Dygz wrote: » "Improve for the sake of the team..." means that isn't truly a team. In an RPG, the team should be figuring out how to synergize their abilities to shore up weaknesses and enhance strengths.
Noaani wrote: » In games where you have an action to perform every 0.4 seconds and also require frequent movement/positioning, you simply don't have the time to watch what others are doing. You have to look at things after the fact.
rikardp98 wrote: » Good luck keeping track of 20-25 players in a raid where you also need to be active 90-100% of the encounter. It's not impossible but your own performance will suffer and you will never be able to see 100% of the data you need to come to a well educated conclusion.
Xeeg wrote: » should remain perfectly anonymous and undiscoverable by their team.
NiKr wrote: » Noaani wrote: » In games where you have an action to perform every 0.4 seconds and also require frequent movement/positioning, you simply don't have the time to watch what others are doing. You have to look at things after the fact. And so far, to me, there's no indication that Ashes is that kind of game. Which is why I mentioned us not seeing any hardcore pve. rikardp98 wrote: » Good luck keeping track of 20-25 players in a raid where you also need to be active 90-100% of the encounter. It's not impossible but your own performance will suffer and you will never be able to see 100% of the data you need to come to a well educated conclusion. This is why you have parties and not "a single dude is watching over an entire raid". Every party is its own unit and every party member is responsible for their mates, with PL being responsible for the unit. Delegation of responsibility, and trust for those delegates, is an important part of party-based mmos. Obviously you have no trust for your team, as evident by this: Xeeg wrote: » should remain perfectly anonymous and undiscoverable by their team. People that want their team to succeed won't be "anonymous and undiscoverable". This is only true in some random pugs or in guilds that invite every person they see. I guess there's also the chance of spies that ruin raids on purpose, but then the absence of a raid-wide tracker simply plays into the inter-guild politics and drama, and requires a bigger managerial skill from every guild to notice those kinds of spies.
NiKr wrote: » Noaani wrote: » In games where you have an action to perform every 0.4 seconds and also require frequent movement/positioning, you simply don't have the time to watch what others are doing. You have to look at things after the fact. And so far, to me, there's no indication that Ashes is that kind of game. Which is why I mentioned us not seeing any hardcore pve.
rikardp98 wrote: » Now will raids on ashes be difficult enough to need any of this? Probably not, but that still doesn't mean people won't try and optimize their game play. They will and if you don't like that then you shouldn't play with them. Let people play the game the way they want to play it, and everyone will be happy 😊
Noaani wrote: » While true that we haven't, keep in mind that games have a habit of getting faster over time, not slower.
NiKr wrote: » Noaani wrote: » While true that we haven't, keep in mind that games have a habit of getting faster over time, not slower. I'll hope it does.
Noaani wrote: » NiKr wrote: » Noaani wrote: » While true that we haven't, keep in mind that games have a habit of getting faster over time, not slower. I'll hope it does. Indeed. The current pace of combat (which is not something I expect to be even remotely close to the intention for when the game goes live) is near glacial.
RationalThought wrote: » If it's a big raid, the raid leader is responsible not only for organizing everyone and issuing orders timely, but also for gathering information. Every raid consists of party groups. Party leaders give their reports to the raid leader, and he or she makes decisions depending on available info. There should be no issues to eventually have a successful raid, even if it would take several tries.
Bosses should have clear audio and visual indicators of incoming attacks.
RationalThought wrote: » The problem was game design and stupidity of some other players.
Lithxd wrote: » Little UI nuisances that players have are easily fixable with small addons majority of the time and there's no way to make a default UI that will appeal to all player base (which can cause player base to fall), text size or coloring or any other minor customizations shouldn't even be a question in games in this genre and the MMOs that are still alive years and years after release all have them.
NiKr wrote: » Xeeg wrote: » the raid leader and the other team members can't tell what they are doing? And why exactly can they not do that? You can see mobs not being CCed, you can see people not being healed, you can see buffs not being on when needed, you can see pretty much all the things you've mentioned - especially if they were called out by the party leaders. The only thing that would be somewhat "invisible" is the personal dps of every character. But that'll be apparent in the result of the encounter. You lost, while everyone played perfectly? Means you didn't have enough dps. And you'd then need to see who does what dmg and see what can be improved (I did this with my L2 guilds even w/o trackers). And until we see hardcore pve and general encounter design (especially in the context of pvx), I'm not even sure dps tracker would even be important.
Xeeg wrote: » the raid leader and the other team members can't tell what they are doing?
Azherae wrote: » Does L2 have many sources of DoT?
Azherae wrote: » Can they be an aura around the source?
Azherae wrote: » Can multiple sources of the same DoT aura apply to players in a large PvP fight, i.e. if two different people have 'Inner Fire' or whatever, does their opponent get burned twice?
Azherae wrote: » Can the DoT itself have any random statistical element where it sometimes does extra damage?
Azherae wrote: » Can the DoT damage be altered while the DoT is happening through a buff or debuff?
NiKr wrote: » Azherae wrote: » Does L2 have many sources of DoT? Nope. Maybe like ~10, with half of them being "poisons" and half "burns" (with a very few exceptions). Sources might be different, because they come from different classes and spells (iirc you can theoretically stack them all), but they ultimately do the same thing. Azherae wrote: » Can they be an aura around the source? No (unless I'm forgetting a fairly big skill). Azherae wrote: » Can multiple sources of the same DoT aura apply to players in a large PvP fight, i.e. if two different people have 'Inner Fire' or whatever, does their opponent get burned twice? I think the same spell, even if coming from different players, will just renew the duration. But considering that there's no auras - no, this can't happen. Azherae wrote: » Can the DoT itself have any random statistical element where it sometimes does extra damage? I thiiiiink crits might apply here? But I'm really not sure, cause dots are barely noticeable in fights, due to their dps compared to the dps of any other source. Azherae wrote: » Can the DoT damage be altered while the DoT is happening through a buff or debuff? I think there's only one debuff that might influence one type of dots (poisons). But due to dots being barely used (in my experience at least), that debuff is never even mentioned, let alone used. Some dots were used in 1v1s, because those were more about avoiding as much dmg as possible, so proccing a dot was a nice way to do dmg while you yourself avoid direct one, but even then, only certain classes had such dots, so it was a fairly rare occurrence. I'd definitely like if Ashes had a deeper system than this, cause I love dem spell/effects interactions.
Azherae wrote: » I ask you in particular to keep it in mind going forward, that when someone 'says that they can't track everything', this may be a large aspect of what they're referring to.
NiKr wrote: » Azherae wrote: » I ask you in particular to keep it in mind going forward, that when someone 'says that they can't track everything', this may be a large aspect of what they're referring to. I'm curious how hard would it be for Intrepid to give us a log filter, where we can assign feedback from our certain skills to only go towards certain log windows (I assume we can have multiple log windows btw).