KILLING4ALIVING wrote: »I just updated it and had to uninstall it cause every time I logged in I immediately got dropped form the server for Error 318 Excessive Spamming
https://forums.elderscrollsonline.com/en/discussion/334138/dropped-from-server-as-soon-as-i-login-for-spamming-resolved-addon-issue#latest
So when is this ____ addon going to be considered a cheat/exploit by ZOS? Seriously. Gives you the numbers and names of players in stealth around you?
ZOS HOW? HOW can you let this continue? @ZOS_GinaBruno
KILLING4ALIVING wrote: »I just updated it and had to uninstall it cause every time I logged in I immediately got dropped form the server for Error 318 Excessive Spamming
https://forums.elderscrollsonline.com/en/discussion/334138/dropped-from-server-as-soon-as-i-login-for-spamming-resolved-addon-issue#latest
Shouldn't happen. Never happened for anybody else using it.
You sure this happens with ONLY PvpAerts on, no other addons?
KILLING4ALIVING wrote: »I just updated it and had to uninstall it cause every time I logged in I immediately got dropped form the server for Error 318 Excessive Spamming
https://forums.elderscrollsonline.com/en/discussion/334138/dropped-from-server-as-soon-as-i-login-for-spamming-resolved-addon-issue#latest
rimmidimdim wrote: »Does this add on notify heavy attacks also?
It gets pretty cheese I tab target miat while I am I'm stealth 50m away and he immediately knows.
Why would I bother trying to fight someone in this game who has a computational tactical edge when we know a human can't achieve the same capacity as a computer, and we know that certain game mechanics which are designed with a specific class/spec balance system in mind are in part rooted in human perceptions, and their competitive effectiveness is in part determined by the opponents perception.
It effectively deminishes the whole point of combat by eliminating competitive play at any level that depends upon using your perception of a scenario to anticipate.
The point of stealth is that it's unpredictable.
The point of long range attacks is that they are unpredictable.
killimandrosb16_ESO wrote: »"If you mean stealth specifically, to support your point you need to provide evidence that stealth in this game was designed as a part of balanced system and which elements of the default interface allows 'the opponent' to have said 'perception' of the stealther."
are you trolling? Stealth is stealth. In ESO stealth makes you invisible to players unless detection pots/magelight are used, or unless you stumble upon them. How else do you suppose stealth in this game was designed to be? Cosmetical? If a cheesy program helps anyone detect stealthed players it should be evident for anyone its not how its supposed to be. Unless you really just want to troll ofc
killimandrosb16_ESO wrote: »And when it comes to "alerts". Theres a big fukkin difference from a red HEAVY ATTACK LAUNCED, to actually in a mass fight notice some dude behind you is targeting you with it. Unless you have a 360 screen with your little brother back to back wathing it too. You dont have to be very perceiving to react to that as long as your spine is connected to the brain. And if you are uncertain if this is how it was designed to be too, the waters not very deep or the trolling gets worse.
killimandrosb16_ESO wrote: »And finally, and here you MUST be trolling; why a non stealthed player should have same edge as a stealthed one. Lets just remove stealth entirely from the game, shall we? Been ganked too much?
It gets pretty cheese I tab target miat while I am I'm stealth 50m away and he immediately knows.
If this is true - whisper me ingame. We need to test it.
Why would I bother trying to fight someone in this game who has a computational tactical edge when we know a human can't achieve the same capacity as a computer, and we know that certain game mechanics which are designed with a specific class/spec balance system in mind are in part rooted in human perceptions, and their competitive effectiveness is in part determined by the opponents perception.
If you mean stealth specifically, to support your point you need to provide evidence that stealth in this game was designed as a part of balanced system and which elements of the default interface allows 'the opponent' to have said 'perception' of the stealther.It effectively deminishes the whole point of combat by eliminating competitive play at any level that depends upon using your perception of a scenario to anticipate.
It feels like you have a very peculiar definition of the term 'perception'. Addons, for instance, produce alerts which have to be perceived by the player. How exactly interface addition that notifies you about, say, a heavy attack against you is different from interface addition that notifies you about numerical values of your character health?The point of stealth is that it's unpredictable.
The point of long range attacks is that they are unpredictable.
I disagree on both accounts here. Finesse of game's combat system comes in unpredictability of player's actions, not over-reliance on one limited game mechanic. Even more, if stealth/range gives a benefit of unpredictability what drawbacks does it carry to outweigh (i.e. balance) the perks? If none, than the fact these systems are present in the game actually REDUCES both variability and unpredictability of them, since there is no point NOT to use them.
Think about that.
The attacker utilizes easy to learn and use mechanic that gives him, let's assume, the unpredictability. Did HE do anything to be unpredictable? No? Then why do you want the target to be put in a weaker spot only because the target himself doesn't use stealth/range? Why would you want the target to be even weaker than it is already by, you know, being a target? Why does the target has to outskill and outplay the attacker? Why the fact that he attacks should give him that high of an edge over another player?
(Point #1) I think it is a testable concept in theory but in practice you wouldn't be able to test it. It is a play instinct intrinsic to situational experience based on behavioural observation.
(Point #2) That concept applies to many components of the game. As one person mentioned, there is a significant difference to responding to a heavy attack from behind, and having your screen tell you "there is a heavy attack happening against you." In one instance if you don't see your opponent, or make an educated guess they are there, you will likely be hit. With a warning system, you will be able to avoid it regardless of weather you anticipated the attack or not. With regard to stealth, the original ui shows you a stealthed opponent when you see them enter/cast/leave stealth. With an add-on, you don't have to see an opponent to know they are there, or assess the situation for a possible threat based on your intuition.
(Point #3) They are different in many ways. Health is a baseline mechanic that everyone has access to. Health is a subjective representation of your inherent risk of death, and doesn't manifest as a real time mechanic on a three dimensional plane. All damage related mechanics in the game are tied to health. Heavy attacks however are an action you take against a player, are represented on a three dimensional plane by a players physics, and have a mechanical element to them inherent to there utility that makes them more easily avoided if a player interprets them happening. If I interpret you heavy attacking me, I can react against it. That is the trade off of range attacks/stealth attacks. They provide an edge in exchange for counterability based on a players ability to observe them (which is possible through the inherent game mechanics). However, if you can simply press a key and react the instant an opponent uses that mechanic against you, without actually observing the opponent, the whole mechanic is rendered ineffective because the inherent mechanics your opponent depends on to use the attack successfully is circumvented.
There is a point to using them which is that they provide you with a different form of tactical combat. They make combat varried, and provide different players fighting style options. The trade off is that range attacks and stealth attacks have a certain amount of counterability based on factors like what weapon types you use and your skill lines, what class you are, your perceptions of the situation you are in, if you are seen, and what obstacles you may intuit.
You don't get to have everything.
You don't get to have all of the variables, all the counters.
A component of the fight is supposed to be decision making and actively assessing.
That doesn't mean you have to rely on stealth, or not be able to counter it. But you have to be able to play against it. Stealth is a tool, you use it for situations, just like any other tool. As an example.. if you don't want to use stealth for stealth situations, you have to understand the consequences of what that will be based on the game environment. You can die, or you can play in opposition to it.
You don't need to prove that balance exists.
Balance inherently does exist, it manifests as all the math and elements of the game. If you want proof though, look at the dozens of patch manifests with sections dedicated to character changes. The problem is, sometimes you have polarized balance where players are unkillable or players instantly kill you without counterplay, as well as a poor distribution of playing capacity from class to class based on uneven advantages inherent to class skills.
But when you as a player effectively render certain mechanics ineffective through intangible, third party means, it entirely redistributed the combat system in favour of certain styles of fighting which eliminate the need to play counter to certain builds, and gives specific classes and players an unfair mathematical advantage.
In general though, I think the most significant point is that removing styles of play by rendering them completely effectively deminishes the overall diversity of play styles in the game.
Seeing hp values barely affects combat but I suppose maybe that should go too... although to imply that the two advantages are practically the same is either ignorant or dishonest imho.
How is this not cheating, and is this considered a TOS violation?
Could someone look into this?
It seems like this third party software plays a crucial part of the game for you.
Cheating? Exploit? If It isn't I guess I'll download it too lol.
Seeing hp values barely affects combat but I suppose maybe that should go too... although to imply that the two advantages are practically the same is either ignorant or dishonest imho.
I do agree here. Hp numbers are MUCH more important to know.How is this not cheating, and is this considered a TOS violation?
It can't be TOS violation since the addons can only use information ZOS decided to provide to them.Could someone look into this?
They already did.It seems like this third party software plays a crucial part of the game for you.
Notifications cannot press your buttons and thus can't play the game for you.Cheating? Exploit? If It isn't I guess I'll download it too lol.
Please enjoy:)
Seeing hp values barely affects combat but I suppose maybe that should go too... although to imply that the two advantages are practically the same is either ignorant or dishonest imho.
I do agree here. Hp numbers are MUCH more important to know.How is this not cheating, and is this considered a TOS violation?
It can't be TOS violation since the addons can only use information ZOS decided to provide to them.Could someone look into this?
They already did.It seems like this third party software plays a crucial part of the game for you.
Notifications cannot press your buttons and thus can't play the game for you.Cheating? Exploit? If It isn't I guess I'll download it too lol.
Please enjoy:)
Oh wow lol you really are just a troll... hp numbers More important than being notified of incoming attacks rofl. Fine, ditch that too but this is absurd.