NiKr wrote: » What if there was no logic? What if the boss wouldn't have any particular triggers and would just use random shit from his skillset and switch his targets randomly - would that still be interesting for you?
NiKr wrote: » 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. Ok, this would probably go a bit too deep into the "middle ground searching" territory, but at this point I'm just curious about a pov other than my own on this topic. If I understand correctly, you needed to see that course of events in the fight in the tracker in order to understand boss logic at that moment, right? What if there was no logic? What if the boss wouldn't have any particular triggers and would just use random shit from his skillset and switch his targets randomly - would that still be interesting for you?
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.
NiKr wrote: » Right, so then just this question remains then and I'll address this to both of you (Azherae and Noaani) and go to sleep so I'll read the answer later. Gotta have at least a bit of sleep before the super hype Sumeru reveal stream in Genshin whatever your answers are, this has been a good discussion for me, thx for sharing your povs. NiKr wrote: » What if there was no logic? What if the boss wouldn't have any particular triggers and would just use random shit from his skillset and switch his targets randomly - would that still be interesting for you?
Azherae wrote: » Sure, I'm fine with that too, but that defeats the Trinity System of MMOs and lessens the 'Role Playing' aspect. On the other hand, you just described one of my favorite FFXI bosses, so there's that. It's still true to say that the 'Tanks' don't get to do their 'usual job' when going into that fight, though.
Noaani wrote: » Randomization (complete randomization) is where you need a tracker most. You want to look back at a pull (successful or not) and see why that pull succeeded or failed. What ratio of abilities did the boss use, were there abilities used one after the other that caused specific issues, and if so, is there anything you can do about that next time?
Dygz wrote: » I don't understand how completely random defeats the Trinity System and lessens the RP aspect of combat.
Dygz wrote: » The Trinity System simply informs us that there is a rock-paper-scissors aspect to the strengths and weaknesses designed for each Archetype and that different Archetypes will want to rely on each other in a group to synergize strengths and mitigate weaknesses.
NiKr wrote: » Azherae wrote: » Sure, I'm fine with that too, but that defeats the Trinity System of MMOs and lessens the 'Role Playing' aspect. On the other hand, you just described one of my favorite FFXI bosses, so there's that. It's still true to say that the 'Tanks' don't get to do their 'usual job' when going into that fight, though. We could maybe finally move on from boring "agro the mob and stand in this place" gameplay to fun and engaging "track the mob's agro and defend the person who he agroes on next". I, as a tank, would love that shift personally.
NiKr wrote: » Noaani wrote: » Randomization (complete randomization) is where you need a tracker most. You want to look back at a pull (successful or not) and see why that pull succeeded or failed. What ratio of abilities did the boss use, were there abilities used one after the other that caused specific issues, and if so, is there anything you can do about that next time? But what if that same combination of boss attacks never repeats again? Wouldn't that have been wasted time spent going over smth that might never return?
NiKr wrote: » Dygz wrote: » I don't understand how completely random defeats the Trinity System and lessens the RP aspect of combat. I think Azherae meant it as "tank is no longer tanking, because the boss is never tied to the tank and instead just runs around". Some other roles might get diminished too, if the boss' and class design doesn't account for the randomness of the fight. Maybe healer is never needed because the boss does some weak random shit. Maybe archer is useless because he's constantly getting attacked and get utilize his range dps (though it could be argued that archer's kiting role is played at that moment). I'm sure there's a few other possible hole in the trinity system and roleplaying aspect of it that appear once the boss is no longer controllable by the players in any way. The tank is just the most glaring one.
Azherae wrote: » I'll definitely segue that one into this if you want.
NiKr wrote: » Azherae wrote: » I'll definitely segue that one into this if you want. Nah, it's fine. I think I'm kinda done with this thread. At least for now. I understand that it's not the game that requires the combat trackers, but the people themselves. And changing people is wayyy harder than changing a game's design.
NiKr wrote: » But what if that same combination of boss attacks never repeats again? Wouldn't that have been wasted time spent going over smth that might never return?
Azherae wrote: » Go down one tier. Or two. There is a level at which that person 'can do it while playing', or at which 'they can do it in real time no WeakAuras no Combat Tracker'. If Steven's goal is 'I would like to cap everyone at this point, and make it so that the content is limited to groups with the sort of person who can do this with no external assistance' (let's go so far as to assume that me writing a Combat Log parser was off limits)... Then he's just chosen his 'single digit percentage' by a different skillset than a game that allows Trackers. And this could easily be a functional goal.
Dygz wrote: » Azherae wrote: » Go down one tier. Or two. There is a level at which that person 'can do it while playing', or at which 'they can do it in real time no WeakAuras no Combat Tracker'. If Steven's goal is 'I would like to cap everyone at this point, and make it so that the content is limited to groups with the sort of person who can do this with no external assistance' (let's go so far as to assume that me writing a Combat Log parser was off limits)... Then he's just chosen his 'single digit percentage' by a different skillset than a game that allows Trackers. And this could easily be a functional goal. Yes.
NiKr wrote: » 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?
Dygz wrote: » The devs should not provide tools to make that easier for them.
Noaani wrote: » If you look at combat tracker use in most games, it starts off as player driven. I'll use a tracker because I enjoy using them. At that point, it absolutely is the content that requires people at the top end to use trackers - but the content is only designed that way because people use trackers. Nkw, if that new content was made without the assumption of trackers, those using them would breeze through it in days rather than weeks, leaving the developer outright unable to keep up with new content.