE means: A handful of coins and a bag of boredom.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    If everybody is healing then there's healing synergy in the heatmap, after a fight people could heal much faster altogether, they could cast all regen spells, all one time healing spells, do healing buffs

    Each class has their role and they can visually see what will the synergy and particpate in it
    PvE means: A handful of coins and a bag of boredom.
  • Nova_terraNova_terra Member, Alpha Two
    @Azherae

    My specific hold up on the meter is as simple as the aesthetics of a meter on the UI doesn't fit the Ashes aesthetic in my opinion but does very much fit Final Fantasy. I am extremely open to just having a very visible "skill/skills" that would be a visual que that the ability is happening and having "under the hood" the same thing happen as FFXI. Do I expect them to go this route fully? No, however I think something akin to an "Ultimate" in the same sense that the TP skills work isn't a terrible Idea but if it boils down to what most MMOs do it ends up being very lackluster. I will use SWTOR as an example again. All melee DPS basically had (everyone in 30m gets a 15% damage increase for 30 seconds). There is no "interactivity" it is just a case of are you smart enough to not pop them at the same time and do you know the phases well enough to maximize damage. In both cases there is no decision tree or "depth" to using this properly so the mechanic fell flat.

    As I said previously I think the carrot to be chased rests in rewarding the synergy or choices in making synergies without making it inaccessible to the masses. I know we don't specifically agree but having some low to the ground small rewards like stacking bleeds or armor shredding is the right move especially since we are looking at FFXI against a L2esque game which is apples and oranges in my opinion.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 2022
    Arya_Yeshe wrote: »
    @Azherae yes I believe it is simpler, because there is nothing on screen!
    No bars, no points, no nothing

    The heatmaps are hidden, if people are casting lightning spells, then people have to look around and if they are interested in dealing even more lightning damage, then they will add anything lightning based:
    • lightning scrolls
    • lightning spells
    • equip weapons that deal lightning damage
    • buffers should cast their buffs for lightning

    That is synergy, otherwise it's just another system that is in fact a combo finisher system

    Did you miss the detailed post I posted here with the pictures?

    If there's lots of people shooting arrows, then arrow stuff should bring more damage or be harder to dodge

    Oh, HIDDEN ones, you're going into what I consider super hardcore realm now.

    Is the problem actually 'things on screen'?

    A related question for @Nova_terra now that you made me think of it.

    I expect that at the attack rate Ashes uses for weapons right now, we would get something equally 'straining', here's why:

    The flow will be super simplistic if it is just 'after every third attack with my greatsword, this thing procs and you can chain off it'. Might still be that way, but IF it wasn't, then I would next expect 'Ok, the third hit of your combo builds one stack of X, when you get to 3 stacks of X something flashes and your allies know that it is time to do Y'.

    You're still hitting the thing 9 times, but now they can't coordinate until you've actually done it, and probably they don't see your stacks (or if they do, it's no longer different than watching the Gauge). Would this count as preferable over the Meter, though?

    I think very abstractly, so these are all the 'same thing' to me. I believe you were implying that you wouldn't want the complexity level in the first place though, so I would figure this sort of thing counts? It's not just the meter itself, it's 'synergy complexity on that level'?

    EDIT: You answered my question while I was typing it, partially.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
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