Mag7spy wrote: » Moment someone says i need to track you would be the moment they are getting the boot.
Azherae wrote: » Mag7spy wrote: » Moment someone says i need to track you would be the moment they are getting the boot. Agreed. Anyone who says this to someone who has even a chance of saying no, it shows a lack of social skills. And ofc there's those who say it to people who aren't in a position to say no, which is a different set of social 'skills' but not the good kind...
Noaani wrote: » The challenge with encounters should come from dealing with those abilities.
Noaani wrote: » Take cast bars for example, above I said I don't like them because it is a game mechanic, not an encounter mechanic. I could have gone to greater lengths to explain that adding a game mechanic like cast bars to mobs prevents things like them using multiple abilities, or having instant cast abilities that require attention, but the post was long enough without going in to that detail. Basically, my point is that the difficulty should come from dealing with encounters, not in knowing what they will do, and that any mechanic that limits what they can do (ie, requiring cast bars) goes against that.
NiKr wrote: » Noaani wrote: » The challenge with encounters should come from dealing with those abilities. But my point is - how can you deal with an ability that you don't even know about? If a 3rd party tool has to parse the game for you and tell you when the boss is doing a thing - that's not "dealing with the ability", it's "dealing with a 3rd party tool outside of the game". Noaani wrote: » Take cast bars for example, above I said I don't like them because it is a game mechanic, not an encounter mechanic. I could have gone to greater lengths to explain that adding a game mechanic like cast bars to mobs prevents things like them using multiple abilities, or having instant cast abilities that require attention, but the post was long enough without going in to that detail. Basically, my point is that the difficulty should come from dealing with encounters, not in knowing what they will do, and that any mechanic that limits what they can do (ie, requiring cast bars) goes against that. The visual representation of cast bars that I suggested would allow bosses to cast other stuff while the bar is progressing. If anything, it feels like my suggestion is exactly what you're talking about. And it could also be very encounter-specific because it could be linked to surroundings or mob designs, or whatever else. In other words, I simply want WoW's addon features, but cooked into the game itself. Proper audio feedback, proper visual feedback, proper base UI settings, holistic difficult encounter design that requires each player in the raid to pay attention to their own game window that gives them all the information they'll need w/o any outside tool. I support battle logs, because that was always what I used to see what ultimately killed me in a big fight. And that very support is the reason why I say that trackers will be inevitable.
NiKr wrote: » Noaani wrote: » The challenge with encounters should come from dealing with those abilities. But my point is - how can you deal with an ability that you don't even know about? If a 3rd party tool has to parse the game for you and tell you when the boss is doing a thing - that's not "dealing with the ability", it's "dealing with a 3rd party tool outside of the game".
NiKr wrote: » The visual representation of cast bars that I suggested would allow bosses to cast other stuff while the bar is progressing. If anything, it feels like my suggestion is exactly what you're talking about. And it could also be very encounter-specific because it could be linked to surroundings or mob designs, or whatever else.
Azherae wrote: » This is also why I don't care whether the mechanics are 'you must do these things to prevent dying to the big HP damage' or 'you have been affected by statuses that prevent you from being able to clear this enemy in some other way', except in PvPvE games. I care a little bit because I somewhat like the second more, and Action players tend to complain a bit more about 'unavoidable damage' which does 'unavoidable damage' to the game's reputation. but overall, the experience is similar.
Taerrik wrote: » Maybe we can ask steven for a reward for making it this far!?
Azherae wrote: » I believe that given this, you would still want the game to be so hard that 'you have to get that group of Shot-caller tier high level players' together in one place to win.
Noaani wrote: » It is THIS process that is what encounters should be about - not about watching an animation to know what ability is coming.
Noaani wrote: » This is why I have a dislike to having too much like this built in to the game, and prefer things built in to each encounter.
NiKr wrote: » Azherae wrote: » I believe that given this, you would still want the game to be so hard that 'you have to get that group of Shot-caller tier high level players' together in one place to win. Yep I'd like a #2 large with large fries So in the context of such levels of difficulty, how much you or @Noaani would be upset (as analytical players) if the game literally told you what you did wrong at the end? In other words, we'd jump my entire damn argument by, like, a hundred lvls, make me a complete hypocrite in the process, and completely circumvent the tracker usage by the game simply giving you the result of said tracker's analysis. This would only apply to instanced encounters and those instanced encounters would only reward cosmetics/titles. And an additional question for Noaani. Would you still use your own tracker on top of that for ow stuff, even if it was way easier to parse on the fly? Noaani wrote: » It is THIS process that is what encounters should be about - not about watching an animation to know what ability is coming. Noaani wrote: » This is why I have a dislike to having too much like this built in to the game, and prefer things built in to each encounter. Maybe I'm mistaken in this take (and I'd ask @Azherae as a third party to check me), but it feels to me that I want a much more difficult and complex design than you, Noaani To me, "reacting to the ability post-factum" and "every mob has the same basic set of features" seems like the laziest possible game design ever. Maybe I'm just still misunderstanding Noaani's point? Or missing (forgot?) some context?
Azherae wrote: » Anyways lmk if this all was missing your point and I'll try the Karkinos route.
Azherae wrote: » I believe your general wish is that people who don't have ~40 minutes a day to just rewatch a match, in Predecessor, don't get to improve by using a shortcut of 'being able to get a quick-summary'.
Azherae wrote: » What you've been referring to is what we refer to, the combat log. A combat Tracker is usually 'a tool to read a combat log faster and extract statistics from it'. The problem is that since 'damage done in a specific window' can be a fail point, then the information given would include that. And then it will be 'a DPS meter'.