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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    People love to overdramatize their experiences to make them sound more skillful than they actually are. Base human reaction time is measured on the order of hundreds of milliseconds, even for college level and professional athletes, and that's before you even factor in latency and animation locks. It's also longer for visual cues than it is for auditory ones. Your numbers are off by 3-4 orders of magnitude.

    Fixed rotations are very much just muscle memory. If you add in more random elements to either the rotation or as branches in fight design, then you force the player to adapt dynamically rather than following a preset script. The simplest type of proc is where you just push a button when it lights up, but it could represent an actual branch point in your rotation if it's designed that way. The reason why we don't see much of this is because players already struggle with simple visual branching cues in fights as they are designed. Could you imagine if your rotation branched off dynamically based off of visual procs as well? No shot.
    (3)

  2. #2
    Player
    Hezhi's Avatar
    Join Date
    Aug 2015
    Posts
    125
    Character
    Hezhi Lann
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Lyth View Post
    The reason why we don't see much of this is because players already struggle with simple visual branching cues in fights as they are designed. Could you imagine if your rotation branched off dynamically based off of visual procs as well? No shot.
    I think that'd be fun and cool. Let me adapt dynamically, other games do it and its fun. Even in this game BRD used to have dynamic procs like that before and all the BRD nuts (poor souls) I know loved it.
    Players dont need to be coddled. As long as the buttons on the action bars aren't convoluted and incomprehensible it's fine to allow people to make mistakes and struggle a bit getting the PERFECT rotation down. We're headed the opposite way of that, the path of static dumb rotations with no resources to manage and barely anything to potentially mess up, and a quick glance at the forum will show you that people almost unanimously hate it.
    (8)

  3. #3
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Lyth View Post
    People love to overdramatize their experiences to make them sound more skillful than they actually are. Base human reaction time is measured on the order of hundreds of milliseconds, even for college level and professional athletes, and that's before you even factor in latency and animation locks. It's also longer for visual cues than it is for auditory ones. Your numbers are off by 3-4 orders of magnitude.

    Because SCALE is important. We're sitting here talking about how there's something that is a 2 mile walk away and a 5 mile walk away and about how the 5 mile walk is much farther and you're jumping in and saying "The circumference of the Earth is 25,000 miles, a 3 mile difference isn't a lot."

    We're not talking about playing professional sports, we're not talking about elite trained military, we're not even talking about _competitive skill-base focused_ PvP games like FPS's and MOBAs. We're talking about a hotbar-based tab targetted MMO. By the very nature of an RPG, a lot of the "skill" is replaced by character elements (class, stats, etc), "aiming" and "dodging" are just dice rolls based on your characters stats.

    At that scale, the things that we're talking about are the difference between the skill floor and skill ceiling and they are _relatively_ more complicated/difficult/skillful whenever compared to lower players.
    (10)

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