Any mention of dodge ala GW2?

Any mention of dodge ala GW2?
Well Yoshi did say he has no intention on turning this into an action game lol.

Woot, I'm excited about this I was gonna mention the Raid boss hint system in another thread now I don't have to!
OMG THE CUTENESS


This is casualizing the fights.
I think it should be better if the boss mechanics actually helped you to learn the range and all that, instead of giving an external indicator, but oh well...




Hi Kenshiro,
Initially it feels like it maybe "casualizing" the fight as you say, but as Arcell mentions above, remember the outcry over the Enmity / Aggro Indicator when they first talked about? People were decrying that it'd ruin the game.
Instead the Enmity Indicator has been really helpful and useful and allows players to gauge how to manage their attacks and how far they can "ride Red Enmity" without ever going over into Flashing Red Enmity, etc.
While I personally don't need to have this new AOE Range Indicator, I think it would be helpful, as sadly, Square's Battle Team have already implemented some Boss Attack Moves that just *don't* read very well at all. Some examples:
- Garuda - Mistral Shriek: Why do so many people want to skip Phase 2 of Garuda? Mistral Shriek and Song are 2 key reasons. There have been times that I could've sworn I was far enough away on the opposite end of the Arena when Garuda did Mistral Shriek, only to be hit still. The Visual FX, Animations, Environment all *failed* to indicate properly how far away to be. Of course you can just try to "hug the oppposite wall" to be totally sure.
So in 2.0, having an AOE Indicator might actually be helpful and useful. Players will still have to decide what to do with the information and react to it.
- Nael Deus Darnus (Rivenroad Hard) - Iron Chariot + Lunar Dynamo: I'm still baffled that the Battle Team actually put in these 2 AOE Attacks and expected players to be able to accurately "guess" the perfect distance to be far enough away from Iron Chariot, but not too far away to be hit by Lunar Dynamo (you have a, what?, 1.5 yalm "gap" to stand to not be hit by either). Of course people with a 3rd Party App can read the distance, but without it? It's all eyeballing. Again, here, the VFX and Animations fail to teach the Player how to counteract this.
Currently, an average player fighting Van Darnus Hard and figuring out Iron Chariot and Lunar Dynamo ranges without any help is an exercise in frustration.
Thanks.


While I agree with you, I still think it would be better if some game mechanics or boss behavior could help the players understand the fight and perform it correctly. Each boss should have it's tricks and that would be fun to learn, but this will give the design team also a harder time designing the new encounters, as they should include all the mechanics needed for the players to see, adding aggro or AoE indicators may help the players, but it help more the developers giving them something less to worry about while designing a boss, and this is a double edged sword, as it may deliver for more complex and fun fights, or just make everything easier.Hi Kenshiro,
Initially it feels like it maybe "casualizing" the fight as you say, but as Arcell mentions above, remember the outcry over the Enmity / Aggro Indicator when they first talked about? People were decrying that it'd ruin the game.
Instead the Enmity Indicator has been really helpful and useful and allows players to gauge how to manage their attacks and how far they can "ride Red Enmity" without ever going over into Flashing Red Enmity, etc.
While I personally don't need to have this new AOE Range Indicator, I think it would be helpful, as sadly, Square's Battle Team have already implemented some Boss Attack Moves that just *don't* read very well at all. Some examples:
- Garuda - Mistral Shriek: Why do so many people want to skip Phase 2 of Garuda? Mistral Shriek and Song are 2 key reasons. There have been times that I could've sworn I was far enough away on the opposite end of the Arena when Garuda did Mistral Shriek, only to be hit still. The Visual FX, Animations, Environment all *failed* to indicate properly how far away to be. Of course you can just try to "hug the oppposite wall" to be totally sure.
So in 2.0, having an AOE Indicator might actually be helpful and useful. Players will still have to decide what to do with the information and react to it.
- Nael Deus Darnus (Rivenroad Hard) - Iron Chariot + Lunar Dynamo: I'm still baffled that the Battle Team actually put in these 2 AOE Attacks and expected players to be able to accurately "guess" the perfect distance to be far enough away from Iron Chariot, but not too far away to be hit by Lunar Dynamo (you have a, what?, 1.5 yalm "gap" to stand to not be hit by either). Of course people with a 3rd Party App can read the distance, but without it? It's all eyeballing. Again, here, the VFX and Animations fail to teach the Player how to counteract this.
Currently, an average player fighting Van Darnus Hard and figuring out Iron Chariot and Lunar Dynamo ranges without any help is an exercise in frustration.
Thanks.
I will judge when I see it in action and when I experience it in-game though, just haring my thoughts on the matter.
But there is an indication for both of those abilities, you just have to get hit by it once to figure it out ;DHi Kenshiro,So in 2.0, having an AOE Indicator might actually be helpful and useful. Players will still have to decide what to do with the information and react to it.
- Nael Deus Darnus (Rivenroad Hard) - Iron Chariot + Lunar Dynamo: I'm still baffled that the Battle Team actually put in these 2 AOE Attacks and expected players to be able to accurately "guess" the perfect distance to be far enough away from Iron Chariot, but not too far away to be hit by Lunar Dynamo (you have a, what?, 1.5 yalm "gap" to stand to not be hit by either). Of course people with a 3rd Party App can read the distance, but without it? It's all eyeballing. Again, here, the VFX and Animations fail to teach the Player how to counteract this.
Currently, an average player fighting Van Darnus Hard and figuring out Iron Chariot and Lunar Dynamo ranges without any help is an exercise in frustration.
Thanks.
These circles are pretty damn obnoxious in GW2. It's like the entire game is either "get out of the circle" or "get in the circle."
If SE implements these I hope its limited a bit and not spammed all over the place.
Last edited by casker; 11-03-2012 at 01:35 PM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




