Noaani wrote: » The notion of "watching" to see what is going on is a joke in games with a good (complex) combat system.
Azherae wrote: » The reason I bring this up, NiKr, is because DoTs, almost by definition, are poor candidates for visual or auditory feedback.
Azherae wrote: » Note I'm not saying 'you can't play the game this way', I'm only appealing to 'the fact that you already understand why people want 'Ricochet' level logs, and therefore I'm assuming you suggested the log filters.
Azherae wrote: » They're nice, but they'd cover your whole screen. And at that point, you still need to be very visual to read them all. Personally I'm not. Regardless of the fact that I read very fast, it's way easier to just remember every effect. That's how 'cluttered and distracting' a complex system ends up being.
Azherae wrote: » There's one other problem that I don't know if you're familiar with, which applies to this as well. When an opponent's DPS is based on their attack speed, the only visual indicator of their attack speed build's power is how fast your log is scrolling or how quickly the numbers are flashing. I'm not saying it's impossible to keep track of that, but it's sometimes very hard to judge effectiveness. There's a reason why 'building for huge attack' is considered a noob trap in many games. "Bigger number better!" is difficult to dispel when the 'actually bigger number' is 'a smaller number, but more often'.
NiKr wrote: » Azherae wrote: » The reason I bring this up, NiKr, is because DoTs, almost by definition, are poor candidates for visual or auditory feedback. To me this still comes back to UI issues. Let's say you can have 10 negative effects on your at any given time during a fight. Those 10 icons could be grouped by type, which has its own player-chosen color, and positioned vertically where the player would have that line in their periphery. So when you see a "red" icon pop up in your field of vision - you'll know you're being dmged by a certain type of dot. Like, I'm still all for logs having good written feedback, but I do think that visuals can be improved as well. The BDO example kinda proves that to me, cause they could've literally just had an icon on the effected targets of "you have this dot on you", and at least some players would notice that this icon disappears once you step away from that "OP" class.
NiKr wrote: » Noaani wrote: » The notion of "watching" to see what is going on is a joke in games with a good (complex) combat system. But during the fight, are you not watching both the fight and your ongoing log? Or did EQ completely forgo visuals in favor of text? I could maybe see how ff11 could maaaybe be played through text, though even then it seemed like positioning mattered, so you'll still need to track the target at least with your peripheral vision. But EQ2 seemed way more visually involved (at least from the stuff I've seen from both games).
Noaani wrote: » When people say that you should be able to see what is happening by looking at what is going on screen in a raid, people used to games like EQ2 take that to mean that the person wants a combat system so incredibly simple that it is possible to read the combat log during combat.
NiKr wrote: » Noaani wrote: » When people say that you should be able to see what is happening by looking at what is going on screen in a raid, people used to games like EQ2 take that to mean that the person wants a combat system so incredibly simple that it is possible to read the combat log during combat. Ok, so again, how did people play then? If there's so much stuff happening every second, what did ACT do to let people process this? If there's dozens effects at the same time, how exactly did ACT make it NOT dozens of effects at the same time?
Noaani wrote: » This is why - as I have said MANY times - no tracker = simple combat and simple encounters. So simple that a person can watch it in real time and understand everything.
NiKr wrote: » Noaani wrote: » This is why - as I have said MANY times - no tracker = simple combat and simple encounters. So simple that a person can watch it in real time and understand everything. I think I finally understand why it needed so many attempts. Cause no one new what they were doing, because the game literally doesn't tell you (at least in a viable way).
So ok, then how exactly do you apply ACT's info in the next fight, if you got no way to even know what's going on, cause there's too much info input?
Noaani wrote: » If it is info on the encounter, you usually apply it the next week, not the next pull. It would take literal hours to go through the fight to work out what was happening. This is why it wasn't uncommon for my guild to spend time during the week, perhaps during the day at work, perhaps in the evening at a bar, going over this data.
NiKr wrote: » Noaani wrote: » If it is info on the encounter, you usually apply it the next week, not the next pull. It would take literal hours to go through the fight to work out what was happening. This is why it wasn't uncommon for my guild to spend time during the week, perhaps during the day at work, perhaps in the evening at a bar, going over this data. Ok, then the only question I can ask when it comes to my attempts at imagining how the direct gameplay of the encounter went is this: are EQ2's bosses fully scripted with 0 changes between pulls? Cause if they have any kind of randomness, I simply cannot imagine how exactly were people playing the game if they can't physically react to all the info input, the logs don't help because you can't read that fast, ACT doesn't help during the fight because it's functionally the logs and the visuals are literally non-existent because the game is all about telling you mechanics through text. I can obviously watch a recording of a fight, but that tells me nothing about how people were playing the game. Like, the first point of view of gameplay. I cannot comprehend its flow. Or, to be precise, your description of the game does not allow me to even comprehend it (not necessarily your fault, just the overall design seems to come off that way, from your words). If I was trying to fight a boss in EQ2, what would I be paying attention to during the fight? Simply positioning and my rotations (in sequence with my party's/raid's)? But if bosses have mechanics with 0 visuals and I can't react to them in text - how am I supposed to play around them during the fight? Which is why I'm asking whether the fight is literally a carbon copy of itself on every single pull, cause at that point it'd at least be simple memorization, and I can totally understand that.
Azherae wrote: » I've sort of explained this before, I can find the post for you. But the short answer is, it's just that hard, and the design of FF11, at least, is not 'react when the thing happens', it is 'react to the situation caused by the thing happening', which you have more time for.
NiKr wrote: » Noaani wrote: » If it is info on the encounter, you usually apply it the next week, not the next pull. It would take literal hours to go through the fight to work out what was happening. This is why it wasn't uncommon for my guild to spend time during the week, perhaps during the day at work, perhaps in the evening at a bar, going over this data. Ok, then the only question I can ask when it comes to my attempts at imagining how the direct gameplay of the encounter went is this: are EQ2's bosses fully scripted with 0 changes between pulls?
NiKr wrote: » Azherae wrote: » I've sort of explained this before, I can find the post for you. But the short answer is, it's just that hard, and the design of FF11, at least, is not 'react when the thing happens', it is 'react to the situation caused by the thing happening', which you have more time for. My memory must be decaying due to my zoomerization (ADDzation?). Noaani is EQ2 also simply about post factum reactive gameplay? Cause I can totally understand that. I don't like it, but if that is how it is - I understand that.
Noaani wrote: » As to how people played - as I've said to you before, it was hard (I just scrolled up and saw Azherae saying the same thing).
Azherae wrote: » Most people play these games by simplifying when they feel stuck. If simplification consistently leads to success, then the game is simple. We can agree on that much, right?
Azherae wrote: » If you want a complex game, you need it to be true that simplification can't consistently lead to succeeding. And in this type of game you need the statistics, and the statistics are low on the 'list of things you can see'. DoT is lower on the list than statistics, and falls lower and lower based on how complex the game is (remember that ping also determines how and when your client receives data about something, so when I 'change the damage my DoT is doing, the display on your screen/log isn't precisely attuned to what is happening on the server).
NiKr wrote: » Azherae wrote: » Most people play these games by simplifying when they feel stuck. If simplification consistently leads to success, then the game is simple. We can agree on that much, right? Yep. Azherae wrote: » If you want a complex game, you need it to be true that simplification can't consistently lead to succeeding. And in this type of game you need the statistics, and the statistics are low on the 'list of things you can see'. DoT is lower on the list than statistics, and falls lower and lower based on how complex the game is (remember that ping also determines how and when your client receives data about something, so when I 'change the damage my DoT is doing, the display on your screen/log isn't precisely attuned to what is happening on the server). So yeah, sounds like my explanation in the comment above is correct. Gameplay is about complex reactive raid-wide decision trees.
Azherae wrote: » 1) You're the one that mentioned that you can't imagine how people were playing the game with randomness on top of all that.
Azherae wrote: » 2) It's not that absolutely no one can do it, it's that it's genetic lottery if you can do it or not, and trackers are the solution to this that is employed to even the playing field and foster camraderie.
NiKr wrote: » Again though, trackers help with the tree, right? The have no mechanical influence on the player's actions during the encounter itself. So, realistically, only those genetic lottery winners can clear the pve Noaani and you are talking about. Because clearing that lvl of difficulty still requires the player to hold a ton of info in their head, even if their job is simply watching where they stand and remember the tree when they cast abilities. And as I said before, I'm all for deep and extensive logs. And I've come to terms with inevitability of trackers a long time ago.
Azherae wrote: » Stuff like that.
NiKr wrote: » Azherae wrote: » Stuff like that. Now I need Noaani to weigh in on this comment, because what you described would be a roughly mid-high lvl of pve encounters as how I imagine good ones to be. But going off of Noaani's explanations about EQ2, this would be smth like a low tier boss. This is why I had bigger troubles comprehending his explanations of his points, rather than yours. I could watch those ff11 raid videos and superimpose them onto the things you've explained about the game and I'd have a super rough picture of how I'd "look like" if I was playing it. But I've watched a few EQ2 raids, and they don't match Noaani's explanations. Now, Noaani has stated before that the most difficult bosses weren't even recorded really, so maybe I've only seen the lvl of stuff that you just described, but then this doesn't help me comprehend the difference between the 25th+ pulls from your example and the "hundreds and hundreds of pulls" from Noaani's usual ones. If it's simply about the "stat values of bosses (both basic and ability ones) are at such a high limit that you need a near-perfect raid build to succeed, and even then you probably got lucky" - I can understand that. But iirc Noaani has also said that different guilds managed to kill bosses with different builds. So is it ultimately just luck (based on super high skill of course) or are those bosses not, in fact, at the max limit of what's even probably to kill. Extrapolating my AC6 experience to a raid one is somewhat easy, even if I add the lens of higher lvls of complexity. But that's still just under the difficulty from your example. Noaani's somewhere above the skies with his numbers.