Nice idea! ^.^)bThats kinda cool. Gave me an idea for a just for fun add-on. Kinda just a window that shows your party members and any enemies your party is engauged with in a view like this. The background can change based on area, the battler sprites change based on race and class, the enemies are what ever your fighting, and it shows skills being used in action all in in 8-bit style.although all that live action would be kinda a clusterf**k on a small window, but it be cool to observe.
I used to be Noomy...then i took shiva's Hail Storm to my knee...
This is all i really care about. Almost anyone who played FFXI with windower (read: anyone who played FFXI) probably used the Distance plugin, and it was extremely helpful. It's useful for any class, especially fighting something like Coincounter or Chimera where u need to be in between two different range AOEs. TOR had this feature built in to their UI. I haven't played any other MMOs so i can't comment on anything else. But i want this in 2.0 or at least someone to come up with a way to show it.
Players were forced to use Distance due to the poor XI UI and lolradar (if you can even call that a radar).
Such basic things a distance should be included in the native UI I hope :d Addon shouldn't even be required for that.
Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
I'll probably stick with Vanilla or simply cosmetic UI additions, because I hate having my screen flooded with information.
rpg part of the game will die and getting the biggest numbers will win. if i wanted to crunch numbers ill go get a degree in physics i just wanna play a game.i mean HOW UGLY is that please:
congrats, you play a statistic game and not a RPG anymore.
personally.. i want to enjoy the game.. the atmosphere and the design as well. in Final Fantasy XIII, VII, VIII i also dont need a damage meter for having the feel that i am a good player.. i know it, when i can beat the monsters more easily than before. and looking at my dmg numbers on my own.
but there you go. "i did 41,992 k damage! im awesome" "ha i have a longer di** , i did 42k dmg" ;D i dont like that idea. im not playing an egoshooter or a game for the statistics.
i know when i do good damage, therefore i dont need an addon.
addons are for people who lack of this abillity. my opinion
well if it does end up like that might as well cancel sub.
Implying the UI has anything to do with "crunching numbers". People were "crunching numbers" on XI, while having the worse UI ever. Can't people understand once and for all that no matter how the game design or the UI are, there will be ALWAYS players whose goal is to min/max everything.
Now, it is your choice to be part of a LS that is hardcore and will focus on success above everything (even if it means playing with Excel and parsers between two raids), or be in a LS that don't care and just play without worrying about numbers...
For everything else (content you do in PUG / EXP / etc.) no one will ever care about numbers. (You may always have someone in your party being like "Oh I rox my DPS is over 9K" but that's about it and it was the same on XI every time a BLM would lend a big nuke...)
You have 10 millions players on WoW, far from all of them are min/maxers and worry about their DPS, HPS, and so on. You have a lot of people who just play and enjoy the game without worrying about that. Those two ways of playing can coexist just fine.
(Note: I didn't use "Play for fun" as an opposite of "Min/max" on purpose. Because crunching numbers is fun to some players)
Last edited by Antipika; 08-26-2012 at 05:13 AM.
Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
I, personally, am not a fan of excluding people because their gear isn't good enough. I will, however, exclude someone who isn't learning how to do a fight, even after numerous attempts. A damage meter is one of those ways to determine if someone is learning.
Take Garuda for instance, are the bards handling the plumes? Are your Garuda damage dealers taking her HP into phase 3? If you have multiple healers, are they both contributing? You can know that the group as a whole is doing fine if you are reaching your set goal, but if you aren't, it is nice to know who to give the advice to. Each member should be focusing on their personal performance and not feeling like they have to watch if someone else is doing their job.
I do like the fact that our parsers are running in the background so it doesn't pressure people during a fight to ignore certain mechanics (like taking avoidable damage) in order to top the charts. Its a small difference that has a big psychological effect, I think.
Having parser midfight is useful to know if you are meeting DPS expectations. Sometime, risks must be taken in order to defeat a monster within the timelimit (or pass a DPS check). So even in foreground, a parser helps to know if you should adjust your playstyle and be more aggressive to catch-up on DPS or instead, relax on DPS, focus on survivability because DPS is high enough.
Taking risks is always better than a complete wipe/timeout because of lack of DPSAnd overDPS'ing while taking unnecessary risks is counterproductive as well.
If someone feel pressured just because he doesn't top the chart, there is an issue with that person or that person environment (peer pressure).
Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
Hamlet buff timers Id like to see
Damage meter, threat meter, UI mods, buff bars (though there's not enough long-duration buffs to make it worthwhile). On the fence with boss mods, but if it means encounters with more movement and mechanics, I'd say go for it. Not too keep on stuff like gatherer, though.
RP mods would also be nice. Where you can put in a character bio and choose aliases (WoW's RP mods allowed you to give your character a last name), so that other people using an RP mod could see your backstory and everything else. Now those were really neat.
It won't die because it already did. It died in FFXI, it died in WoW, it died in Lineage II...hell, it died in most MMORPGs.
On damage meters: Necessary evil. It'll happen either way, whether it is chatlog parsers like FFXI had or the ones that generate pie charts with a breakdown of which ability did what % of your overall DPS like WoW does. You won't be able to stop it, because DPS will come into play if we get hard encounters, DPS checks and DPS races during boss encounters. The only thing I hope for is that DPS between the classes is balanced so that one is not grossly favored over the other. Seeing the melee RDM get sat because you need another DRG in the group for that DPS slot would be utterly depressing.
PS: I want Pally Power. Unlike most raiding rets, I LOVED that addon.
Last edited by Duelle; 08-26-2012 at 10:29 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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