Noaani wrote: » .. encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games.
rikardp98 wrote: » Noaani wrote: » .. encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Isn't everything in every game perceived by animations? Even in real life you rely on movements (animations) to determine what the other person is doing. Now, telegraphing is something I have mixed feelings about, but animations that show a spell being cast by a boss is just cool and engaging.
Noaani wrote: » Caeryl wrote: » Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Somehow I’m still surprised by the sheer, utter nonsense that gets thrown around on these forums sometimes. If I can show my 5 year old nephew how to raid and avoid fire by simply avoiding the big red circles on the ground, then yeah, it is appropriate for childrens games. There are other methods to pass information on to players. While it is perfectly fine to use animations and telegraphs in some situations, if that is what is relied on, as I said above, then yeah, childrens game.
Caeryl wrote: » Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Somehow I’m still surprised by the sheer, utter nonsense that gets thrown around on these forums sometimes.
Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games.
Noaani wrote: » rikardp98 wrote: » Noaani wrote: » .. encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Isn't everything in every game perceived by animations? Even in real life you rely on movements (animations) to determine what the other person is doing. Now, telegraphing is something I have mixed feelings about, but animations that show a spell being cast by a boss is just cool and engaging. Maybe it would have been more accurate if I said fame that *only* rely on animations. There is nothing wrong with using animation to communicate what is happening or about to happen. It's when that is the only communication tool that is used, and when every ability boss has to use is given it's own animation. For a top end encounters, there should be more abilities with absolutely no warning they are about to be used than there should be abilities with telegraphs or animations.
Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Somehow I’m still surprised by the sheer, utter nonsense that gets thrown around on these forums sometimes. If I can show my 5 year old nephew how to raid and avoid fire by simply avoiding the big red circles on the ground, then yeah, it is appropriate for childrens games. There are other methods to pass information on to players. While it is perfectly fine to use animations and telegraphs in some situations, if that is what is relied on, as I said above, then yeah, childrens game. Your example shows a wild misunderstanding of what audio and animation cues encompass.
Noaani wrote: » Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Somehow I’m still surprised by the sheer, utter nonsense that gets thrown around on these forums sometimes. If I can show my 5 year old nephew how to raid and avoid fire by simply avoiding the big red circles on the ground, then yeah, it is appropriate for childrens games. There are other methods to pass information on to players. While it is perfectly fine to use animations and telegraphs in some situations, if that is what is relied on, as I said above, then yeah, childrens game. Your example shows a wild misunderstanding of what audio and animation cues encompass. You're missing the point. Let's say there is an encounter with 6 abilities. 2 or 3 of them can be given away with an animation, telegraph or sound. That's great. Thing is, it also isn't needed. One of those abilities could well just be used at actual random, with no indication that it is about to be cast. One of them could be on a flat timer, with no information given to players that it is about to go off. This time can even be different each pull, so players need to work it out every time - and there can be a few seconds variation if the ability is suited to that. Then you can have abilities that are triggered without notification with things like total damage players deal. Make it so that every 60k damage you deal, the mob reacts with a large AoE. No warning, no telegraph, no animation, no sound. Again, this is an amount that could vary slightly between pulls of the encounter. This same.mechanic could be tied to an individual type of damage rather than all damage, so that every 30k fire damage you do to the mob, it casts a fire AoE. You could also really screw over a raid by giving the encounter multiple damage type AoEs like this. The trigger could also be on literally anything that is able to be counted, not just damage, so it could be on the number of times the tank blocks hits from the encounter, amount of healing on the tank, amount of overhealing on the tank (that would be an interesting one), what ever. You hit it with the last part of your post, I am not saying there should he other ways of communicating that an ability is about to go off (sound and animation are all we really have for that), I am saying they should not communicate that every time. Some abilities can go off without warning, some can be left to players to work out, and some can be triggered by player actions. This is how you make raiding not shit, but most of it does require a combat tracker.
Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Somehow I’m still surprised by the sheer, utter nonsense that gets thrown around on these forums sometimes. If I can show my 5 year old nephew how to raid and avoid fire by simply avoiding the big red circles on the ground, then yeah, it is appropriate for childrens games. There are other methods to pass information on to players. While it is perfectly fine to use animations and telegraphs in some situations, if that is what is relied on, as I said above, then yeah, childrens game. Your example shows a wild misunderstanding of what audio and animation cues encompass. You're missing the point. Let's say there is an encounter with 6 abilities. 2 or 3 of them can be given away with an animation, telegraph or sound. That's great. Thing is, it also isn't needed. One of those abilities could well just be used at actual random, with no indication that it is about to be cast. One of them could be on a flat timer, with no information given to players that it is about to go off. This time can even be different each pull, so players need to work it out every time - and there can be a few seconds variation if the ability is suited to that. Then you can have abilities that are triggered without notification with things like total damage players deal. Make it so that every 60k damage you deal, the mob reacts with a large AoE. No warning, no telegraph, no animation, no sound. Again, this is an amount that could vary slightly between pulls of the encounter. This same.mechanic could be tied to an individual type of damage rather than all damage, so that every 30k fire damage you do to the mob, it casts a fire AoE. You could also really screw over a raid by giving the encounter multiple damage type AoEs like this. The trigger could also be on literally anything that is able to be counted, not just damage, so it could be on the number of times the tank blocks hits from the encounter, amount of healing on the tank, amount of overhealing on the tank (that would be an interesting one), what ever. You hit it with the last part of your post, I am not saying there should he other ways of communicating that an ability is about to go off (sound and animation are all we really have for that), I am saying they should not communicate that every time. Some abilities can go off without warning, some can be left to players to work out, and some can be triggered by player actions. This is how you make raiding not shit, but most of it does require a combat tracker. So you advocate for unavoidable damage that is randomized and also not communicated to the player in any way until they’ve already eaten the damage?
Noaani wrote: » Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » ... encounters that rely on animations to tell you what is happening (or telegraphs) belong in childrens games. Somehow I’m still surprised by the sheer, utter nonsense that gets thrown around on these forums sometimes. If I can show my 5 year old nephew how to raid and avoid fire by simply avoiding the big red circles on the ground, then yeah, it is appropriate for childrens games. There are other methods to pass information on to players. While it is perfectly fine to use animations and telegraphs in some situations, if that is what is relied on, as I said above, then yeah, childrens game. Your example shows a wild misunderstanding of what audio and animation cues encompass. You're missing the point. Let's say there is an encounter with 6 abilities. 2 or 3 of them can be given away with an animation, telegraph or sound. That's great. Thing is, it also isn't needed. One of those abilities could well just be used at actual random, with no indication that it is about to be cast. One of them could be on a flat timer, with no information given to players that it is about to go off. This time can even be different each pull, so players need to work it out every time - and there can be a few seconds variation if the ability is suited to that. Then you can have abilities that are triggered without notification with things like total damage players deal. Make it so that every 60k damage you deal, the mob reacts with a large AoE. No warning, no telegraph, no animation, no sound. Again, this is an amount that could vary slightly between pulls of the encounter. This same.mechanic could be tied to an individual type of damage rather than all damage, so that every 30k fire damage you do to the mob, it casts a fire AoE. You could also really screw over a raid by giving the encounter multiple damage type AoEs like this. The trigger could also be on literally anything that is able to be counted, not just damage, so it could be on the number of times the tank blocks hits from the encounter, amount of healing on the tank, amount of overhealing on the tank (that would be an interesting one), what ever. You hit it with the last part of your post, I am not saying there should he other ways of communicating that an ability is about to go off (sound and animation are all we really have for that), I am saying they should not communicate that every time. Some abilities can go off without warning, some can be left to players to work out, and some can be triggered by player actions. This is how you make raiding not shit, but most of it does require a combat tracker. So you advocate for unavoidable damage that is randomized and also not communicated to the player in any way until they’ve already eaten the damage? Yes. The reason why is simple, that is how you add progression to raiding. If every ability is made obvious to players,then the encounter as a whole is obvious. If there are abilities that players need to actually find, learn and understand, it means encounters can take weeks to work out rather than days. It is the lack of this kind of mechanic that makes me laugh when WoW raidera talk about top end content. Obviously this kind of mechanic shouldnt be on the kind of raid content that people would/could run a pick up raid for. It is very much something that should be exclusive to the realm of actual progression based raiding, which requires largely the same group of people each week.
Caeryl wrote: » Randomness is NOT how you add a higher skill demand to a raid.
I feel as though there might been a lapse in communication here. I speak of indicators as everything that players hear and see that indicates if, when, and where theh take damage. A visible ring of fire bursting from the boss that places a DoT on every player within x meters from the boss is an indicator, regardless of if the AoE grew out from under the boss to warn players. A drumbeat in the background music that has an area of damage change every third beat is an indicator. An otherwise plain animation without vfx that leads up to a ones maneuver is an indicator.
Players have to know when they’re taking damage.
Caeryl wrote: » Of course the encounter has to tell them, that is the only feedback players will have during the encounter. If it doesn’t give players the information to understand what is damaging them, the designer(s) didn’t do their job.
rikardp98 wrote: » No one really cares about how much dps or hps a player does
Bum4evr wrote: » rikardp98 wrote: » No one really cares about how much dps or hps a player does Are you kidding me? That's ALL they care about. What game have you been playing??? Go to youtube and search for "asmongold dps contest"- oh look, one was posted yesterday with 195,209 views. I actually agree with some of what you say but you just sling around insults like every other 9 year old who's terrible parents left them alone on a PC so there's no point in discussing anything.
Noaani wrote: » Caeryl wrote: » Of course the encounter has to tell them, that is the only feedback players will have during the encounter. If it doesn’t give players the information to understand what is damaging them, the designer(s) didn’t do their job. The fact that some people don't understand this may go some way top explaining the differences we have in regards to what makes top end content, why the content in some games doesn't come close to being top end, and why certain things are needed for top end content to even exist in a game.
Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Of course the encounter has to tell them, that is the only feedback players will have during the encounter. If it doesn’t give players the information to understand what is damaging them, the designer(s) didn’t do their job. The fact that some people don't understand this may go some way top explaining the differences we have in regards to what makes top end content, why the content in some games doesn't come close to being top end, and why certain things are needed for top end content to even exist in a game. And your obsession with combat trackers makes much more sense knowing that you work under the incorrect assumption that completely uncommunicated mechanics are in any way “end-game” material. Of course you’re dependent on outside sources when they’re required to even know what the hell is hitting you.
Shoelid wrote: » Maybe I'm misunderstanding something... but the things you described basically sound like a healer check. Constant, unavoidable, raidwide damage isn't interesting nor difficult, it's simply something to be healed through.
To me, an interesting & difficult fight is something that's so finely tuned that every last bit of dps matters.
Deciphering the boss sounds fantastic, but it should be achievable with in-game means.