NiKr wrote: » Noaani wrote: » Since the idea of top end content is to be aspirational (as in, people not running it aspire to run it), the entire function of that content relies on those that are running it actually enjoying it. Does it though? If the 90% still can't clear it, then it's still aspirational, no?
Noaani wrote: » Since the idea of top end content is to be aspirational (as in, people not running it aspire to run it), the entire function of that content relies on those that are running it actually enjoying it.
Noaani wrote: » If you know people that have done something you haven't, and they all unanimously say its shit, how excited would you be to give it a go yourself?
Because while i love to find out strategies on bosses, i dislike to spend too much time to find out how to maximize my DPS.
NiKr wrote: » One of the reasons why people blindly follow guides and try to push any non-top-dps person from the party is because they're trying to clear the content as fast as possible. They want to consume the content immediately and then, I dunno, do some other shit and complain that the game become boring cause they already beat all the interesting content (even if they just followed a guide instead of figuring it out themselves).
Aerlana wrote: » yes combat tracker as i said will help a lot to master more the game mechanics and the classes/builds. so a faster progress early. and will be a help for each balance patch, and a small help on bosses (mainly to adapt your build/rotation for this specific boss with its specific timing, etc etc) And i can understand you think sad/problematic to have this speed up. But the slow due to lack of data can be considered a false difficulty. Personally, i hope to have the fight designer able to generates fights like the hardest we saw in other MMORPGs. Because those really hard fight were not only about strong DPS but a really good personnal analysis from the players. It would reduce the impact of combat tracker to master the fight to really low, but ALSO would reduce impact of guides a lot.
NiKr wrote: » Aerlana wrote: » yes combat tracker as i said will help a lot to master more the game mechanics and the classes/builds. so a faster progress early. and will be a help for each balance patch, and a small help on bosses (mainly to adapt your build/rotation for this specific boss with its specific timing, etc etc) And i can understand you think sad/problematic to have this speed up. But the slow due to lack of data can be considered a false difficulty. Personally, i hope to have the fight designer able to generates fights like the hardest we saw in other MMORPGs. Because those really hard fight were not only about strong DPS but a really good personnal analysis from the players. It would reduce the impact of combat tracker to master the fight to really low, but ALSO would reduce impact of guides a lot. And this is kind of my point. If you require a tracker to figure out how to beat a boss - to me that's a badly designed boss. Why would I need a separate tool to figure out which % of damage I'm missing on top of all the other mechanics that I need to do? And from what I understand, all boss designs usually come down to just dps gates. Yes, you can have countless cool mechanics, but there's always gonna be some form of dps gate, because that's where the difficulty comes from in the fight. If the boss is on an arbitrary timer (or especially a literal one) that counts down to its ultimate raid wipe ability - of course you'll have to squeeze out your raid group until the very last drop of dps comes out, because you gotta beat the timer.
Azherae wrote: » If Intrepid could somehow completely prevent DPS meters, either by design or by ... I dunno, magic... they could make bosses that only the people with enough 'focus slots' could beat. The problem would be that those people would find them easy, other people would find them hard, and there would be less ways to understand why in both cases.
NiKr wrote: » Azherae wrote: » If Intrepid could somehow completely prevent DPS meters, either by design or by ... I dunno, magic... they could make bosses that only the people with enough 'focus slots' could beat. The problem would be that those people would find them easy, other people would find them hard, and there would be less ways to understand why in both cases. Yep, and this is why I think that it's gonna be just the regular vicious cycle. And if those people at the top say that the content is super easy and boring, it'll be just like Noaani said, everyone (or at least a lot of people) below will believe them and might not even attempt the content. Or even if they do attempt it - they won't be the ones with huge capacity, so they'll find it super hard or even impossible. At which point the top people are bored, the aspiring people can't beat the content and you have both sides of the spectrum either leaving your game or endlessly complaining about the content in question, which would only confuse Intrepid cause you obviously can't appeal to both groups at the same time. The only real solution I could see to this is some form of a catalyst item that you use on bosses during the raid, which would change how the boss behaves. It could be awarded through quests of some particular actions. For example, a catalyst that's tailored for the "meter people" would boost the boss' overall complexity (and randomization of mechanics) and bump up the chances of certain drops by some amount. The "layman's" catalyst would make the boss more of a dmg sponge with fewer mechanics, so people can just concentrate on their own rotations rather than both the dance of mechanics and dps. And there'd be no boost to loot. The casual one would decrease the stats of the boss and would decrease the mechanics variety. Obviously would have the lowest drop with maybe even some drops missing. In order to fully activate any of those 3 versions of the boss, you'll need to use all 40 catalysts of the same type during the fight (that is if we only apply this to raid bosses). If the boss wasn't killed after the usage - the catalysts go back to their users. If the boss was stolen (killed by a non-og-raid people) - same shit. This way you'd have open world tailored experiences that are also "equalized" in their complexity, while also accounting for the skill lvl of the players. The pvp for/around the boss still remains. The encounter itself can still be repeated, and maybe even in a different version if so desired. The top rarity drops are still mainly farmed by the people who can farm them (the <10%), while the boss itself can be content for more people if they manage to catch its spawn in time. What's the glaring cons of this suggestion that I'm missing, cause I'm sure there's some.
NiKr wrote: » And from what I understand, all boss designs usually come down to just dps gates. Yes, you can have countless cool mechanics, but there's always gonna be some form of dps gate, because that's where the difficulty comes from in the fight. If the boss is on an arbitrary timer (or especially a literal one) that counts down to its ultimate raid wipe ability - of course you'll have to squeeze out your raid group until the very last drop of dps comes out, because you gotta beat the timer.
Aerlana wrote: » Combat tracker in WoW or FFXIV (2 MMORPG currently considered with the most challenging PvE) are not so usefull to understand the hardest fight. The need of DPS forced us to play "as perfect as possible" no more no less.
NiKr wrote: » Aerlana wrote: » yes combat tracker as i said will help a lot to master more the game mechanics and the classes/builds. so a faster progress early. and will be a help for each balance patch, and a small help on bosses (mainly to adapt your build/rotation for this specific boss with its specific timing, etc etc) And i can understand you think sad/problematic to have this speed up. But the slow due to lack of data can be considered a false difficulty. Personally, i hope to have the fight designer able to generates fights like the hardest we saw in other MMORPGs. Because those really hard fight were not only about strong DPS but a really good personnal analysis from the players. It would reduce the impact of combat tracker to master the fight to really low, but ALSO would reduce impact of guides a lot. And this is kind of my point. If you require a tracker to figure out how to beat a boss - to me that's a badly designed boss. Why would I need a separate tool to figure out which % of damage I'm missing on top of all the other mechanics that I need to do?
NiKr wrote: » Aerlana wrote: » Combat tracker in WoW or FFXIV (2 MMORPG currently considered with the most challenging PvE) are not so usefull to understand the hardest fight. The need of DPS forced us to play "as perfect as possible" no more no less. From what I know both WoW's and FF14's raids are scripted, is that right? And from what I remember, at least some of FF11's bosses were quite randomized. Now the question I have, are the ff14/wow bosses interesting because they have a proper "culmination" to the battle (especially in ff14's case), with the intensity of the fight growing throughout the fight, or was it just the fact of overcoming the peak difficulty of the boss? What I'm trying to get at is this: would those bosses still be interesting if their skillset was completely randomized right from the first second of the fight? Or am I wrong and they were already randomized?
Noaani wrote: » That said, I agree with your point that we shouldnt need tools outside of the game - this is why the tracker should be built in to the game.
Azherae wrote: » To each their own, really?
NiKr wrote: » Noaani wrote: » That said, I agree with your point that we shouldnt need tools outside of the game - this is why the tracker should be built in to the game. Ahh, this is exactly why I said "separate" and not "3d party" or "outside" And while you're here, I forget, were EQ2's bosses randomized or scripted? Or was the randomization tied to boss stage, so it always became harder throughout the fight. I'm just trying to figure out if it's possible to have a fun boss fight w/o the timer of dps (the rising difficulty is that timer). Or would the hardcore pvers see such a fight cheap and boring (the fight being completely randomized and at peak difficulty right from the start)?
Azherae wrote: » Bring it on.
NiKr wrote: » Azherae wrote: » Bring it on. So while we wait for Noaani to answer with his pov, here's a question for you. Would you need a dps meter for such a fight, considering that there's no "timer" for the fight? The enrage isn't coming so it's not necessary for you to have the most perfect build that puts out the most perfect dps.
Azherae wrote: » Why did my Black Mage die? Their big spell hit at the end of an accidental Magic Burst and the boss now decided they looked tasty. Now we have no Stunner and everything's gone to hell. Oh well, ok, let's change the Weaponskill the Ranger uses so that this won't happen. Parsing for damage is easy, you can just use a dummy or similar at-level mob for that. 'Watching a Replay in full' is harder.