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Do you think this game needs text pop-ups for attacks & mechanics?

BronzeCaiman
BronzeCaiman
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The question is pretty simple but I will elaborate. Do you feel like we need a toggleable option for ¨Enhanced Combat Tips¨ that would notify players of incoming attacks/mechanics. Examples would be vSS Lokkestiiz Tombs & Relentless Gale, Yolnakriin Focused Fire, Nahviintaas Portals, Marked For Death & Thrash. More examples would be notifications of mechanics to prevent one shots such as the instant kill walls spawning such as in vFL and vDoM (with notifications of the direction they are coming in, though then they would let us need to see the compass in combat with bosses which we currently can not right now).

It seems like they used to do it with my example being Sanctum Ophidia´s Ozara boss pinning players with text to notify you to free them, however this is usually blocked out by synergy procs so its pretty useless in my opinion. ZoS wants the game to be purely visual but honestly sometimes there is so much going on you just can´t see certain things. I know there are some add-ons that do some of these things but ZoS tend to put add-ons that are used by large amounts of the player base into the game so how about those kinds?

Thanks for reading, Vestige to Vestige.

Do you think this game needs text pop-ups for attacks & mechanics? 46 votes

Yes
39% 18 votes
Indifferent
8% 4 votes
No
52% 24 votes
  • Lysette
    Lysette
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    There are quite few add-ons which do that - just look at the design of the hud - in it's basic form it is non-intrusive, for people like me who like light huds, which just show, when I really need them. I don't like number displays for damage done and so as well - it doesn't matter anyway, either the target dies or I will - what do I need numbers for that, it is binary - victory or defeat.
  • etchedpixels
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    The reason I'd say yes is probably not the obvious one.

    There are a bunch of hard to spot telegraphed special attacks (like the bear which for vet hard selene has to be avoided). Having an option for some kind of clearer prompting or flagging of them is a useful accessibility option for those of us with ageing eyesight for whom 12 pixels of yellow and a tiny hand gesture are not so easy to see amidst the conbat noise, sorc pets and maws.
    Too many toons not enough time
  • BronzeCaiman
    BronzeCaiman
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    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

  • spartaxoxo
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    Normally I'd say no, but this game already allows add-ons that do this anyway. So there's really no reason it can't be a toggleable base game function.
  • Grandchamp1989
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    Optional toggable text for mechs?

    Absolutely. Its already pretty much a must for pc endgame to run raid notifier / code’s combat alerts

    Both of them are so good and has improved my enjoyment of the game 10x

    Yes I Think it should be implemented, sometimes there is so much visual clutter on the screen you dont always see a specific mech or hear it.
  • Lysette
    Lysette
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    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.
    Edited by Lysette on January 4, 2022 11:14AM
  • Anumaril
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    Part of what I like about this game is how clean the UI is. I'd rather things not turn into World of Warcraft where there's text and numbers clogging your screen left right and centre. Even if it's a toggle it will become the meta to have it turned on. You won't be able to perform well/play as well if you don't have it turned on. So no, I'd rather not see that.
  • spartaxoxo
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    Lysette wrote: »
    I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Console users cannot use add-ons so there is already an add-on is a terrible reason not to do add something to the base game in general, imo. Ideally, the most used add-ons by PC users would make their way in some fashion to base game as an option eventually because they solve player pain points.
  • Lysette
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    spartaxoxo wrote: »
    Lysette wrote: »
    I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Console users cannot use add-ons so there is already an add-on is a terrible reason not to do add something to the base game in general, imo. Ideally, the most used add-ons by PC users would make their way in some fashion to base game as an option eventually because they solve player pain points.

    oh true, I forgot about consoles, you are right.
  • ajkb78
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    No. If you're playing on PC you can do this with add-ons anyway. I play on console so I don't have those but they aren't needed, every mechanic has tells, the nastiest ones have really obvious tells (clue, if you turn on NPC subtitles you'll get a big text announcement for quite a lot of them - Balorgh's "feel my flames!", the lines Rakhat says when it's time for runners to head to the backyard, and yes there are subtitles warning of the ghost walls in Depths of Malatar and Fang Lair except in execute where they are continuous so you should be looking out for them constantly anyway). Part of the skill of the game is recognising and reacting to mechanics.

    Having said all of that, if an adjustment to the heavy attack sparkles is needed to assist people with colour blindness or sight issues then I don't have a problem with that.
  • Lysette
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    Anumaril wrote: »
    Part of what I like about this game is how clean the UI is. I'd rather things not turn into World of Warcraft where there's text and numbers clogging your screen left right and centre. Even if it's a toggle it will become the meta to have it turned on. You won't be able to perform well/play as well if you don't have it turned on. So no, I'd rather not see that.

    I like it a lot - that is as well why I got rid of all add-ons quite early on - they didn't make my gameplay better, but worse - I have much more fun playing with nearly no hud and no numbers flying over the screen - the health bar display is reasonable though, in real life I would as well be able to figure out how much the other is effected by the fight already - as a bar it is ok to me, but I like as well that those just show, when I target a person or creature, not all the time - same with player tags, they are just visible when I point at them - otherwise the hud is just there, when it is really needed - and that is good that way.
  • Grandchamp1989
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    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.
  • Lysette
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    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.

    ok, i see - but that is as well why I won't get to end game - resp, for me it will be end of the game - as in leaving. To play what a machine is telling me just to survive is not my idea of having a fun time. Well, in real life it's different - when the rpm warning in our helicopter goes off. I have just about 9 seconds to get the helicopter into a stable auto-rotation landing state - there it is not a question if I'll do it or not, I will. So I understand what you are telling me - it is just not for me in a game.
    Edited by Lysette on January 4, 2022 11:40AM
  • hafgood
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    No, honestly this isn't needed. This is a game, people need to learn how to play it, what the mechs look like, how to react to the mechs and the call outs from the trial leader.

    Why do people want to play by numbers?
  • BronzeCaiman
    BronzeCaiman
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    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.

    This is exactly the reason why I think we need this, its a helping hand in a very unforgiving difficulty of content, and content that requires not only your time, but other people´s time too.
  • Lysette
    Lysette
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    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.

    This is exactly the reason why I think we need this, its a helping hand in a very unforgiving difficulty of content, and content that requires not only your time, but other people´s time too.

    This is a quite good argument - that more than just one person is effected by it and that it would be a good tool to help unterstand game mechanics - the very basics are in the ingame tutorial though - if it is still active, it will say, dodge with R, hold mouse 1 to exploit and stuff like that - but this is all very basic. I see now, that this could actually be a good thing for many.
    Edited by Lysette on January 4, 2022 11:47AM
  • BronzeCaiman
    BronzeCaiman
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    hafgood wrote: »
    No, honestly this isn't needed. This is a game, people need to learn how to play it, what the mechs look like, how to react to the mechs and the call outs from the trial leader.

    Why do people want to play by numbers?

    I have heard raid leads lose their voice over the amount of stuff they have to call out, in vCR specifically, and in a very friendly guild that does open trial runs to help inexperienced players.
  • ajkb78
    ajkb78
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    Lysette wrote: »
    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.

    ok, i see - but that is as well why I won't get to end game - resp, for me it will be end of the game - as in leaving. To play what a machine is telling me just to survive is not my idea of having a fun time. Well, in real life it's different - when the rpm warning in our helicopter goes off. I have just about 9 seconds to get the helicopter into a stable auto-rotation landing state - there it is not a question if I'll do it or not, I will.

    You can learn perfectly well without add-ons, we all manage it on console. But whether or not you want your cues as big bold text from add-ons or just interpreting the graphics and game sounds, one way or another you have to follow the game's mechanics. That's true of any game, too: in Donkey Kong when the game tells you you have to jump over a barrel by drawing the barrel sprite next to your character, you have to jump over it or you will die.

    How you comply with the mechanics is up to you though, you can often block or roll dodge or shield; you can kill a ghost in a ghost wall or just streak or teleport charge through it. Players found one way of dealing with mechanics in the Bahsei fight and that got made impossible due to the nerf to blood mist, but the fight can still be done (and in non HM could be done without blood mist even before the nerf) so again there's very rarely only one way to do something.
  • robpr
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    I wouldn't trust ZoS with these, we have already few of them and they are usually already late (Maarselok fusrodah and charge, Keeper of the Kiln)

    Just make addons avaiable for the consoles already. Space Engineers permit mods for Xbox when uploaded on Mod.io
  • Lysette
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    ajkb78 wrote: »
    Lysette wrote: »
    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.

    ok, i see - but that is as well why I won't get to end game - resp, for me it will be end of the game - as in leaving. To play what a machine is telling me just to survive is not my idea of having a fun time. Well, in real life it's different - when the rpm warning in our helicopter goes off. I have just about 9 seconds to get the helicopter into a stable auto-rotation landing state - there it is not a question if I'll do it or not, I will.

    You can learn perfectly well without add-ons, we all manage it on console. But whether or not you want your cues as big bold text from add-ons or just interpreting the graphics and game sounds, one way or another you have to follow the game's mechanics. That's true of any game, too: in Donkey Kong when the game tells you you have to jump over a barrel by drawing the barrel sprite next to your character, you have to jump over it or you will die.

    How you comply with the mechanics is up to you though, you can often block or roll dodge or shield; you can kill a ghost in a ghost wall or just streak or teleport charge through it. Players found one way of dealing with mechanics in the Bahsei fight and that got made impossible due to the nerf to blood mist, but the fight can still be done (and in non HM could be done without blood mist even before the nerf) so again there's very rarely only one way to do something.

    For me personally ping is the main issue - I had about 480ms pings - then last year that went down to around 360ms, now I have sometimes even 240-260ms - which means I can finally start to get out of the red in time - sometimes that is, not always, due to the ping issue - so I am far from being able to follow any of such advice - I can be happy to leave the red before the attack hits - that is my situation and why I'm not that interested into it - I cannot even do the most basic mechanics reliably and must be prepared to tank it - what isn't always possible, so I once in a while die, if ping is too high.
    Edited by Lysette on January 4, 2022 12:07PM
  • Tommy_The_Gun
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    I would say that... maybe yes, but I don't think it matters much. Also it would need to be done differently in PvE & PvP. As far as I am aware there used to be an issue (and some people report it apparently still works) that some add-ons were able to warn players about any incoming projectiles attacks, attacks with travel time or cast time. And it even did not matterd if attacks were made from stealth or not. Even if by default there was no way to know (example: no sound cue or attack made from behind so by default player had no way of knowing).

    It was considered an exploit and ZOS changed API so it was no longer possible, but some players have reported that it still works (ZOS ninja-updated api by accident ?)

    What I really think the issue is - it is lack of consistency in PvE mechanics. For example in dungeon A, boss has a telegraphed charged attack that deals 1K damage, but in dungeon B, similar boss uses same telegraph with same animation and visual cue - but it is a one-shot.

    They should make visual cues more consistent, because right now the only way to know what is a one-shot or not is to die to it once...
    Edited by Tommy_The_Gun on January 4, 2022 3:18PM
  • emilyhyoyeon
    emilyhyoyeon
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    Lysette wrote: »
    Lysette wrote: »
    for people like me who like light huds, which just show, when I really need them.

    Thank you for your input. I understand this as I also enjoy the light hud, I quest in first person and disable numbers (except in Arenas) but I stated the option should be toggleable. When I play on Stadia or Console it pushes a large spike in the difficulty of endgame content compared to players using said add-ons, then I basically need someone doing call outs when the game could do it for me.

    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    Well, this said, I like the hint system for sky shards - I never liked add-ons for sky shards, but a slight hint when you near them, was a good move and makes exploration more fun to do - while not leading me directly to the sky shard - I still have to discover them and pay attention to what is nearby.

    Its not as much orders in endgame as a “if you wanna live do this”

    You have to do the exact thing it tells you otherwise or your character dies. It isnt really a multiple choice thing in endgame. You play the mechs or you wipe.

    A tank can not choose to not Block/dodge a heavy attack in a vet trial from a boss. Well he can but everyone wipes.

    Its a help and teaches you to follow mechs more closely until you know it by heart.

    The only other alternative is trial and error for the exact same outcome until you learn the mechs.

    I used to use addons like raid notif and codes and stopped when they gave me the vibe that Lysette described. Vanilla visual cues are plenty good to learn and play off of IMO. Maybe it's a me thing, but I was a much worse player when I relied on an addon telling me what to do versus me looking at the environment and enemies and reacting to animations themselves.

    The only mechanic that is noticably less efficient without addons IMO is Relequen overload. The vanilla warning mechanic is visually very subtle (2 zaps of blue lightning) and lasts about 2 seconds before overload hits, so it's really hard if not impossible to prep yourself to be on the correct bar with refreshed DOTs using vanilla.
    IGN @ emilypumpkin, imperial pumpkin seller
    Tullanisse Starborne, altmer battlemage & scholar of the ayleids

    High Priest Eraamine as a houseguest please C:
  • LashanW
    LashanW
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    Yes, I think it would be a great QoL feature especially for consoles.
    Lysette wrote: »
    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.
    All of PvE is following orders of a script. Addons just help you see the order better. Observing your target and its animations and figuring out what to do? Sure that's how most of the solo content in the game goes and it's fun that way. But reading the first paragraph of OP, it should be clear the context is mainly endgame group content.

    It's a different story in endgame group content with optimized groups thanks to visual clutter. You can barely see details. Pets are a big part of it (saying this as a magsorc using 2-3 combat pets). How many times have players asked ZoS to give options to hide pets from other players? Nothing has been done. I don't know how tanks can do certain trial encounters if it wasn't for addons like "HideGroup". Just main-tank the second boss in vet Halls of Fabrication and you'll see what I mean.
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
    Godslayer, Gryphon Heart, Tick-Tock Tormentor, Immortal Redeemer, Dro-m'Athra Destroyer, vMoL no death

    Arena Achievements
    vMA Flawless, vVH Spirit Slayer

    DLC Dungeon Trifectas
    Scalecaller Peak, Fang Lair, Depths of Malatar, Icereach
  • Lysette
    Lysette
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    I would say that... maybe yes, but I don't think it matters much. Also it would need to be done differently in PvE & PvP. As far as I am aware there used to be an issue (and some people report it apparently still works) that some add-ons were able to warn players about any incoming projectiles attacks, attacks with travel time or cast time. And it even did not matterd if attacks were made from stealth or not. Even if by default there was no way to know (example: no sound cue or attack made from behind so by default player had no way of knowing).

    It was considered an exploit and ZOS changed API so it was no longer possible, but some players have reported that it still works (ZOS ninja-updated api by accident ?)

    What I really think the issue is - it is lack of consistency in PvE mechanics. For example in dungeon A, boss has a telegraphed charged attack that deals 1K damage, but in dungeon B, similar boss has uses same telegraph with same animation and visual cue - but it is a one-shot.

    They should make visual cues more consistent, because right now the only way to know what is a one-shot or not is to die to it once...

    happened to me yesterday - a group of 4 elite soldiers - didn't look any different from those groups I killed just seconds ago, but that group was nasty - even immovable, resolving vigor, shadow barrier and rapid healing, plus 2k standard health regeneration and having 33k health could not keep me alive, they just cut me into slices - whereas those 4 solder groups before didn't even harm me, but these last 4 just outright killed me - I didn't even have much of a chance to fight at all - and they looked just the same like the others before.

    These 4 are on my list now, I eventually had just a bad ping, don't know this, but I will go there again and fight them until I can kill these ***.
    Edited by Lysette on January 4, 2022 12:33PM
  • Lysette
    Lysette
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    LashanW wrote: »
    Yes, I think it would be a great QoL feature especially for consoles.
    Lysette wrote: »
    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.
    All of PvE is following orders of a script. Addons just help you see the order better. Observing your target and its animations and figuring out what to do? Sure that's how most of the solo content in the game goes and it's fun that way. But reading the first paragraph of OP, it should be clear the context is mainly endgame group content.

    It's a different story in endgame group content with optimized groups thanks to visual clutter. You can barely see details. Pets are a big part of it (saying this as a magsorc using 2-3 combat pets). How many times have players asked ZoS to give options to hide pets from other players? Nothing has been done. I don't know how tanks can do certain trial encounters if it wasn't for addons like "HideGroup". Just main-tank the second boss in vet Halls of Fabrication and you'll see what I mean.

    I understand that perfectly well - I would like a hide particles options - they lag me out because they are too much overused and I can see like nothing because all is just a colorful mess - not any near to a real combat situation.

    Game is back online - so back to "work", there are treasures to unearth.
    Edited by Lysette on January 4, 2022 12:51PM
  • Grandchamp1989
    Grandchamp1989
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    LashanW wrote: »
    Yes, I think it would be a great QoL feature especially for consoles.
    Lysette wrote: »
    Have you ever tried out such an add-on - it converts you to a machine and gives you orders - dodge NOW, block NOW, and so on - is that the kind of game you want to play - following orders of a script?- I don't want this, to me part of the fun is figuring out what each kind of creature is doing and how to counter it, simply by observing it's behaviors - figuring that out is part of the fun to me and I think ZOS should put their effort into other things than creating something what already exists in add-ons.

    It's a different story in endgame group content with optimized groups thanks to visual clutter. You can barely see details.

    Lolol remind me of this gem:
    https://youtu.be/8NbwizzxQ_s
  • Fennwitty
    Fennwitty
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    hafgood wrote: »
    No, honestly this isn't needed. This is a game, people need to learn how to play it, what the mechs look like, how to react to the mechs and the call outs from the trial leader.

    The mechs "look" like this:
    maxresdefault.jpg
    PC NA
  • Varana
    Varana
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    In the end, these are just different (and often better but uglier) telegraphs. Whether the boss raises an arm, or the addon says "Overwhelming Hammer of Endless Doom incoming, you might consider blocking at some point", is functionally the same, it's just different ways to convey the same information.

    For learning content, this would be really helpful. (Although I really doubt that ZOS would do a similarly good job like some of the more popular/specialised addons. We'll probably get a half-baked solution that is slightly better than nothing but misses like half of the crucial points.)
    Even if it's learning how to read the ingame clues. Keeping all the stuff that will or might happen during a trial in mind, can be overwhelming, esp. for tanks (DDs are expendable - if one dies, it's often no big deal. If the tank dies, it's often bad (TM).) So until the player has memorised all the subtle clues (or, as others pointed out, inconsistent clues) that they see on screen, or if they return to some content after not doing it for a while, having clearer information on screen can be very useful for everyone involved.

    That is - if they see the clues on screen. Yes, most boss abilities are somehow telegraphed. But the boss raising his arm does eff-all for the tank when all you can see is the boss' oversized crotch, three Geoffs*, and a whole bunch of sparkly light effects.
    ESO's UI design was minimalistic to the extreme. They've relented somewhat (mellowed by age, I assume), but it's still rather bare-bones. That can be a good thing - until it starts to hide vital information from you. Unfortunately, they don't follow the same philosophy when it comes to on-screen effects. The original idea was that you could just play from visual clues, Skyrim-like. But that doesn't really work. You have way too many abilities that you have to differentiate somehow (esp. with PvP where effects on players need to be telegraphed as well), or want to differentiate because it looks silly if Z'Maja and Lokkestiiz use the same sparkles and body poses. (Also, light effects, particles, and lighting is one of the graphical strengths of this 7-year-old game. They want to emphasise those, of course.)
    And they're rather ... peculiar in the things they show and don't show. Do I need to see the DD's Geoff* as a tank? Hell no. Do I want to see the radius of their walls and destro ults? Probably. Do I need to see the range of my Combat Prayer as a healer? Of course. What do I get to see very clearly? The Geoff*. What is so subtle that it routinely gets obliterated in random visual clutter? The important bits.

    If you can pull off playing just by visual clues, great. To a certain level of content, that's entirely possible. I don't need an addon to give me clues about K'r'a'g'h (no idea where the apostrophe goes) or a quest boss. Or after running them for a gazillion times, many vet dungeon bosses.
    But on the way there, or just because you process that kind of information more easily, alternative and clearer methods of telegraphing would be great to have.

    * Geoff: Maw of the Infernal, bane of all tanks, sufficient reason for kicking (not really, you get the point).
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