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  1. #101
    Player
    Dannythm's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    771
    Character
    Kenshiro Joestar
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Kiara View Post
    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.
    • 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.
    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.


    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.

    I will judge when I see it in action and when I experience it in-game though, just haring my thoughts on the matter.
    (1)

  2. #102
    Player
    TheFatHousecat's Avatar
    Join Date
    Mar 2011
    Posts
    710
    Character
    Deepening Shadow
    World
    Balmung
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Kiara View Post
    Hi Kenshiro,
    • 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.
    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.


    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.
    But there is an indication for both of those abilities, you just have to get hit by it once to figure it out ;D
    (1)

  3. #103
    Player
    casker's Avatar
    Join Date
    Apr 2011
    Posts
    406
    Character
    Ast Rid
    World
    Diabolos
    Main Class
    Pugilist Lv 50
    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.
    (0)
    Last edited by casker; 11-03-2012 at 01:35 PM.

  4. #104
    Player
    Psykotsu's Avatar
    Join Date
    Oct 2012
    Location
    Lominsa
    Posts
    177
    Character
    Psy Kotsu
    World
    Balmung
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by casker View Post
    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.
    Obnoxious? I was thinking helpful.
    (0)

  5. #105
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Not really something I was hoping to happen, but se la vie.

    People can't figure stuff out on their own anymore, and I get it. People don't want the school of hard knocks in their game, nobody wants things to ever be hard. It's really up to the developers how/when they present what they find the challenge of the game will be.

    Hopefully we don't see too many circles allover the place, personally I don't need to see a giant cone when a Malboro uses "Bad breath" I just get the hell out of the way. If i really need to figure out the distance it's a matter of trial and error, and becoming a stronger player from your knowledge and not just your gear.
    (3)

  6. #106
    Player
    RoninDarkchild's Avatar
    Join Date
    Sep 2012
    Posts
    196
    Character
    Ronin Woofcub
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Indicator will make the game easier
    I think Really high Tier Hard mode Tera Bosses will have to disagree with this.
    (1)

  7. #107
    Player
    Tetsaru's Avatar
    Join Date
    Jul 2011
    Posts
    331
    Character
    Tetsaru Arigashi
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Jynx View Post
    Hopefully we don't see too many circles allover the place, personally I don't need to see a giant cone when a Malboro uses "Bad breath" I just get the hell out of the way. If i really need to figure out the distance it's a matter of trial and error, and becoming a stronger player from your knowledge and not just your gear.
    I definitely agree with this, but at the same time, it helps if the game isn't terribly laggy and what you see on-screen accurately depicts your position in relation to the monster's attacks. I don't know about you, but there's been countless times when I was trying to tank Coincounter, moved in a straight line away from him AS SOON as I saw him about to use 100-Tonze Swing, and STILL got hit by it. Same thing with Ifrit's Eruptions and Plumes, although at least there's somewhat of an attack pattern he has so you can anticipate it in advance... Granted, I'm hoping the regional data centers they've been talking about will help alleviate this issue.
    (0)

  8. #108
    Player
    casker's Avatar
    Join Date
    Apr 2011
    Posts
    406
    Character
    Ast Rid
    World
    Diabolos
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Psykotsu View Post
    Obnoxious? I was thinking helpful.
    Yeah...they are helpful for getting out of aoe's. That's not the point.

    The point is that GW2 dungeons, pvp, and general gameplay is TOTALLY DOMINATED by these damn chalk-outline circles.
    (1)

  9. #109
    Player
    Jamison's Avatar
    Join Date
    Jul 2011
    Posts
    75
    Character
    Jamison Rahl
    World
    Hyperion
    Main Class
    Lancer Lv 50
    As I get a bit older I appreciate things like this more so I'm not going to complain. I'd bet the reason they are doing this is because Yoshi has said he doesn't want ARR to be a game where you stare at the battle log for the entire fight, so this gives the players a good visual cue when something is about to happen. Could you do the same with more subtle mob animations of some kind to increase the difficulty? Sure, but this is probably a heck of a lot easier to pull off.
    (0)

  10. #110
    Player

    Join Date
    Mar 2012
    Posts
    71
    With the extended range for buffs it seems like this idea will be superfluous for enhancing magic. I wouldn't mind a simple graphic for offensive magic as long as it is only visible to the caster.

    I'm still waiting for the "protective dome" spell we see used in the opening movie for 1.0!

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