Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » Unsure where you are getting the sure ya ill fix it. I'm talking about creating designs for dungeons? Ah, sorry, I think I misunderstood you. The 70-30 thing wasn't about players or 'support'. It was about the complex point Noaani has made in some thread recently. "If you are spending time on the dodging and repositioning, and you make the encounter the same difficulty as a Tab Target one mechanically, it is now impossible." So you always have to choose 'what percentage of the design of this encounter is Tab-optimal and what percentage is Action-optimal', that's all. Generally when you have a mechanic you focus on the mechanic and aren't trying to do two things at the same time. It can be different person to person group one might have to focus dps as the other does the mechanic. There is a fight in lost ark where you have to run to see the mechanic mid action fight and then tell the other team what they need to do sot hey don't wipe as they are fighting. I just don't understand these points that action can't do mechanics during combat, and people refuse to give clear examples for good reasons, instead of using made metrics in their head without giving any form of evidence to back up their point. Where is the logic in that and how can you have a good discussion? It just becomes I think this because in my head this makes sense, but I won't give a single example to back up any points. So instead of seeing waht they think based on their examples you have to debate their bias head cannon. See what I'm saying with this? Just becomes a argument on a treadmill.
Azherae wrote: » Mag7spy wrote: » Unsure where you are getting the sure ya ill fix it. I'm talking about creating designs for dungeons? Ah, sorry, I think I misunderstood you. The 70-30 thing wasn't about players or 'support'. It was about the complex point Noaani has made in some thread recently. "If you are spending time on the dodging and repositioning, and you make the encounter the same difficulty as a Tab Target one mechanically, it is now impossible." So you always have to choose 'what percentage of the design of this encounter is Tab-optimal and what percentage is Action-optimal', that's all.
Mag7spy wrote: » Unsure where you are getting the sure ya ill fix it. I'm talking about creating designs for dungeons?
Mag7spy wrote: » If its a large raid people should have different positions based on the mechanics where some might be doing them and doing call out others could be dpsing the boss and following the instructions. It isn't that its fully separated but with the amount of players you have, everyone has their roles to do throughout the encounter. Then you throw in the difficulty and what you want to do with the dodging elements and how you might want other certain aspects of action combat to play in as well.
NiKr wrote: » I haven't played top lvl pve, but what I'm imagining when trying to roughly design some complex encounter is smth like "you gotta track ground hazards, several party memebers' positions and your relations to them, particular buffs on yourself and the boss - all while doing peak dps (or your own class' role), and all those mechanics being randomized instead of in the same order every try" for tab; and smth like "you need to aim at particular points on the boss, while dodging horizontal/diagonal/vertical attacks from mobs/hazards - ideally when the boss is not a hugeass stationary pillar and, instead, a fast-moving mid-to-tall humanoid creature" in action. You literally can't do the tab mechanics in action because you will not have enough surroundings awareness to execute all of that perfectly. And if you just have some basic movement to avoid hazards and simple button presses to attack/defend against attacks - that's super dull in tab. As for hybrid, I'd probably try to push players to their utter limits with a combination of the things I listed. With the randomized boss actions influencing what players need to concentrate in that exact moment, switching from one camera to the other and doing the actiony or taby things depending on the current mechanics.
Azherae wrote: » NiKr wrote: » I haven't played top lvl pve, but what I'm imagining when trying to roughly design some complex encounter is smth like "you gotta track ground hazards, several party memebers' positions and your relations to them, particular buffs on yourself and the boss - all while doing peak dps (or your own class' role), and all those mechanics being randomized instead of in the same order every try" for tab; and smth like "you need to aim at particular points on the boss, while dodging horizontal/diagonal/vertical attacks from mobs/hazards - ideally when the boss is not a hugeass stationary pillar and, instead, a fast-moving mid-to-tall humanoid creature" in action. You literally can't do the tab mechanics in action because you will not have enough surroundings awareness to execute all of that perfectly. And if you just have some basic movement to avoid hazards and simple button presses to attack/defend against attacks - that's super dull in tab. As for hybrid, I'd probably try to push players to their utter limits with a combination of the things I listed. With the randomized boss actions influencing what players need to concentrate in that exact moment, switching from one camera to the other and doing the actiony or taby things depending on the current mechanics. Right, and this is my general experience. This is my general experience in 'Tab Target' because apparently I play one of the many more hybridized Tab Target games with a fairly strict range limit for abilities. I have also occasionally experienced it in Action. I'll boil it down to one thing. "If your healer cannot heal you because they are busy dodging a slow moving triple fireball from a three headed dragon, but you are facing that dragon and can't see the healer is dodging and not ready to heal, then you don't know if to pop your mitigation ability early or if you can save it."
Mag7spy wrote: » NiKr wrote: » I haven't played top lvl pve, but what I'm imagining when trying to roughly design some complex encounter is smth like "you gotta track ground hazards, several party memebers' positions and your relations to them, particular buffs on yourself and the boss - all while doing peak dps (or your own class' role), and all those mechanics being randomized instead of in the same order every try" for tab; and smth like "you need to aim at particular points on the boss, while dodging horizontal/diagonal/vertical attacks from mobs/hazards - ideally when the boss is not a hugeass stationary pillar and, instead, a fast-moving mid-to-tall humanoid creature" in action. You literally can't do the tab mechanics in action because you will not have enough surroundings awareness to execute all of that perfectly. And if you just have some basic movement to avoid hazards and simple button presses to attack/defend against attacks - that's super dull in tab. As for hybrid, I'd probably try to push players to their utter limits with a combination of the things I listed. With the randomized boss actions influencing what players need to concentrate in that exact moment, switching from one camera to the other and doing the actiony or taby things depending on the current mechanics. Few points 1.why does the boss need to be different (way more mobile) then the type of tab target boss. 2. Why do you need to hit a certain part of the boss. 3. How much additional aoe are we talking about, and why does that need to be a constant thing in a unpredictable way? Just because something is action doesn't mean the difficulty for the fight needs to be amped up to the maximum. If you want an extremely hard fight yes include everything but nto everything needs to become an insane challenge. Needed movement for dodging, hitting the boss in a certain part, etc are also mechanics so depending on how you have them it would be a more complex fight. If the answer for tab target is we are going to layer 3 mechanics on top of each other. And action has 2 with needing to do a dodge pattern based off its attacks in certain instances and you need to do something to stop it. That is also 3 mechanics. If the argument is the boss does a lot of movement, a ton of aoe you need to dodge and focus on the walls that also shoot things on at you and you, those are mechanics just dodging ones....They mix of the fight and add more types of variety which is possible in the game.
Azherae wrote: » Mag7spy wrote: » NiKr wrote: » I haven't played top lvl pve, but what I'm imagining when trying to roughly design some complex encounter is smth like "you gotta track ground hazards, several party memebers' positions and your relations to them, particular buffs on yourself and the boss - all while doing peak dps (or your own class' role), and all those mechanics being randomized instead of in the same order every try" for tab; and smth like "you need to aim at particular points on the boss, while dodging horizontal/diagonal/vertical attacks from mobs/hazards - ideally when the boss is not a hugeass stationary pillar and, instead, a fast-moving mid-to-tall humanoid creature" in action. You literally can't do the tab mechanics in action because you will not have enough surroundings awareness to execute all of that perfectly. And if you just have some basic movement to avoid hazards and simple button presses to attack/defend against attacks - that's super dull in tab. As for hybrid, I'd probably try to push players to their utter limits with a combination of the things I listed. With the randomized boss actions influencing what players need to concentrate in that exact moment, switching from one camera to the other and doing the actiony or taby things depending on the current mechanics. Few points 1.why does the boss need to be different (way more mobile) then the type of tab target boss. 2. Why do you need to hit a certain part of the boss. 3. How much additional aoe are we talking about, and why does that need to be a constant thing in a unpredictable way? Just because something is action doesn't mean the difficulty for the fight needs to be amped up to the maximum. If you want an extremely hard fight yes include everything but nto everything needs to become an insane challenge. Needed movement for dodging, hitting the boss in a certain part, etc are also mechanics so depending on how you have them it would be a more complex fight. If the answer for tab target is we are going to layer 3 mechanics on top of each other. And action has 2 with needing to do a dodge pattern based off its attacks in certain instances and you need to do something to stop it. That is also 3 mechanics. If the argument is the boss does a lot of movement, a ton of aoe you need to dodge and focus on the walls that also shoot things on at you and you, those are mechanics just dodging ones....They mix of the fight and add more types of variety which is possible in the game. And this is fine. You just aren't having the same discussion in the first place. There are definitely Action Combat players who definitely only care about the Free Aim and Free Movement and don't specifically desire 'mechanics that become possible and emergent from that system'. I will be disappointed if this is what Ashes is, but not much (I will worry WAY more about the balance). I agree with you though, again. "5 Layered Mechanics" vs "3 Layered Mechanics + 2 mental slots for aiming and dodging" is fine. There's one problem here, which I would NEED you to play Monster Hunter to 'get' fully maybe. It's not 2 mental slots for aiming and dodging. It's 'however many slots it takes to track everyone else's moving and whether or not their abilities hit'. Which increases exponentially as you add more players. However if things are as simple as 'hit dodge button, achieve dodge' even in Action mode, then it's fine.
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » NiKr wrote: » I haven't played top lvl pve, but what I'm imagining when trying to roughly design some complex encounter is smth like "you gotta track ground hazards, several party memebers' positions and your relations to them, particular buffs on yourself and the boss - all while doing peak dps (or your own class' role), and all those mechanics being randomized instead of in the same order every try" for tab; and smth like "you need to aim at particular points on the boss, while dodging horizontal/diagonal/vertical attacks from mobs/hazards - ideally when the boss is not a hugeass stationary pillar and, instead, a fast-moving mid-to-tall humanoid creature" in action. You literally can't do the tab mechanics in action because you will not have enough surroundings awareness to execute all of that perfectly. And if you just have some basic movement to avoid hazards and simple button presses to attack/defend against attacks - that's super dull in tab. As for hybrid, I'd probably try to push players to their utter limits with a combination of the things I listed. With the randomized boss actions influencing what players need to concentrate in that exact moment, switching from one camera to the other and doing the actiony or taby things depending on the current mechanics. Few points 1.why does the boss need to be different (way more mobile) then the type of tab target boss. 2. Why do you need to hit a certain part of the boss. 3. How much additional aoe are we talking about, and why does that need to be a constant thing in a unpredictable way? Just because something is action doesn't mean the difficulty for the fight needs to be amped up to the maximum. If you want an extremely hard fight yes include everything but nto everything needs to become an insane challenge. Needed movement for dodging, hitting the boss in a certain part, etc are also mechanics so depending on how you have them it would be a more complex fight. If the answer for tab target is we are going to layer 3 mechanics on top of each other. And action has 2 with needing to do a dodge pattern based off its attacks in certain instances and you need to do something to stop it. That is also 3 mechanics. If the argument is the boss does a lot of movement, a ton of aoe you need to dodge and focus on the walls that also shoot things on at you and you, those are mechanics just dodging ones....They mix of the fight and add more types of variety which is possible in the game. And this is fine. You just aren't having the same discussion in the first place. There are definitely Action Combat players who definitely only care about the Free Aim and Free Movement and don't specifically desire 'mechanics that become possible and emergent from that system'. I will be disappointed if this is what Ashes is, but not much (I will worry WAY more about the balance). I agree with you though, again. "5 Layered Mechanics" vs "3 Layered Mechanics + 2 mental slots for aiming and dodging" is fine. There's one problem here, which I would NEED you to play Monster Hunter to 'get' fully maybe. It's not 2 mental slots for aiming and dodging. It's 'however many slots it takes to track everyone else's moving and whether or not their abilities hit'. Which increases exponentially as you add more players. However if things are as simple as 'hit dodge button, achieve dodge' even in Action mode, then it's fine. Tracking players comes to communication and if you need to set positions for players to be around at certain parts of the encounter that is a thing as well. There might be more planning going into it and a lot more communication needed based on whatever the encounter is that needs you to look for a certain player. Ie if there is a mech where 4 color orbs spawn and all players get a random buff 1 allows for dps, one needs you to stop attacking or you die, one has you being mobile or you die , and some other random effect and you need to be at the player. You simply can have a pre-set callout for when that mech starts so people know where they need to go. There is nothing wrong stopping dps for a second if you need to glance around and do what you need to do. Balance should account for those aspects.
Mag7spy wrote: » Just because something is action doesn't mean the difficulty for the fight needs to be amped up to the maximum. If you want an extremely hard fight yes include everything but nto everything needs to become an insane challenge.
Mag7spy wrote: » Tracking players comes to communication and if you need to set positions for players to be around at certain parts of the encounter that is a thing as well. There might be more planning going into it and a lot more communication needed based on whatever the encounter is that needs you to look for a certain player.
Mag7spy wrote: » What mmorpg are you talking about that you can't do this, its pretty standard to me? If you are doing a whole raid with your guild they should know you haven't done it as you are a guild. Or if you are new to the guild and they are talking crap 100% would leave the guild if they are trying to be toxic on purpose. One of my reasons for this whole action can't do high end raid content is tab people that believe that will have that mentality "Why are you using that skill,. swap your shit or get kicked out only tab is good" End of the day the content should be hard where you should look at a guide or you as a guild need to figure out and communicate together. Its the top end content and won't be a dungeon you just jump in and are fine doing some dps and doing some mechanics. Finding a good guild is important that meshes well with you and aren't full of toxic people. My guild has great people, we are competitive not anti toxic with each other since we are friends and all. For me personally the only thing i want to do is help my guildies and there are plenty of people like that out there. So no on should have to deal with a toxic group and stay even more so if they are over elitist, ill show up and pk them xD
Mag7spy wrote: » View point on the toxic part about asking for the mechanics is its fine to ask as not everyone will know everything. I wouldn't expect people to laugh / be toxic or elitism on raid content if you are running with people you know.
NiKr wrote: » Mag7spy wrote: » Just because something is action doesn't mean the difficulty for the fight needs to be amped up to the maximum. If you want an extremely hard fight yes include everything but nto everything needs to become an insane challenge. Maybe this is where the misunderstanding stems from. I'm talking about peak pve content (I think Noaani is usually talking about this too). The content that Steven promised "only <10% of people on the server" would be able to do. And, imo, that content requires that kind of complexity and difficulty to be fun for the people who want that content, as Noaani has said muuultiple times (and now Azherae said the same thing). As for why so much dodging or why the boss gotta be different or why hit particular parts - imo, all those things represent what action combat provides that is different from tab. You can hit different parts of a mob because you have precision aiming in action. You can do precise well-timed dodges in action. And you can track/predict location/movement of a small boss in action, while in tab you're just targeting it. So my question is, if you're not utilizing the specific features of your combat system in your best quality top lvl content - why da fuck are you using that particular system? Mag7spy wrote: » Tracking players comes to communication and if you need to set positions for players to be around at certain parts of the encounter that is a thing as well. There might be more planning going into it and a lot more communication needed based on whatever the encounter is that needs you to look for a certain player. There's a limit on how much stuff can be verbally said in a timely matter in a group of 40 people, w/o everyone shouting over everyone else. And, again my personal preference, you can't split your whole raid into 5 8-men voice rooms because the raid should require pure synergistic work from all 40 people. And in order to do that w/o everyone yelling at everyone and making calls - you need to have each player aware of their surroundings as much as possible. And tab camera/system allows that, while action restricts it. Obviously you can just have bosses/raids that don't require that level of involvement, and Ashes should obviously have those bosses too, but when talking about top lvl content - I expect it to be on the level of complexity that I've described. And I'd assume Noaani would have an even higher expectation from it.
Mag7spy wrote: » The raid isn't going to be designed to be chaotic and make 0 sense, there is going to be a flow to it and that doesn't mean all 40 people are talking at the same time.