Taerrik wrote: » Sadly magspy, that approach doesnt work in my experience. DPS checks exist for a reason, to make dps players do dps. While I am a person advocating for dps meters, I do agree the game should be designed such that no one should need them. Back to the gameplay not requiring looking at dps:: If the game didnt require dps to be done, then boss fights end up completely trivial to do. You only have to survive by any means necessary (I could come up with an entire mega list of cheese mechanisms to talk about here, but it would derail the topic). If all I have to do is perform mechanics, then I can stop whatever I am doing while the mechanics are happening to do the dance. I mean, everyone could play tanks and healers to make it realllllll easy here. See where I am going with this> I dont agree with you. Doing DPS matters. Its far to easy otherwise. Encounters should require players to both do the mechanic and do their dps stuff at the same time, and bonus for us, pvp should happen also. (Off topic, Inspired by another four threads on this forum I am actually writing up something of what my perfect vision is for good challenging boss fights that take advantage of the pvp happening, to keep the challenge up, and to keep the risk/reward factor in place, look forward to telling me I want too much difficulty for MMO games)
NiKr wrote: » Noaani wrote: » With these tools in place, the bulk of the work for a raid mob is in a unique character model. If you follow the EQ2 model, you use these unique models for end mobs of raid zones and content cycles, for open world encounters, but then you don't shy away from using regular existing models (increased in size perhaps) for lesser named mobs, or if there is a need for "emergency" content where players beat encounters signolificantly faster than expected (will happen on occasion). Taking later comments here into context, I'd say I just disagree with EQ2's whole approach and your preference of it. I'm a visual learner, so I want to see what the boss/mob does. I'm not talking about ground indicators or whatever, but the effects/animations should be visible imo. Intrepid have the opportunity to build their models with the feature you're talking about in mind. Give those models the ability to perform a super wide variety of animations. And those animations should be comprised of steps that could weave other abilities into them with proper visual representation of that new ability. In other words, once again, do better. And my attitude towards this is also why I say that I don't want devs to try and keep pace with trackered top pve players, because I want a much better quality of content instead of a lot of it (while not overworking devs to death). Invisible skills and non-existent animations are not quality imo.
Noaani wrote: » With these tools in place, the bulk of the work for a raid mob is in a unique character model. If you follow the EQ2 model, you use these unique models for end mobs of raid zones and content cycles, for open world encounters, but then you don't shy away from using regular existing models (increased in size perhaps) for lesser named mobs, or if there is a need for "emergency" content where players beat encounters signolificantly faster than expected (will happen on occasion).
Dygz wrote: » You, for some reason, believe that the build that works for a group will suddenly suck when you solo? And you won't be able to adjust without going to a practice dummy? How do you plan to change the practice dummy so that it has the combat stats of whatever it is you're fighting solo?
Azherae wrote: » Eh, chances are we'd still get the text either way though.
NiKr wrote: » Azherae wrote: » Eh, chances are we'd still get the text either way though. Was this something I missed or forgot about from A1? Or in what way would the text be the only way to show that there's a skill/mechanic being used by the boss? Or do you mean smth along the lines of "the boss is about to/doing a mechanic" written across the screen? Cause L2 had those, but I assumed that this shit was like the bottom tier of pve complexity, so I doubt you're talking about that.
Taerrik wrote: » For those of us that work to improve our performance in game, we dont actually use combat dummy very much after we figure out how the skills work and what basic skill chains are. It turns out, that to get better at playing the game, you have to.... yup, play the game.
Taerrik wrote: » Measurement against a combat dummy is pointless, thats why DPs meters exist, so you can look at real combat data.
Taerrik wrote: » Practice on combat dummy is pointless beyond day1 figure out how the basic rotation works. Because it doesnt do mechanics. Dead DPS players are worthless dps players, so what if you can do well on a dummy if you cant perform in a fight. The goal is to do big damages in a fight, and also execute the mechanics at the same time.
Taerrik wrote: » Cool, I earned a personal attack, nice I guess?
NiKr wrote: » JamesSunderland wrote: » Yes, the clans/sides i played in the official servers were always on the top, and yes there was eventually "3rd party tools" that were not only bot programs but also helped alot to understand encounters better, Mainly ZRanger and then Adrenaline. Thx. My whole existence in this thread is rendered meaningless and my experience is completely made up. Though this does make Steven's opinion even sillier than it already was.
JamesSunderland wrote: » Yes, the clans/sides i played in the official servers were always on the top, and yes there was eventually "3rd party tools" that were not only bot programs but also helped alot to understand encounters better, Mainly ZRanger and then Adrenaline.
Taerrik wrote: » is if there was no way to view things in real time, preventing any automated callout type addons such as deadlybossmods or cactbot.
Taerrik wrote: » Hot take, but what would be a real middle ground (though impossible because, addon writers have ways around everything), is if there was no way to view things in real time, preventing any automated callout type addons such as deadlybossmods or cactbot. Instead after encounters give a full combat log, option to save into a txt file if we want it. Anti addon crowd can just manually read the log, and addon crowd can use something like ACT to read and format into nice charts and such.
NiKr wrote: » Taerrik wrote: » is if there was no way to view things in real time, preventing any automated callout type addons such as deadlybossmods or cactbot. Are you suggesting we play the game completely blind? Or can ACT only make callouts if it reads smth in the game's log? Iirc either Noaani or Azherae said there're ways to have visual trackers that would just parse animations and stuff like that, so even if you have completely no written text related to the encounter - people will still have boss ability callouts.
Taerrik wrote: » I think having automated callouts is a bad thing, it removes the requirement to have awareness from the raid team.