Taerrik wrote: » If we are to rely on automated callouts to remove that part, then the devs can (and will, as history has shown us) just be lazy in how they communicate things to us in a fight. Fights should be developed so that any player on any machine without any addons can complete them, As experience in the last few decades have shown us, we are given lower quality tells about how things happen.
Noaani wrote: » I'll take the ability for developers to be able to push out content like this over having more pronounced tells for abilities any day of the week.
Taerrik wrote: » Noaani wrote: » I'll take the ability for developers to be able to push out content like this over having more pronounced tells for abilities any day of the week. This is exactly what I dont want, and why I dont think we will agree on it. We should expect a better quality game. If we get stuck in content drought its not like we also arent raiding everyweek in more than one game anyway.
Noaani wrote: » Taerrik wrote: » If we are to rely on automated callouts to remove that part, then the devs can (and will, as history has shown us) just be lazy in how they communicate things to us in a fight. Fights should be developed so that any player on any machine without any addons can complete them, As experience in the last few decades have shown us, we are given lower quality tells about how things happen. The flip side of those "lower quality tells" is that we get more content. I'm specifically talking about EQ2 here. The developers there were able to take existing basic mob models, upside them and use then as they were for raid boss encounters. They were able to do this because they didn't need to rely on specific animations for abilities, as abilities didn't *need* to be communicated this way. There were a number of times while I was playing EQ2 where players got through content faster than developers expected, and so said developers put together entire raid dungeons with absolutely no new art assets at all, but still managed to create interesting encounters that even today stand out. An encounter that literally removed the tanks pant slot item comes to mind as being one of the above encounters. In turn, the ability for developers to be able to do this is what led to that game never having more than a few weeks at a time where top end players didn't have something to work on. I'll take the ability for developers to be able to push out content like this over having more pronounced tells for abilities any day of the week. The other thing I think you should be keeping in mind here - for the most part, keeping an eye on encounter abilities is only ever up to one or two people in a raid. It isn't as if every person needs to keep an eye out for a casting animation - one person keeps an eye out and then lets everyone know via voice chat. Even with a tracker in place, this is still the case - which means there is no difference for everyone present -1.
Noaani wrote: » Taerrik wrote: » Noaani wrote: » I'll take the ability for developers to be able to push out content like this over having more pronounced tells for abilities any day of the week. This is exactly what I dont want, and why I dont think we will agree on it. We should expect a better quality game. If we get stuck in content drought its not like we also arent raiding everyweek in more than one game anyway. If you consider visuals to be the mark of a good game (that is essentially what you are talking about here, as far as I can tell), then yeah, we won't agree. To me, the mark of a good quality game is having enough enjoyable content. EQ2 is the only MMORPG that has managed to meet this basic expectation - largely due to not relying on the things you are asking for. When you consider that the things you are talking about only actually affect 1 out of 24 people in EQ2, I consider that to be actually insignificant. Edit to add; that isn't to say that every encounter in EQ2 was designed like this. Apex encounters of each expansion, as well as every boss in the major raid dungeon were all uique models with animations for each ability. It was only with additional content as and when needed that these things weren't used - and they weren't used because the developers knew that the animations weren't what people were looking for in order to get queues as to what the encounter was doing anyway. The reason then being, if the unique animations weren't being used as a means to identify incoming abilities, unique animations aren't needed as a tell, meaning unique animations are only a "nice to have" aspect of these encounters rather than a must have. Basically, it was player driven, not developer driven. Give players the option, and animation tells are not the preference. Someone telling them on voice chat is the preference for most.
Taerrik wrote: » For just a few examples since its not just visuals they can use. Visuals on the boss Post processing changes (shaders changing the screen graphics or depth of field or coloration etc) Castbars Audio Queues Arena Changes Damage happening Adds changing behavior Taking off the tanks pants (your example! which is cool)
George_Black wrote: » Just that everyone is clear on this: This guy here advocates for screen cluttering dps meters/trackers/addons and any other hair-splitting term you want to waste time on (yes, again) just so that developers can churn out never ending instanced raiding content of low quality that people can repeat over and over and over and over (and not make them obsolete with any new additions... remember that) instead of taking time to make proper expansions of proper quality content and depth.
Noaani wrote: » Taerrik wrote: » For just a few examples since its not just visuals they can use. Visuals on the boss Post processing changes (shaders changing the screen graphics or depth of field or coloration etc) Castbars Audio Queues Arena Changes Damage happening Adds changing behavior Taking off the tanks pants (your example! which is cool) My take on these options... Visuals on the boss only work if everyone can see the boss. On some complex encounters, this isn't the case. Post processing isn't an overly good idea. It's too easy for things like this to be lost in graphics settings - players can then inadvertently turn off such warnings. Cast bars are bad imo. The worst thing about them is it is a game mechanic rather than an encounter mechanic. It would be odd to just have it on one encounter and not all. If it is on all encounters, it becomes the only tell you have. Audio queues as a general concept kind of clash with the notion of having voice communication. Most players I know turn all game sounds off for raids. Arena changes are viable. My assumption with "damage happening" is that you may be talking about an ability that deals a small amount of damage, and if it deals enough or the effect persists long enough without being cleansed it causes a bigger effect. Similar to audio queues, many people turn off floating combat feedback in order to get a better view of the game, making this trigger a prime candidate for setting up a call in ACT for. Adds changing behavior is viable, but needs care. To be clear, I'm not saying EQ2 doesn't use the above (it uses most of them). What I'm saying is that it doesn't rely on them. If they have a need to create an encounter without the ability to use one, many or all of the above, they still can. Again, I'll take that any day over a game where top end content could be bottle necked because the sound designer is too busy, and your encounter needs an audio tell created for it.
Taerrik wrote: » I am a gamer, its on me to prog and clear the things. I dont want to be forced to rely on a program to tell me about mechanics. I do want readily available combat data I can pour over outside of raid time.
Depraved wrote: » hey george, nikr, r u guys on l2 eve atm?
Taerrik wrote: » If you are the one to tell me how to game that is.
Noaani wrote: » Visuals on the boss only work if everyone can see the boss. On some complex encounters, this isn't the case.
Noaani wrote: » Post processing isn't an overly good idea. It's too easy for things like this to be lost in graphics settings - players can then inadvertently turn off such warnings.
Noaani wrote: » Cast bars are bad imo. The worst thing about them is it is a game mechanic rather than an encounter mechanic. It would be odd to just have it on one encounter and not all. If it is on all encounters, it becomes the only tell you have.
Noaani wrote: » Audio queues as a general concept kind of clash with the notion of having voice communication. Most players I know turn all game sounds off for raids.
Noaani wrote: » My assumption with "damage happening" is that you may be talking about an ability that deals a small amount of damage, and if it deals enough or the effect persists long enough without being cleansed it causes a bigger effect. Similar to audio queues, many people turn off floating combat feedback in order to get a better view of the game, making this trigger a prime candidate for setting up a call in ACT for.
Xeeg wrote: » Obviously in a boss fight you need to worry about mechanics. The point about dummies is to tweak builds and see how they respond. See when your damage spikes are, how your sustain looks, where your tradeoffs are, etc. Again, it sounds like you play games that are dead simple and have only a few options for rotations and builds, and so dummies aren't useful. Either that or you just look up other people's builds/rotations and never make your own anyways. Not sure what kind of game Ashes will be.
George_Black wrote: » Depraved wrote: » hey george, nikr, r u guys on l2 eve atm? Not playing L2 ever again. I don't like what they have done with the class skills, the cooldowns, the random critical skills and the content they locked out. Plus the terrain feels so flat now.