Percimes wrote: » In addition to what Noaani said, I think the cost of failure should also be taken in consideration to some degree. The more severe the consequences, the longer the signaling should be. It's both for it to feel fair as well as for, hmm, theatrics..? A low damaging attack can be quick and thus hard to react too, but if a dragon is about to breath fire upon many players in an AoE in front of it, it should be more telegraphed.
Taerrik wrote: » It really depends, for something like a telegraph of "get out of me or take damage" 1-2s. These things are just minor annoyances and we just need enough time to see that we should stop what we are doing and leave. For raidwide aoes that we are meant to mitigate, then its like noaani said, give appropriate time for whatever the prevention spells is. For boss mechanics, In general we should have to watch the boss and see animations or something that say "Dont stand here anymore", and we react to that. A telegraph (if any) should be just 0.1s at the very end of the animation showing us where the danger zone was, so we can learn for next time that a particular animation means dont stand here anymore. Same thing with like, exploding objects a boss throws in the ground. We will look at it and be like, oh thats a bomb, ill move away from it. And the telegraph is just 0.1s before it explodes so in the future we have a good sense of what the range of the boomboom is.
Azherae wrote: » "How long do you need the final part of the telegraph to be, if you got a good 1-2 seconds warning that the attack itself was coming?"
Azherae wrote: » It's complicated, but remember that I'm not usually talking about what I want or enjoy, moreso 'what I expect and have been told other people enjoy'. I personally believe you can make it with the text in a specific way, but the other thread I just made is the better place to discuss that. Though we're trying to reach 200 pages, like Ashes, we cannot rush it, we must strive for quality.
CROW3 wrote: » Are you thinking about a UI element as a reaction to a boss mechanic, or the boss doing something to telegraph that mechanic?
NiKr wrote: » Whatever the delay between the Balteus' rocket ding and the rocket's release is, I guess. I feel like that'd be a comfortable delay for me. I still failed to pay attention to it every time, but imo that comes with practice and ~20 attempts is definitely not enough practice for me (cause my skill is low). But that's a comfortable delay imo, however long it is. Azherae wrote: » "How long do you need the final part of the telegraph to be, if you got a good 1-2 seconds warning that the attack itself was coming?" I guess this would be the "rocket air time" in my example? So, however long that is
Azherae wrote: » Cause reacting to the latter is pretty tight, but the former is variable by distance.
NiKr wrote: » Azherae wrote: » Cause reacting to the latter is pretty tight, but the former is variable by distance. The singular one, that has a ding before it goes off. I could mentally register it, but to react to it would require a better physical shape and a bit more practice. I even say several times "I gotta pay more attention to that sound" in the video The overall soundscape in that fight is real messy though, and there's a similar sound in the music too, so it's even more difficult to pay attention purely to that specific sound all while moving/shooting/reacting to everything else. And that rocket's flight time is also variable (though maybe there's a range where he usually uses it, which a tracker would obviously point out ), so the second part of my comment addresses that.
Azherae wrote: » So I'll assume you meant the 'sound cue-> impact' which is half second.
Taerrik wrote: » Guild Wars 1 (yes, a elderly mans game from way back then), every single skill had an audio queue, in the chaos of pvp there was no real reliable way to watch and track skill use of several targets, but you could hear what you were paying attention for and react to it that way. I do agree about audio queues being a lot easier to pick up, because you process them no matter what your looking at.
Azherae wrote: » probably because people often play with sound off or in situations where the soundscape is not reliable.
Azherae wrote: » But it's still a factor, so I added it, just in case people had the instinctive mental recollection of this, from their gaming.