NiKr wrote: » Noaani wrote: » As to guilds clearing content with a tracker vs without a tracker, and Intrepid designing content for the guilds that struggle with it, I'm not sure this would ever happen. With content being open world, I have doubts that guilds not using trackers would ever kill a top end mob. And either of those statements can only be clarified by Intrepid, which is literally what I want from them at this point. Some details or a clarification on their position, be it updated or not.
Noaani wrote: » As to guilds clearing content with a tracker vs without a tracker, and Intrepid designing content for the guilds that struggle with it, I'm not sure this would ever happen. With content being open world, I have doubts that guilds not using trackers would ever kill a top end mob.
Noaani wrote: » They can say how they intend to make content, and they can say whether they intend to make content easier or harder based on how easy or hard players have found earlier content, but they cant really answer those questions in relation to trackers that they cant detect.
NiKr wrote: » The tracker presents all of that in a concise packaged form that lets you dissect the encounter immediately after it has happened. I personally dislike that, mainly because I'm a stubborn ram who wants to bash his head against the content instead, until the content finally breaks.
NiKr wrote: » Noaani wrote: » They can say how they intend to make content, and they can say whether they intend to make content easier or harder based on how easy or hard players have found earlier content, but they cant really answer those questions in relation to trackers that they cant detect. Well yeah, that's what I meant. They'd show a boss, say "this is the difficulty we're going for" and disregard any complaints from people saying it's too easy for them. And the alternative being them just making their own tracker. I highly doubt the former would ever happen, even if I want it to.
Noaani wrote: » If the content is well designed, there is still more banging your head against it than you would likely want. Just because you can see what an encounter is doing, doesn't mean how to kill it is obvious. Your argument here is more about what wall you want to bang your head against, not that you want to bang your head against a wall.
Noaani wrote: » The problem with this is that they can claim they want to make an encounter a specific difficulty, but the only metric they have for if they have hit that target is how long it takes players to kill it. If the only metric they have for difficulty is how long it takes players to kill content, and they are ignoring that metric, what is left for the to either target difficulty at, or determine if they have hit their target difficulty? Remember to take in to account that every kill on these top end mobs will be from a guild using a tracker.
akabear wrote: » L2 had several raid bosses that spawned in a wide window about once a month or something and there was a race by multiple clans to mobilize at short notice to take them down. Luck if able to mobilize without a competitor, and all the more sweet / bitter if contested. Hope the top bosses with great rewards are equally infrequent and challenging to get to, making them highly competitive and a long time to solve by default of the infrequent chance to try. With the bounty highly valuable.
NiKr wrote: » Now obviously me playing a solo game is nowhere near the same thing as fighting an mmo boss with 39 other people. But the core principle remains. I want a game that gives you all the info you need right during the fight and it's then on you to see and recognize that info during the fight, be it the very first fight (if you're a pattern-recognizing savant) or your 100th fight (if you're a plain dude who's bad at puzzles and with no mechanical skill).
Azherae wrote: » This post isn't about me challenging your point, I'm really just agreeing, while acknowledging that we as a community will still need some way to deal with the people who are looking for the shortcut, particularly those who don't want to bash their heads for 10 hours because they want to catch up, and we don't have one.
Mag7spy wrote: » akabear wrote: » L2 had several raid bosses that spawned in a wide window about once a month or something and there was a race by multiple clans to mobilize at short notice to take them down. Luck if able to mobilize without a competitor, and all the more sweet / bitter if contested. Hope the top bosses with great rewards are equally infrequent and challenging to get to, making them highly competitive and a long time to solve by default of the infrequent chance to try. With the bounty highly valuable. Thing is people for trackers (ones going hard int his thread not every single person) that it to be instanced as well, else they dont' consider the devs making it hard c:
NiKr wrote: » Noaani wrote: » If the content is well designed, there is still more banging your head against it than you would likely want. Just because you can see what an encounter is doing, doesn't mean how to kill it is obvious. Your argument here is more about what wall you want to bang your head against, not that you want to bang your head against a wall. Elden Ring was my first souls game. And the Tree Sentinel (the golden knight on the horse) was my first mob in it (not counting the very first boss, cause you can't attempt it repeatedly). I fought with that boss for 8h straight and then another 2 hours on the next day until I finally beat it. I tried multiple different approaches and in time saw what I needed to do and just needed to get my skills to a point where I could execute my plan correctly. So I don't think that I can find a wall that I wouldn't want to bash my head against for a long period of time.
Steven's a gamer and, from what he's said about his hiring practices, most of the team are gamers too.
akabear wrote: » Conclusion gained from your posts > no suggested solution / workaround to offset the additional development time/cost to meet the tracking community`s increased development load. Other than perhaps to go to chaotic rather than scripted. But chaotic still needs to be higher grade
NiKr wrote: » Noaani says that half the players will use trackers, even if they're forbidden. That might be the case, just as it allegedly is in FF14, but iirc someone (I think it was Aerlana) said that FF14's bosses haven't really increased in their difficulty too much throughout the years, even though top players all apparently use trackers for them. That leads me to believe that the difficulty of the game doesn't necessarily need to increase, even if people with trackers are able to beat it sooner rather than later. Which in turn leads me to believe that Intrepid's position can remain on the "no addons/meters/trackers" point w/o sacrificing anything really.
NiKr wrote: » Ultimately I want Intrepid to work hard in their hinting designs rather than their dps checks designs. Have some patterns in the boss' mechanics that indicate why/how/when/where he will do another mechanic that leads to a wipe. If the tracker people see that hint through their trackers and not through the fight - good for them, they had their spreadsheet fun. But imo the tracker must not be required to notice that hint pattern.
NiKr wrote: » Yeah, and like I said before, the speed at which the tracker allows you to go through all that information is my main issue with it. W/o a tracker you'd either need to record video pov of all players and then go through each and go through their battle logs and then match them up and probably know all the buff/ability/positioning information on top of that, just to properly reference all that info across each other.
NiKr wrote: » The tracker presents all of that in a concise packaged form that lets you dissect the encounter immediately after it has happened. I personally dislike that, mainly because I'm a stubborn ram who wants to bash his head against the content instead, until the content finally breaks. But that's just my opinion on it, which seemingly happens to coincide with Steven's. And as I said already, discussing opinions is an endless activity, with this thread being the biggest proof for that.
MaiWaifu wrote: » I'm only against trackers because I feel it gravitates most encounters to gear score number checks instead of skill based gameplay. But I can understand the reason for wanting them in some instances.
MaiWaifu wrote: » If Steam achievements are any metric to go by, less than 50% have managed to ring the first bell.
MaiWaifu wrote: » To clarify, I'm not saying AoC needs to get soulsborne level difficulty. I'm just trying to show that even if you are able to grind in Dark Souls and inflate stats to the point that you can 100-0 bosses with insane DPS, there are other aspects you can utilize to make encounters interesting and challenging. I'm honestly not sure if FromSoft use DPS for measuring challenge in their soulsborne games. But I'm reluctant to believe they're using time taken to kill and solely balancing their future games on that metric.
Noaani wrote: » Swap "hours" for "months" and we are on the same page in terms of what content can be, even with trackers. To be clear, I am not saying "you will get sick of content if X happens", I am simply saying that the existence of trackers does not mean players get through all content without that head/wall bashing.
Noaani wrote: » Steven is a gamer, but he isnt overly good. If Intrepid only release content that Intrepid staff can kill, then this whole discussion is pointless as the game wont attract a top end PvE scene.
Aerlana wrote: » If it is shown in tracker, it means it is shown in combat log.
Aerlana wrote: » It doesnt remove the need to try. end game bosses on WoW needs around 300 wipe before being killed. People use tracker, and they have some of their members that knows well an addon called "weakaura2" which can be used to create a battle assistant for this unknown fight in game. And with this, a world first needs so much wipe, because it is how hard the fight is...
NiKr wrote: » Noaani wrote: » Swap "hours" for "months" and we are on the same page in terms of what content can be, even with trackers. To be clear, I am not saying "you will get sick of content if X happens", I am simply saying that the existence of trackers does not mean players get through all content without that head/wall bashing. Yeah, that's why I made the separation between the single player and mmo raid. If the raid required the same amount of understanding of the fight from each member and had the same difficulty of action execution for each member - I'm sure it'd take months to beat the fight. Noaani wrote: » Steven is a gamer, but he isnt overly good. If Intrepid only release content that Intrepid staff can kill, then this whole discussion is pointless as the game wont attract a top end PvE scene. And that is exactly what I've been talking about when I said "I need concrete details from Intrepid". What if they change their mind and go back on their promise of hardcore pve battles. The fights would still be difficult for the majority of "normal" players, but the true top lvl ones would not even play. And I think that either showing a full boss fight or just presenting their current design direction would indicate if they're still sticking to that promise and in what way they mean to realize it.
Noaani wrote: » Second, Intrepid should never show a boss fight that they expect to be in the final game. They shouldnt really even show part of such an encounter.