Biccus wrote: » I disagree with some of what Noaani is saying. I don't think a fight where damage is random and with no indicators sounds like a good idea.
Noaani wrote: » I don't know where the idea that what I am talking about is random in any way. Just because it isn't known at the start, and may take a few pulls (or even a few days) to figure out, that doesn't mean it is random. It just means it is not yet known..
Biccus wrote: » With no audio or visual cues and just using a combat log to see things, are we seriously expecting people to just stare at the logs and be timing abilities every fight? Now that sounds awful..
Biccus wrote: » Noaani wrote: » I don't know where the idea that what I am talking about is random in any way. Just because it isn't known at the start, and may take a few pulls (or even a few days) to figure out, that doesn't mean it is random. It just means it is not yet known.. While it might not be random, it will certainly feel random.
Biccus wrote: » With no audio or visual cues and just using a combat log to see things, are we seriously expecting people to just stare at the logs and be timing abilities every fight? Now that sounds awful.. You must have forgot to comment on this one.
Saedu wrote: » healing would be very boring (with a good raid team) if all damage was telegraphed and avoidable. Or DPS would just be lazy if the damage was ignored and there wasn't non-avoidable damage to stack on top of it. There should be a mix of avoidable damage that the raid needs to react to (aka mechanics) + unavoidable damage that the healers need to take care of.
Vhaeyne wrote: » I mean think about it. If no one in the world knows that their are raids worth doing then why would anyone stay subbed to the game.
Saedu wrote: » I'd like to take this moment to point out the irony that what Noaani is advocating for is basically WoWs modern raid design.
Noaani wrote: » How did we get from "some of the top end encounters in the game having a number of abilities that are not automatically communicated to players" to the above? I hate to say it, but that is on Dygz level cor making connections that dont exist.
Vhaeyne wrote: » There are 8 people playing EQ2 on twitch right now.
Noaani wrote: » Vhaeyne wrote: » There are 8 people playing EQ2 on twitch right now. That is more than I would have thought for a game based on actual 20 year old technology. Most of the people watching it on twitch wouldn't even be that old.
Vhaeyne wrote: » Noaani wrote: » Vhaeyne wrote: » There are 8 people playing EQ2 on twitch right now. That is more than I would have thought for a game based on actual 20 year old technology. Most of the people watching it on twitch wouldn't even be that old. DDO is about the same age, has 91. EQ1 has 249 atm...
Noaani wrote: » How many does Wildstar have?
Vhaeyne wrote: » Noaani wrote: » How many does Wildstar have? 1... broken heart.
Noaani wrote: » I mean, if we are going to use twitch players as a metric for determining which games are good and which aren't... I've said many times that EQ2 has its issues. There are reasons why I never went back to it, even if the cash shop was the reason I left. However, those issues are not in the raiding aspect of the game, nor in the games success as an MMORPG in general. If indeed it is true that recent WoW raids are copying the way EQ2 has done things for a very long time, as another poster suggested, then taking in to account the generally positive comments I have heard about WoW raiding recently, I don't see how you could look at that aspect of EQ2 as anything other than positive - even if it is one you do not understand.
Vhaeyne wrote: » That has to be part of the reason they went to a cash shop model.