I'm curious, how can you be in a disadvantage by not using the addon? Could you describe it to me please?
I'm curious, how can you be in a disadvantage by not using the addon? Could you describe it to me please?
I can and have, it allows you to do things players without the addon cannot, like play agressively forward with a gank build, avoid having to use situational awareness, and forces players into builds which do not run timer builds and that have to both tank unreasonable amounts of damage and deal sustained burst that will force 7x dodge rolls in a row in order to land a hit (so roughly 21 minimum seconds of sustained burst provided no other defensive abilities are implemented).
You basically reduce players to having to use entirely passive defenses and spam the hell out of you to compete as long as you are pressing buttons (so basically, you must use zerg mentality or don't bother unless you are running a pure tank, in which case you will likely do ineffective damage).
I'm curious, how can you be in a disadvantage by not using the addon? Could you describe it to me please?
I can and have, it allows you to do things players without the addon cannot, like play agressively forward with a gank build, avoid having to use situational awareness, and forces players into builds which do not run timer builds and that have to both tank unreasonable amounts of damage and deal sustained burst that will force 7x dodge rolls in a row in order to land a hit (so roughly 21 minimum seconds of sustained burst provided no other defensive abilities are implemented).
You basically reduce players to having to use entirely passive defenses and spam the hell out of you to compete as long as you are pressing buttons (so basically, you must use zerg mentality or don't bother unless you are running a pure tank, in which case you will likely do ineffective damage).
I'm curious, how can you be in a disadvantage by not using the addon? Could you describe it to me please?
I can and have, it allows you to do things players without the addon cannot, like play agressively forward with a gank build, avoid having to use situational awareness, and forces players into builds which do not run timer builds and that have to both tank unreasonable amounts of damage and deal sustained burst that will force 7x dodge rolls in a row in order to land a hit (so roughly 21 minimum seconds of sustained burst provided no other defensive abilities are implemented).
You basically reduce players to having to use entirely passive defenses and spam the hell out of you to compete as long as you are pressing buttons (so basically, you must use zerg mentality or don't bother unless you are running a pure tank, in which case you will likely do ineffective damage).
You described your perceived ADVANTAGES of using the addon. And i asked to describe DISADVANTAGES.
Lack of potential advantages is not a disadvantage, since you need to be able to utilize that additional perception that addon gives.
My question is - say you play without an addon and you fight somebody. What are your disadvantages compared to having the addon?
I don't think you're going to say 'worse perception' because that's kind of the point you've been arguing against for quite a while already:) And IF that worse perception IS a disadvantage than we can easily settle that the addon makes better something that was lacking before^_^
The_Outsider wrote: »
@Cathexis edit: I sent you a PM instead of posting it here, lol.
sodantokb16_ESO wrote: »FYI
https://merriam-webster.com/dictionary/disadvantage
an unfavorable, inferior, or prejudicial condition
sodantokb16_ESO wrote: »To put it differently, so you can understand (you have shown you are lacking in that department)
Lacking advantage is too disadvantage.
Also lacking skills to utilize given advantage does not make the advantage potential.
And I am glad it's making lots of the good API things public and I currently use it - to not be at a disadvantage.
I'm curious, how can you be in a disadvantage by not using the addon? Could you describe it to me please?
e API that are way too strong and partially just contradict game design.
The question is whether NOT using the addon puts the player at a DISADVANTAGE. To claim that, using an example from above, you need to say that if that player never used my addon (or a bufftracker) his 'skill' would have plateaued at 5. It needs to be shown that the player would have never gained that level of 7 otherwise. Only then NOT using the addon (or a bufftracker) would be a disadvantage.
So in the light of all that i ask again, how come players can't get the same level that they allegedly obtain with the addon by themselves? Because they can't see behind them? But what about the fabled prediction and anticipation or even frantic camera rotation?:)
I'm really curious if there's is an example when NOT using the addon would put the player at a disadvantage compared to another player who uses it. Thank you.
notifications about channelled abilities. there is no way the game otherwise tells you that you're the target. otherwise it could display the "dodge now, block now" indicators.
as i said, not nearly as dramatic as what other add-ons do.
notifications about projectiles are where the add-on has the biggest impact, though. I'd still like camera panning to be part of the game if you want to react on stuff happening in your back and thus would like to see this removed from the add-on api. however, it does not really contradict the design.
I used to pan my mouse a lot when kiting a group of enemies so i could react on stuff happening in my back. with the add-on this is no longer as necessary and before it was very hard to do it perfectly. now dodging stuff like crystal frags is child's play.
In 1v1 situations, even after many duels and lots of gametime, I could not see stuff liek cfrags every single time they were coming. Enemies apply pressure and under pressure mistakes can happen and I could miss something. With the add-on is so much easier to tell, these things don't happen to me anymore.
I've never been a fan of fire heavies in sorc v sorc and I didn't use them, but now with the add on, it feels nearly impossible that someone else could catch my offguard with them.
Haydenmango wrote: »
Players not using the addon have the disadvantage of being caught completely unaware.
Haydenmango wrote: »Without the addon players that are unaware of being attacked have a skill level plateau of 7/10 because they can't accurately predict or see things they are completely unaware of.
With the addon players that are unaware get a skill level plateau of 10/10 in the same situation because the addon can accurately predict things they are complely unaware of.
Haydenmango wrote: »"Fabled prediction and anticipation or even frantic camera rotation" will never achieve the 100% accuracy of a computer addon (assuming it's coded correctly). In my opinion being caught unaware is just a part of the game that your addon is ruining rather than improving.
Haydenmango wrote: »You bring up some interesting points in this discussion though. The more addons I see for this game the more I wish they would turn off addons in PvP. I guess player awareness shouldn't matter since our computers can be aware for us. No need to look around for known enemies when my addon tells me who's nearby. No need to look out for enemy attacks because my addon will warn me. No need to use in game cues for buffs/debuffs since my buff tracker will flash a giant "REAPPLY/PURGE NOW" warning constantly. Just need to click the buttons my computer tells me to when my computer tells me to and everything will be fun. lol
Miat, you handled yourself with valid arguments while still being respectful. Appreciated.
Yet again, unfortunately, like some other people before you, you don't see a difference between awareness and execution:(
I do have problems with scripted responses, as much as i DON'T have problems with extra awareness. The thread above contains a discussion of this point as well.
The second way of understanding 'advantage' is 'advantage over other players'. You can see that if there's a say universal metrics of pvp skills then people using a bufftracker (or my addon) obtain a higher 'rank' in this metrics. Thus any addon useful in pvp increases the pvp 'skill' of its user compared to both himself and other players.
The question is whether NOT using the addon puts the player at a DISADVANTAGE. To claim that, using an example from above, you need to say that if that player never used my addon (or a bufftracker) his 'skill' would have plateaued at 5. It needs to be shown that the player would have never gained that level of 7 otherwise. Only then NOT using the addon (or a bufftracker) would be a disadvantage.
So in the light of all that i ask again, how come players can't get the same level that they allegedly obtain with the addon by themselves? Because they can't see behind them? But what about the fabled prediction and anticipation or even frantic camera rotation?:)
I'm really curious if there's is an example when NOT using the addon would put the player at a disadvantage compared to another player who uses it. Thank you.
Avran_Sylt wrote: »Right, so, on the awareness v execution argument.
In terms of the scripts, you say that scripting abilities so that you don't have to time them perfectly (motor skills) is what you disagree with. A script dishing out those button presses without you having to is what you disagree with, right?
Avran_Sylt wrote: »And above, here, you say that the fabled prediction and anticipation is how players could reach this level of awareness without your addon.
Avran_Sylt wrote: »So, how can a player reach the levels of awareness that your addon provides? Well, it would require fast mouse movements to quickly scour the battlefield, and near instantaneous identification of all images on the screen (identify what is a projectile, and what isn't). In this, it means the player would need to have good motor skills (playing with a high sensitivity) as well as having fast target acquisition (familiarity with objects). In this case, to gain awareness it requires good execution of the camera (rotating it fast and frequently) via good execution of your hand motor skills, and good execution of your ability to target identify.
so, how could a player get to script level worthy ability execution? They would need to practice their abilities to the point that it becomes muscle memory to to press them. so they can execute a proper sequence of button presses, and execute proper time keeping.
Your addon does exactly what you're against, it removes the execution part of awareness. to gain awareness you need to use the tools you're given (game screen. mouse, moving the camera). your addon removes the need to move your mouse to look for targets/threats.It also makes it so you don't have to threat identify as much, you just have to look at a predetermined point on your screen for an alert, rather than your entire screen. Much like how ability scripts remove the need for you to interact with your buttons, just a single button press.
Avran_Sylt wrote: »@Dorrino
1) You are right, your addon doesn't actually automate these steps, it makes it even worse by removing the steps entirely. Take for example that snipe from behind example. If you're looking straight ahead, on your game screen you can only see in front of you (and slightly behind because of where the 3rd person camera is situated). That visual, of the things in front of you, is the currently rendered world for you. Now, if that player fires that arrow, you still will not be able to see it. If you were to be able to identify it without your addon, you would have to move your mouse to be able to view that attack, so you could respond accordingly. Your addon removes this step, by popping up an alert on your HUD. Which in my opinion, is even worse than automation such as with scripting attacks.
Avran_Sylt wrote: »2) In truth I was a bit hasty in saying that your addon negated the need to actually move your screen, as there are indeed many other aspects that it doesn't cover. What it does is as mentioned above, not requiring you to move your screen to be alerted to some information about players.
Avran_Sylt wrote: »3) No, the interactions from the default interface are not the best possible interactions to get awareness. That's the entire problem with your addon, it makes the addon the best possible source for information for specific interactions. the base game makes it so that you're unaware of attacks coming from behind you, so that players could try to set up ambushes or try for better positioning. Your addon makes any kind of positioning irrelevant, not to mention it makes it so you can run full tilt forward and get all needed information about when to dodge without even having to look behind you, so you can maximize your running away speed.
Avran_Sylt wrote: »4) Again, as stated in 1, your program doesn't outsource anything, rather, it cuts interactions from the games to make it easier for the player using your addon.
Avran_Sylt wrote: »I guess I should clarify what is annoying me with this program you've created:
It allows to player to access information that isn't readily available to them via any means provided to them. I understand why it'd be nice if the enemy player is on your screen, there I have no problem with it.
Avran_Sylt wrote: »The issue I have is that it provides visual confirmation of something which isn't actually displayed on your screen at any point in time.
Avran_Sylt wrote: »There is absolutely no way for a player who is looking forward to know that there is another player a distance behind them.
Avran_Sylt wrote: »The base game does not provide any way for the player to have "eyes on the back of their head" if that player is not on their screen.
Avran_Sylt wrote: »But, because you can exploit whatever API code you can access to tell you when an attack or player is targeting you
Avran_Sylt wrote: », even when they are not on screen, you get an alert when an attack is incoming.
Avran_Sylt wrote: »It gives the player a "6th Sense" at all times. regardless of where the enemy is.
Avran_Sylt wrote: »Rather than getting hit by the attack from behind, and twirling around to fight the enemy, you're given confirmation of an incoming attack visually and are given the opportunity to dodge immediately from that visual stimulus rather than 'hearing' the attack go off.
Avran_Sylt wrote: »Having an auditory cue that is something like "Snipe" is far too specific, it gives the player too much information out of such an ambiguous sound as an elemental crackle or the twang of the bowstring.
Avran_Sylt wrote: »If it was the twang of a bowstring, launch of a fireball/ice ball, that'd be a better step.
Avran_Sylt wrote: »However, then you'd need to adjust the pitch based on distance.
Avran_Sylt wrote: »Once you've done all this, then you have just what is already in the game, an audio cue from the direction of the enemy (ability sounds).
Avran_Sylt wrote: »A cue that should be masked by the cacophony of battle around you.
Something only to be easily heard while off on your own, in a quiet area.
Avran_Sylt wrote: »These are things that cannot be conveyed to the player very easily with visual or audible feedbaack.
Avran_Sylt wrote: »Since attacks have sounds, as do abilities, those and the animations themselves are the cues you should use, as they are implemented into the game
Avran_Sylt wrote: »Now, admittedly, I don't like that you can see the exact hp value of enemies at all times. In my opinion, it should only ever be an approximation
Avran_Sylt wrote: »if they are from off-screen, an addon should not make that attack visible, it should leave it as it is. Auditory. and if that audio is drowned out by battle or other sounds? well, then so it is.
Avran_Sylt wrote: »Rather than getting hit by the attack from behind, and twirling around to fight the enemy, you're given confirmation of an incoming attack visually and are given the opportunity to dodge immediately from that visual stimulus rather than 'hearing' the attack go off.
Avran_Sylt wrote: »These are things that cannot be conveyed to the player very easily with visual or audible feedbaack.
Avran_Sylt wrote: »Okay. I want to ask you this. maybe you'll see my point of view.
Avran_Sylt wrote: »You have a different vision for how players should respond to their environment than there currently is.
Avran_Sylt wrote: »It is an addon, where you can drag and drop ability icons into a UI in a combination of abilities to form a rotation. then, when you reload the ui, whenever combat starts, this order pops up along the top of your screen. a bar scrolls across these icons and prompts the user to press the corresponding key to which the ability is bound, once reaching the end it loops
Avran_Sylt wrote: ». At any point in time when there are attacks incoming, the background behind this top flashes a different color corresponding to the severity of attack (immobilization, heavy) and prompts the user to either block, dodgeroll, or use a shield (if a DoT to negate any DoT effects).
Avran_Sylt wrote: »If you have certain abilities slotted, and it recognizes that these abilities would counter some of the enemies abilities, it will prompt the user to use those abilities (I E crushing shock) while the caster is performing the animation .
Avran_Sylt wrote: »It will also inform the user of the approximate armor values of the target as well, and their resistances and weaknesses.
Avran_Sylt wrote: »Also, when an enemy uses a cloak ability, it provides a 3D pin on the map that points the direction which they were last moving.
Avran_Sylt wrote: »Also has a moving 3D pin above the heads of any hostile players.
Avran_Sylt wrote: »These pins would also have different sizes based on the health of the player they hover over.
Avran_Sylt wrote: »I guess I should clarify what is annoying me with this program you've created:
It allows to player to access information that isn't readily available to them via any means provided to them. I understand why it'd be nice if the enemy player is on your screen, there I have no problem with it.
Just like literally any interface addition (i.e addon). The whole point of interface additions is exactly to 'allow the player to access information that isn't readily available to them via any means provided to them'. So this cannot be the reason to dislike specifically what my addon does. It is the reason to dislike all the addons altogether. So let's figure out this matter first.
So what are we discussing exactly? Whether we like an option to customize interface and to provide ' information that isn't readily available to them via any means provided to them' as a whole or we discuss specifically that type of information this particular addon provides?
Because many people's arguments (yours is not an exception) mix up these two problems left and right.
They are ability timers. and yes, each and every ability in this game that has a duration has a visual element associated with it. That is why I don't have a problem with them.Avran_Sylt wrote: »The issue I have is that it provides visual confirmation of something which isn't actually displayed on your screen at any point in time.
Just like at least half of the addons out there. The other half simply changes the way existing information in the vanilla ui is displayed.
Avran_Sylt wrote: »There is absolutely no way for a player who is looking forward to know that there is another player a distance behind them.
The addon never informs the player that 'there is another player a distance behind them'. The addon doesn't (and can't) possess this information.
Except when it comes to attacks from behindAvran_Sylt wrote: »The base game does not provide any way for the player to have "eyes on the back of their head" if that player is not on their screen.
Just like the addon.
Avran_Sylt wrote: »But, because you can exploit whatever API code you can access to tell you when an attack or player is targeting you
There's no way to know if another player is targeting you.
Avran_Sylt wrote: », even when they are not on screen, you get an alert when an attack is incoming.
Only when this attack has started. And the reason for that is that the game informs players about all things that are related to them specifically.
Avran_Sylt wrote: »It gives the player a "6th Sense" at all times. regardless of where the enemy is.
This is correct, but once again don't forget that the player STILL has no idea where the attacker is. He is only informed about the fact of the attack.
Avran_Sylt wrote: »Rather than getting hit by the attack from behind, and twirling around to fight the enemy, you're given confirmation of an incoming attack visually and are given the opportunity to dodge immediately from that visual stimulus rather than 'hearing' the attack go off.
Exactly.
Avran_Sylt wrote: »Having an auditory cue that is something like "Snipe" is far too specific, it gives the player too much information out of such an ambiguous sound as an elemental crackle or the twang of the bowstring.
Please provide a justification why this approach is so much better than alternatives that we should discard the alternatives.
Avran_Sylt wrote: »If it was the twang of a bowstring, launch of a fireball/ice ball, that'd be a better step.
Why?
Avran_Sylt wrote: »However, then you'd need to adjust the pitch based on distance.
Why? Especially considering this is not possible to do, because it would give out the distance to the attacker, which, by zos design is 'giving out too much information':P
Avran_Sylt wrote: »Once you've done all this, then you have just what is already in the game, an audio cue from the direction of the enemy (ability sounds).
Then why would i want to do that?
Avran_Sylt wrote: »A cue that should be masked by the cacophony of battle around you.
Something only to be easily heard while off on your own, in a quiet area.
Please provide a justification why this approach is so much better than alternatives that we should discard the alternatives.
Avran_Sylt wrote: »These are things that cannot be conveyed to the player very easily with visual or audible feedbaack.
Just like attacks from behind, right?:)
Avran_Sylt wrote: »Since attacks have sounds, as do abilities, those and the animations themselves are the cues you should use, as they are implemented into the game
Please provide a justification why this approach is so much better than alternatives that we should discard the alternatives.
Avran_Sylt wrote: »Now, admittedly, I don't like that you can see the exact hp value of enemies at all times. In my opinion, it should only ever be an approximation
You have an option to make them this way.
Avran_Sylt wrote: »if they are from off-screen, an addon should not make that attack visible, it should leave it as it is. Auditory. and if that audio is drowned out by battle or other sounds? well, then so it is.
Please provide a justification why this approach is so much better than alternatives that we should discard the alternatives.
And i'm not even trolling with this phase. I literally don't understand both why these are better and why these are so EXCEEDINGLY better that we want to disallow any alternatives. Please elaborate.
Avran_Sylt wrote: »Okay. I want to ask you this. maybe you'll see my point of view.
I see you point, you explained it quite clear.
What i don't see are 2 things:
1. Why exactly you prefer this approach over any other approach? I'd understand if that would be something like 'you see, i like the obscurity in the combat for reasons 1,2,3, but i do understand people who hate it'. But a straight-up 'this is the ONLY correct way to perceive information' sounds a bit weird.
2. Why would you not allow OTHER PEOPLE to play it differently? They are not you after all, they don't automate the game, they press all the buttons religiously.Avran_Sylt wrote: »You have a different vision for how players should respond to their environment than there currently is.
Even more, zos mostly shares this view, because that's what they decided to provide. They might change their minds, but until then this is what their design choice is.
Speaking of it, did you know that while in the 1st person the game show you the direction of enemy attacks?:) So you're hit from behind and the vanilla interface tells you that 'bruh, you just got hit from behind! Not form a side, straight form behind!'. I'll look at it at some point and see if i can make these work in 3rd person as well.Avran_Sylt wrote: »It is an addon, where you can drag and drop ability icons into a UI in a combination of abilities to form a rotation. then, when you reload the ui, whenever combat starts, this order pops up along the top of your screen. a bar scrolls across these icons and prompts the user to press the corresponding key to which the ability is bound, once reaching the end it loops
Half of WoW dps addons do EXACTLY what you described here. The reason why nobody did it here is laziness and lack of cds in ESO. So performing rotations is really easy here without addons.Avran_Sylt wrote: ». At any point in time when there are attacks incoming, the background behind this top flashes a different color corresponding to the severity of attack (immobilization, heavy) and prompts the user to either block, dodgeroll, or use a shield (if a DoT to negate any DoT effects).
Vanilla UI along with combat cloud/ftc etc already do this.Avran_Sylt wrote: »If you have certain abilities slotted, and it recognizes that these abilities would counter some of the enemies abilities, it will prompt the user to use those abilities (I E crushing shock) while the caster is performing the animation .
Semi possible to do. Not really worth it.Avran_Sylt wrote: »It will also inform the user of the approximate armor values of the target as well, and their resistances and weaknesses.
If that was possible i'd show these in a heartbeat, but most importantly enemy resources values. But unfortunately the deisgn is against it:(Avran_Sylt wrote: »Also, when an enemy uses a cloak ability, it provides a 3D pin on the map that points the direction which they were last moving.
This is a brilliant idea. I'd even added a 3d icon above that place. But it's not possible:(Avran_Sylt wrote: »Also has a moving 3D pin above the heads of any hostile players.
Ghrm, actually vanilla interface has exactly this:)Avran_Sylt wrote: »These pins would also have different sizes based on the health of the player they hover over.
And this would be really awesome to do. Additionally i'd definitely make separate icons for healers.
Avran_Sylt wrote: »What we are talking about is the information this addon provides.
Avran_Sylt wrote: »They are ability timers. and yes, each and every ability in this game that has a duration has a visual element associated with it. That is why I don't have a problem with them.
Avran_Sylt wrote: »if there is no one in front of you, and you get the dodge now prompt, by deduction it tells the player there is someone behind them
Avran_Sylt wrote: »Except when it comes to attacks from behind
Avran_Sylt wrote: »Then why does the Dodge now prompt appear? is that not resultant from a player targeting you with an ability?
Avran_Sylt wrote: »Yes, but if it isn't on the screen because it is ranged, should the player be alerted to this even though there is no way without this addon that the player would know there is an incoming ranged attack?
Avran_Sylt wrote: »True, but if the player did not have this addon an attack from the back would leave the victim anaware of it until it hit, with this addon the victim is aware of it.
Avran_Sylt wrote: »but you can't hear everything from all distances away
Avran_Sylt wrote: »This is personal preference.
Avran_Sylt wrote: »Personal preference
Avran_Sylt wrote: »Why? because a slight tap on the ground heard from 50m away because you have this addon is and advantage.
Avran_Sylt wrote: »A cue that should be masked by the cacophony of battle around you.
Something only to be easily heard while off on your own, in a quiet area.
Please provide a justification why this approach is so much better than alternatives that we should discard the alternatives.
Avran_Sylt wrote: »Please provide justification as to why you have only dodge now and not block now for every single light attack and any incoming damage from any source.
Avran_Sylt wrote: »Right, but you are not attacking yourself from behind, you don't know it is occurring. You do know if you are exhausted however, you are aware of that.
Avran_Sylt wrote: »An attack is two parts, visual, and audible. if the person is in front of you, you see it and hear it. if they are not visible you hear it. Your alternative is to see every attack even if you cannot see the person or the attack.
Avran_Sylt wrote: »It is still exact, it just doesn't show a percentage.
Avran_Sylt wrote: »I'm fine with alternatives. I am not fine with alternatives that make displayed info that is not rendered due to player orientation visible to the player.
Avran_Sylt wrote: »I prefer a single unified approach, because then you can actually try and anticipate player actions. otherwise it's just a shitshow of just hoping what you do works.
Avran_Sylt wrote: »sure, they can play it differently, but if the difference in the way they play gives them an edge against other players such that their way is the better way, that's where I have a problem. larger more prominent visual cues that make it easier to block and whatnot make that players experience easier/better.
Avran_Sylt wrote: »and on the thing of approximate resistances, can't you just calculate approximate mitigation by checking tooltip values against actual damage values that might be returned via a combat addon?
Avran_Sylt wrote: »Anyway,
Few things I want to ask you first. I just perused your addon page on esoui.com
Avran_Sylt wrote: »And, boy oh boy. I have a lot more flak that I'm gonna throw your way now that I know how it actually works.