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Miat's PVP Alerts just got updated! Now in 3D!

  • Darnathian
    Darnathian
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    Dorrino wrote: »
    NBrookus wrote: »
    This is *exactly* when it's useful. If you are getting zerged, it doesn't help. In a zerg v zerg fight there's too much stuff going on anyway. If you are getting one-shot ganked, you are dead before the notification pops up. If you are fighting one or two, it's redundant. But if you are fighting off 3+ people and then one of those guys that does nothing but Xv1 gank shows up, it's VERY useful to see that name pop up.

    This is pretty much how this feature came to be:)

    Sniper spammers behind the lines and Javelin/Shock Touch spammers. Is it crucial to track their attacks? Not in the slightest. Does it reduce the annoyance with their actions? Yes it does.
    I dont find his replies levelheaded at all. I find them disturbing. He is clearly in believe HE is entitled to make the game the way himself can benefit the most for it.
    ^This actually convinced me that there is nothing to be gained from this argument. @killimandrosb16_ESO You can't have a productive discussion with someone so passionate about the subject.
    Oh. Thanks for sharing that. That proves my theory he hit himself on the head. Now I will imagine raging kid every time he says something

    Keep in mind guys - personal insults definitely cross the line of any productive discussion.

    The only thing you will achieve with these - is this thread getting locked.

    Please muster your will and refrain from similar remarks in a public forum in the future.

    I understand you're frustrated and i can assure you never in the addon's development there was an intent to make people feel bad.

    I welcome productive discussion so please keep your emotions under control. Thank you!

    I hope it gets locked. This is not productive at all. You have eliminated a playstyle you dislike by creating this. Furthermore, your arguments are egotistical. Writing elegantly does not change that.
  • Majeure
    Majeure
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    Lovely stuff, noticed these new icons the other day and was blown away.

    Erases the need for performance hitting minimap addons, and offers the same information in a much more convenient fashion. Keep it up!
  • Valencer
    Valencer
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    may your balls grow as small as peas and your beard fall off your right chin only. May your deodorants always smell of elderberries and your girlfriends race be rodents. May your ego inflate enough to fly away and your game designers shut you down.

    He is not even considering replying in a constructive way to the most obvious flaws in his logic. Look I can FLYYY and shoot from 300 feets away and since I am Miats I must be allowed to!!11! hes mad as a cup of tea with bacon flavour


    All his argumenst can be cooked down to that; I am Miats therefore I must not be killed.

    Except this addon doesnt prevent him from dying at all and thats not what he's saying.

    I fire a crystal frag at you, you can see the animation of me casting the spell and after that the projectile flying at you, without any addons. This addon then also adds an UI notification to that.

    The only time when this gives you any kind of advantage is if Im not in your field of view, which means Im either trying to jump you from stealth or hitting you in your back (while youre more than likely busy fighting other people). In both cases Ive got a huge opening advantage so who the heck even cares?

    Much ado about nothing
    Edited by Valencer on April 17, 2017 11:25AM
  • killimandrosb16_ESO
    killimandrosb16_ESO
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    Thats never the way I experience it. It seems most of you are gankers, but I am not. I experience this on a daily basis in keep fights and mass fights. It is not just coincidence when some of my targets has a 100% dodge rate. So saying it only gives an advantage when being ganked is at best a lie because of ignorance. It is commonly used by zerg balls in TF to avoid incoming ranged damage, and more than anything, stuns. Because of this it gives the zergier groups an even huger advantage and makes any attempt at countering or reducing the effectiveness of zerg mentality a huge blow. If noone can either stop the zerg from growing or target players within the zerg effectively the variations within the game will totally disappear. You might be lead to believe the best players/guilds are running around soloing and ganking people. That is not true. The best players and guilds group up to make effective PBAoE bomb squads. The only way to take on a bomb squad is by having a better omb squad or by hitting them from range. Ill elaborate on that; I follow the bomb squad, I pick a target, I snipe said target. The snipe hits and stuns the target. The bomb squad being on teamspeek discord or wahtever either leaves the target, thus most likely he will die, and hence reducing the numbers of the bomb squad, making it less effective, or the return to help the cc'd members. Either way you reduce the effectiveness of the bomb squad. They can not lose too many members, because theres a critical number of players they need to sustain themself. They can also not rely on the dead members to return from spawn because they will be stopped on their way. Hence stopping ranged target options against bomb squads is making them even stronger than today. Do you like bomb squads? Now the last option has been eliminated because of ONE half good guy who can not find a way to counter ranged attacks. Thats why Im leaving, because I dont play 1v1 or gank. I play the campaign. I am at keep defences, being now effectively eliminated. I run next to the bomb teams kiting them, I attack the ones on top of the walls when siege is fireing...Now I /drum, cause I cant hit anymore. Obviosuly there are still players not using this addon, but the difference between those not using it and those using it is so huge...
    Edited by killimandrosb16_ESO on April 17, 2017 12:12PM
  • Biro123
    Biro123
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    Thats never the way I experience it. It seems most of you are gankers, but I am not. I experience this on a daily basis in keep fights and mass fights. It is not just coincidence when some of my targets has a 100% dodge rate. So saying it only gives an advantage when being ganked is at best a lie because of ignorance. It is commonly used by zerg balls in TF to avoid incoming ranged damage, and more than anything, stuns. Because of this it gives the zergier groups an even huger advantage and makes any attempt at countering or reducing the effectiveness of zerg mentality a huge blow. If noone can either stop the zerg from growing or target players within the zerg effectively the variations within the game will totally disappear. You might be lead to believe the best players/guilds are running around soloing and ganking people. That is not true. The best players and guilds group up to make effective PBAoE bomb squads. The only way to take on a bomb squad is by having a better omb squad or by hitting them from range. Ill elaborate on that; I follow the bomb squad, I pick a target, I snipe said target. The snipe hits and stuns the target. The bomb squad being on teamspeek discord or wahtever either leaves the target, thus most likely he will die, and hence reducing the numbers of the bomb squad, making it less effective, or the return to help the cc'd members. Either way you reduce the effectiveness of the bomb squad. They can not lose too many members, because theres a critical number of players they need to sustain themself. They can also not rely on the dead members to return from spawn because they will be stopped on their way. Hence stopping ranged target options against bomb squads is making them even stronger than today. Do you like bomb squads? Now the last option has been eliminated because of ONE half good guy who can not find a way to counter ranged attacks. Thats why Im leaving, because I dont play 1v1 or gank. I play the campaign. I am at keep defences, being now effectively eliminated. I run next to the bomb teams kiting them, I attack the ones on top of the walls when siege is fireing...Now I /drum, cause I cant hit anymore. Obviosuly there are still players not using this addon, but the difference between those not using it and those using it is so huge...

    Speaking from the same perspective, (but as a fragger), I can add that its VERY obvious who is using this vs who isn't.
    Its amazing how many people who were just moving in a straight line side-on suddenly rolldodge just as you frag, or how often somebody who is running away from you rolldodges just as you fire that frag from behind.

    On a build which relies on burst, whixh can only be done every 3.5 seconds, and also relies on a ransom process, and also has no other non-execute way to deal damage, well, negating the largest part of that burst with an add-on is simply not right.

    1v1 isn't so bad cos I can frag from point blank range without getting targeted by every man and his dog.. But that isn't advisable with so much short and melee range cc around.

    It Does gut some builds. And you have to use it or you're at a disadvantage to those who do.

    I don't blame Miat for this as its just using info that zos decided to provide, but please don't pretend that it doesn't change the balance of power between builds.
    Minalan owes me a beer.

    PC EU Megaserver
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  • TheBonesXXX
    TheBonesXXX
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    This add-on eliminates all stimuli needed to be successful and an actually talented player. It gives you an advantage you would otherwise not have.

    I've read the ganker comments, let me point out to you why your argument is wrong. Selective targeting from a bow in a big fight takes down a lot of players, if a person is a field General and you know to systematically target him to take him out; this add-on gives that player an edge they otherwise would not have.

    ZOS needs to restrict add-on information usage and make players rely on the perceptual queues already in the game, if you cannot use the queues already in the game I have news for you. Get out of Cyrodiil or learn to use your senses.

    This add-on goes against basic human perception and gives too much information to players, sorry to break it to you, but if you don't see the snipe coming or you get sniped, it was meant to snipe you.

    Console relies on the visual queues already given to you in the game rather than additional information you would NEVER have otherwise, PC lets you play handicapped.

    Two different ESO's entirely.


  • Hrolfkel
    Hrolfkel
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    Miat's PVP making unskillful players fill like pros, I would prefer fighting someone using cheat engine, at least they acknowledge that they have no skill. When you have to have an add-on to alert you that your enemy is near to expect to get attacked and when to dodge roll. Your might as well have a infinite life hack on.
  • FragileNinja
    FragileNinja
    Soul Shriven
    There seem to be some misconceptions with how addons work. Here's a few notes that may help the discussion:
    1. Addons can only do what ZOS added methods for them to do. @Dorrino isn't "exploiting" anything, he's reading the API documentation and using what ZOS has provided. One could certainly argue that ZOS inadvertently provided too much information in their API, but that's up to them to change if they decide to.
    2. ZOS can't really "ban an addon", since it's just a name and a bunch of code. I guess they could theoretically ban the addon by name, but then all someone would need to do is open it up in a text editor and rename it. Asking them to "ban" the addon almost certainly won't go anywhere. (Yeah, yeah, I know they could theoretically detect it like a virus scanner detects a virus, but that's definitely not going to happen in reality).
    3. Even if they could ban one specific addon, that would be one of the worst possible outcomes, because it would only serve to make addon developers keep their addons private rather than publishing them, and the same problems would exist (only "the masses" wouldn't be in on it).
    So, if you're in the camp that is against this addon, then you have two options in my opinion:
    1. Thank @Dorrino for making such an objectively quality addon that shows everyone what has always been possible, then petition ZOS to change their addon API.
    2. Deal with it.
  • killimandrosb16_ESO
    killimandrosb16_ESO
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    you forgot 2 things; as a ranged, forget about playing pvp with this addon in its current state, so 3: leave the game. I did and cancelled all subs.

    and finally, the exact same arguments were used when this addon showed which players were stealthed, where they were, class, health etc. Exactly the same arguments. Did ZOS react? yes. When it finally becomes clear to them this addon is excluding one of the core classes from pvp, I seriously hope for the sake of the competitive game they adress this issue as well.
  • TheBonesXXX
    TheBonesXXX
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    There seem to be some misconceptions with how addons work. Here's a few notes that may help the discussion:
    1. Addons can only do what ZOS added methods for them to do. @Dorrino isn't "exploiting" anything, he's reading the API documentation and using what ZOS has provided. One could certainly argue that ZOS inadvertently provided too much information in their API, but that's up to them to change if they decide to.
    2. ZOS can't really "ban an addon", since it's just a name and a bunch of code. I guess they could theoretically ban the addon by name, but then all someone would need to do is open it up in a text editor and rename it. Asking them to "ban" the addon almost certainly won't go anywhere. (Yeah, yeah, I know they could theoretically detect it like a virus scanner detects a virus, but that's definitely not going to happen in reality).
    3. Even if they could ban one specific addon, that would be one of the worst possible outcomes, because it would only serve to make addon developers keep their addons private rather than publishing them, and the same problems would exist (only "the masses" wouldn't be in on it).
    So, if you're in the camp that is against this addon, then you have two options in my opinion:
    1. Thank @Dorrino for making such an objectively quality addon that shows everyone what has always been possible, then petition ZOS to change their addon API.
    2. Deal with it.

    I think really it just enforces the truth, players need handicaps in order to be relevant in ESO. Save for actually AI things that are quality of life, a lot of are just stats hacks and pseudo-engineers who couldn't wrench a nut to a bolt to save their life.

    If people need this, they lack the perception needed to be good, in a pro-active re-active environment, most of people are using additional information because they otherwise would be average at best. That's the fact, that's how the brain works, that's how haptics and kinetics works.

    I am not petty enough to petition Zeni, its just PC is bchmade.


  • Cathexis
    Cathexis
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    Valencer wrote: »
    may your balls grow as small as peas and your beard fall off your right chin only. May your deodorants always smell of elderberries and your girlfriends race be rodents. May your ego inflate enough to fly away and your game designers shut you down.

    He is not even considering replying in a constructive way to the most obvious flaws in his logic. Look I can FLYYY and shoot from 300 feets away and since I am Miats I must be allowed to!!11! hes mad as a cup of tea with bacon flavour


    All his argumenst can be cooked down to that; I am Miats therefore I must not be killed.

    Except this addon doesnt prevent him from dying at all and thats not what he's saying.

    I fire a crystal frag at you, you can see the animation of me casting the spell and after that the projectile flying at you, without any addons. This addon then also adds an UI notification to that.

    The only time when this gives you any kind of advantage is if Im not in your field of view, which means Im either trying to jump you from stealth or hitting you in your back (while youre more than likely busy fighting other people). In both cases Ive got a huge opening advantage so who the heck even cares?

    Much ado about nothing

    False, there are lots of times when players are in your field of view and they hit you with projectiles you may not have seen coming.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Valencer
    Valencer
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    Then it should be easy for you to come up with an example or 2
  • Cathexis
    Cathexis
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    Valencer wrote: »
    Then it should be easy for you to come up with an example or 2

    When you are solo kiting a zerg on an elevated platform.
    When you are in stealth facing oncoming players.
    When you are fighting AvA in high numbers.
    When you use other players to obstruct your casting animations.
    When you use a corner to los.

    .... I can keep going if you want.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Dorrino
    Dorrino
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    Cathexis wrote: »
    When you are solo kiting a zerg on an elevated platform.
    When you are in stealth facing oncoming players.
    When you are fighting AvA in high numbers.
    When you use other players to obstruct your casting animations.
    When you use a corner to los.

    .... I can keep going if you want.

    Hm, isn't all that a perfect set of examples why to use my addon's notification feature?^_^
  • Cathexis
    Cathexis
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    Dorrino wrote: »
    Cathexis wrote: »
    When you are solo kiting a zerg on an elevated platform.
    When you are in stealth facing oncoming players.
    When you are fighting AvA in high numbers.
    When you use other players to obstruct your casting animations.
    When you use a corner to los.

    .... I can keep going if you want.

    Hm, isn't all that a perfect set of examples why to use my addon's notification feature?^_^

    No, its a perfect example of why your add-on contributes to the already disastrous one dimensional play, because it eliminates the use of long range strategic play.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Dorrino
    Dorrino
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    .
    Edited by Dorrino on April 20, 2017 3:42AM
  • Dorrino
    Dorrino
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    Cathexis wrote: »

    No, its a perfect example of why your add-on contributes to the already disastrous one dimensional play, because it eliminates the use of long range strategic play.

    None of your examples involved strategic play of any kind. On the contrary - all of them described combat situations where additional awareness (besides the limitations of the 'window in 3d world) is very much welcomed.

    Any purely visual perks we have in the real world (parallax shift, binocular vision, high motion sensitivity of side field of view etc) are not available through a computer screen. What you can see is more or less like looking through a small peephole with one eye.

    I find it quite misleading to say that 'this is the world, use only 3d information!', because this 3d information is highly limited compared to what we got used to in our lives. This is fake 3d, a bad imitation and i really don't see why would we start pretending it's adequate.

    Some people don't see this difference. Some other people THINK they don't see the difference. But it is there and it's so large that a simple visual alert my addon provides is suddenly 'night and day' for some people.

    Your claim that this notification somehow 'limits strategic play' is very similar to saying 'fighting with both eyes and ears open doesn't leave a place for thinking and strategic choices'. Not sure why some people prefer to see less than more, but in any case having more information and of better quality can only lead to better gameplay choices.

    I urge you to really think about it.
    Edited by Dorrino on April 20, 2017 3:42AM
  • Cathexis
    Cathexis
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    Dorrino wrote: »
    Cathexis wrote: »

    No, its a perfect example of why your add-on contributes to the already disastrous one dimensional play, because it eliminates the use of long range strategic play.

    None of your examples involved strategic play of any kind. On the contrary - all of them described combat situations where additional awareness (besides the limitations of the 'window in 3d world) is very much welcomed.

    Any purely visual perks we have in the real world (parallax shift, binocular vision, high motion sensitivity of side field of view etc) are not available through a computer screen. What you can see is more or less like looking through a small peephole with one eye.

    I find it quite misleading to say that 'this is the world, use only 3d information!', because this 3d information is highly limited compared to what we got used to in our lives. This is fake 3d, a bad imitation and i really don't see why would we start pretending it's adequate.

    Some people don't see this difference. Some other people THINK they don't see the difference. But it is there and it's so large that a simple visual alert my addon provides is suddenly 'night and day' for some people.

    Your claim that this notification somehow 'limits strategic play' is very similar to saying 'fighting with both eyes and ears open doesn't leave a place for thinking and strategic choices'. Not sure why some people prefer to see less than more, but in any case having more information and of better quality can only lead to better gameplay choices.

    I urge you to really think about it.

    Yes additional awareness is welcome - and that awareness is derived from the use of senses and predictive interpretation on a three dimensional environment.

    I have thought about this. I never made the proclamation "this is the world" (I'm assuming that your meaning there is that it should be realistic). The point I am making is that a three dimensional environment provides the ability to create more complex and challenging gameplay. The reason your addon leads to better quality gameplay for you is because it makes it so you don't have to deal with range attacks, which means you can both build and focus on close range without having to dedicate any resources you would otherwise have to. Of course it leads to better gameplay choices, that's exactly what the problem is. It is defying the mechanics if the game to make it more predictable so you don't have to think about would otherwise be challenging. It is simplistic, and pushes development in the wrong direction by simplifying mechanics that make PvP challenging and interesting. If we use your logic, we should all just have one button ultimate abilities and that's it and you just push them to instantly kill your opponent when one appears on your 2d user interface, which would just be represented by the words "enemy appears" and "enemy dies" in your combat log. The reason you develop for the three dimensional environment is because it provides enhanced substance to the game.

    I understand what you are trying to do here, in that you are trying to make range abilities counterable, but what has actually happened is you have made range abilities effectively hard countered. I am all for counterplay, I regularly advocate for counterplay, but this isn't counterplay. As I explained before, your add-on necessitates that players effectively burst ultimate level damage burst from any build that uses timer abilities for 21+ seconds (assuming no other defenses) while tanking all incoming damage just to lay a single dodge-able hit on a single player. It's unrealistic at best.

    Its not that I disagree with you about the issue of counterplay. I have been very much against the "this is the world" mentality of development for the game, because its wizards and dragon people and holy healers and magic assassins. There is huge room for creative interpretation. Not only that but it is what has led us to this psychotic gangbeat game concept. The problem needs to be solved the opposite way, by developing diverse and expanding mechanics that embrace all new and varried forms of counterplay and create interesting dynamics that are (and this is the critical part as I see it) not one sided.
    Edited by Cathexis on April 20, 2017 5:28AM
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Cathexis
    Cathexis
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    If you want to play a 2d version of ESO just go here

    http://www.humanbenchmark.com/tests/reactiontime

    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Dorrino
    Dorrino
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    Cathexis wrote: »
    Yes additional awareness is welcome - and that awareness is derived from the use of senses and predictive interpretation on a three dimensional environment.

    The thing is as i said above the environment is not 3d. And thus the complexity of wayfaring in a 3d environment is being held back by the limitations of the input and output media.

    It's hard to notice some attacks not because the player lacks some hard-to-define skill quality, but because of the limitations of the said media.
    Cathexis wrote: »
    I have thought about this. I never made the proclamation "this is the world" (I'm assuming that your meaning there is that it should be realistic). The point I am making is that a three dimensional environment provides the ability to create more complex and challenging gameplay.

    And the environment STILL stays '3d'. You just 'open your other eye' and thus have better grasp on '3d-ness' of the environment. Nothing in the notifications takes away from 3d complexity. You seem to (and your example strengthens this) equate complexity of the 3d environment with the complexity of PERCEPTION of the said environment. In other words it feels like if player can perceive what's going on, this will reduce complexity. In my mind if any game is made in this way - this is a bad game. It means the gameplay itself is too simple, so developers need to obscure it by making environment intentionally vague. Since, again, due to interfacing media limitations the perception is already highly limited and overcoming THIS perceptional gap is a feat on its own.
    Cathexis wrote: »
    The reason your addon leads to better quality gameplay for you is because it makes it so you don't have to deal with range attacks, which means you can both build and focus on close range without having to dedicate any resources you would otherwise have to. Of course it leads to better gameplay choices, that's exactly what the problem is.

    I don't think personal reference is needed here. My addon leads to better gameplay for everybody who can find its features useful. If i thought i needed it for myself it'd stay that way.
    Cathexis wrote: »
    It is defying the mechanics if the game to make it more predictable so you don't have to think about beforeould otherwise be challenging. It is simplistic, and pushes development in the wrong direction by simplifying mechanics that make PvP challenging and interesting.

    Obscurity of visual/audial cues is NOT game mechanics. It is the LIMITATION of game mechanics. This, i think is the key disagreement between us. You seem to think the game was intentionally designed in this way. I think game design didn't care about THIS aspect. It so happened to be this obscure. Not because somebody said we need the players to have no idea about some ranged attacks, but because design time ended THERE. And the fact that api has all the information to make the gameplay much clearer only support my stance here.
    Cathexis wrote: »
    If we use your logic, we should all just have one button ultimate abilities and that's it and you just push them to instantly kill your opponent when one appears on your 2d user interface, which would just be represented by the words "enemy appears" and "enemy dies" in your combat log. The reason you develop for the three dimensional environment is because it provides enhanced substance to the game.

    No, no and no. Using my logic players needs to be made aware about what's happening to THEM is the most clear way possible. In my mind only THAT can make pvp environment truly challenging and skillful. When each participant is satisfied with the amount, type and clarity of information being fed to him. ONLY then we can start talking about awareness and complexity. Before that it's a mudpool filled with shadows.
    Cathexis wrote: »
    I understand what you are trying to do here, in that you are trying to make range abilities counterable, but what has actually happened is you have made range abilities effectively hard countered. I am all for counterplay, I regularly advocate for counterplay, but this isn't counterplay. As I explained before, your add-on necessitates that players effectively burst ultimate level damage burst from any build that uses timer abilities for 21+ seconds (assuming no other defenses) while tanking all incoming damage just to lay a single dodge-able hit on a single player. It's unrealistic at best.

    No. I'm trying to make EVERYTHING clearly presented. Not ranged, not melee. E-very-thing. See above.
    Edited by Dorrino on April 20, 2017 5:44AM
  • Cathexis
    Cathexis
    ✭✭✭✭✭
    No, no and no. Using my logic players needs to be made aware about what's happening to THEM is the most clear way possible. In my mind only THAT can make pvp environment truly challenging and skillful. When each participant is satisfied with the amount, type and clarity of information being fed to him. ONLY then we can start talking about awareness and complexity. Before that it's a mudpool filled with shadows.

    So does that mean you are going to make players who don't use your add-on aware that you are using it before you engage them since it provides you with an unanticipated advantage if I am unaware of it? How can I anticipate that you are using an add-on that will boost your ability to avoid my attacks to a level that is always 1/3 of the minimum time required to hit a target and doesn't require any situational awareness. How is THAT any less of a mudpool.

    As I said before, if you are given all the information before hand, it makes an entire battle calculated. There is no risk involved. Thats why we have battles now where players show up on either side, and if one side has a certain number of players beyond a mathematical threshold, that side wins.

    Its not a mudpool filled with shadows, its a margin of guesswork and prediction. Prediction is a skill.
    No. I'm trying to make EVERYTHING clearly presented. Not ranged, not melee. E-very-thing. See above.

    Yet you conveniently overlook the fact that you have created an unbreakable dodge paradigm.
    And the environment STILL stays '3d'. You just 'open your other eye' and thus have better grasp on '3d-ness' of the environment. Nothing in the notifications takes away from 3d complexity. You seem to (and your example strengthens this) equate complexity of the 3d environment with the complexity of PERCEPTION of the said environment. In other words it feels like if player can perceive what's going on, this will reduce complexity. In my mind if any game is made in this way - this is a bad game. It means the gameplay itself is too simple, so developers need to obscure it by making environment intentionally vague. Since, again, due to interfacing media limitations the perception is already highly limited and overcoming THIS perceptional gap is a feat on its own

    Yes, creating those obstructions are ways of increasing the skill level required. If you can't see it, you can't react to it. You're add-on circumvents the need to actually see anything happening beyond the surface area of your "window to that world." Which brings me back to my example of the game being reduced to one button push and a combat log entry.
    The thing is as i said above the environment is not 3d. And thus the complexity of wayfaring in a 3d environment is being held back by the limitations of the input and output media.

    It's hard to notice some attacks not because the player lacks some hard-to-define skill quality, but because of the limitations of the said media.

    It is a 3d environment. It may be predicated on 2d variables, but the ability to translate that to a 3d environment allows for the creation of more complex and interesting dynamics. What you are proposing is to flatten those dynamics and essentially make the 3d environment just a cutscene.

    Lets say you go bowling.
    The goal to beat your opponent is to get a higher score. Do you run up the isle every turn and kick down the pins to ensure a 100% outcome?

    No because thats not bowling anymore its just kicking over bowling pins. The whole act of needing to actually bowl is gone.

    Just because you know you can get a strike, doesn't mean you always will.


    Furthermore, I would even make the argument that this margin is what allows for players to do great things and make impossible plays, and that the fact that it has been deminished is what has led to the overwhelming predictability of pvp.
    Edited by Cathexis on April 20, 2017 7:33AM
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Cathexis
    Cathexis
    ✭✭✭✭✭
    The issue is not just obscurity, if you look at human reaction times your add-on effectively allows you to react in 1/3 of the time it takes to be hit by a casted ability, consistently, with 0 situational awareness required.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Dorrino
    Dorrino
    ✭✭✭✭✭
    Cathexis wrote: »
    So does that mean you are going to make players who don't use your add-on aware that you are using it before you engage them since it provides you with an unanticipated advantage if I am unaware of it?

    If the player don't anticipate my addon he's a new pvp player and he's not anticipating a lot of more important things. Thus this point is irrelevant.
    Cathexis wrote: »
    How can I anticipate that you are using an add-on that will boost your ability to avoid my attacks to a level that is always 1/3 of the minimum time required to hit a target and doesn't require any situational awareness. How is THAT any less of a mudpool.

    You numbers are quite weird. 1/3 of what time exactly? Or flight time? Then it's wrong. Of animation time? Then we're talking about 0.2-0.3 sec at most. And this is irrelevant.
    Cathexis wrote: »
    doesn't require any situational awareness

    On the contrary. To be able to properly react you need to be aware about the whole battlefield. Something that is heaps harder to do without this addon. As i said the addon shows you MORE things thus while using it the complexity of battle drastically increases.
    Cathexis wrote: »
    As I said before, if you are given all the information before hand, it makes an entire battle calculated.

    This is false considering randomnes of the game, incomplete information even with the addon and limits of human perception capability. It's irrelevant that addon informs you about 6 attacks if your perceptional limit is 3.
    Cathexis wrote: »
    There is no risk involved. Thats why we have battles now where players show up on either side, and if one side has a certain number of players beyond a mathematical threshold, that side wins.

    This is demonstrably wrong. Both because gross overestimation of addon's general influence and particular overestimation of addon's usefulness in equal skill battles.
    Cathexis wrote: »
    Its not a mudpool filled with shadows, its a margin of guesswork and prediction. Prediction is a skill.

    Nobody ever can take prediction away from you. If using the addon allows you to predict the outcome with high degree of precision (as opposed to not having the addon) i urge you to log on pts (or NA server if you have a char there) and fight me. I'll post my evaluation of your effectiveness with and without the addon in this thread.
    Cathexis wrote: »
    Yet you conveniently overlook the fact that you have created an unbreakable dodge paradigm.

    This is demonstrably wrong as i keep writing in multiple posts:)

    Since you skipped my response about number of dodges and how bad that is for the 'dodger' i don't really know how can you hold this paradigm in the light of rebuttal.
    Cathexis wrote: »
    Yes, creating those obstructions are ways of increasing the skill level required.

    As i said i fully disagree with this point. The only thing obstructions can create is drastic REDUCTION of skill required since you introduce randomness based on limits of human perception.
    Cathexis wrote: »
    If you can't see it, you can't react to it.

    Exactly. No hints for response - no response - no skill required.
    Cathexis wrote: »
    You're add-on circumvents the need to actually see anything happening beyond the surface area of your "window to that world."

    And thus making the 'effective world' richer, more complex and more fun.
    Cathexis wrote: »
    Which brings me back to my example of the game being reduced to one button push and a combat log entry.

    Unfortunately extreme 'examples' like this serve only one purpose - to ridicule the subject:(
    Cathexis wrote: »
    It is a 3d environment. It may be predicated on 2d variables, but the ability to translate that to a 3d environment allows for the creation of more complex and interesting dynamics.

    Not because it's 3d:) It's only because of the sheer NUMBER of different things that effect you at once in this particular game. The game environment is not even 'the 3d', since 3rd degree of freedom is usually unavailable to traverse for the players. It's mostly 2d with some special cases.
    Cathexis wrote: »
    What you are proposing is to flatten those dynamics and essentially make the 3d environment just a cutscene.

    Not in the slightest. If you can find anything in what i wrote that makes this hint - please let me know and i'll apologize for bad wording.
    Cathexis wrote: »
    Lets say you go bowling.
    The goal to beat your opponent is to get a higher score. Do you run up the isle every turn and kick down the pins to ensure a 100% outcome?

    No because thats not bowling anymore its just kicking over bowling pins. The whole act of needing to actually bowl is gone.

    Just because you know you can get a strike, doesn't mean you always will.

    You need to proof that this example is indeed very much relevant to the subject.
    Cathexis wrote: »
    Furthermore, I would even make the argument that this margin is what allows for players to do great things and make impossible plays, and that the fact that it has been deminished is what has led to the overwhelming predictability of pvp.

    I fail to see where you're coming from with this. Ability 'to do great things and make impossible plays' can only flourish with the increased awareness. Unless by 'impossible plays' you mean something purely random, i.e. totally devoid of any skill involved.
    Cathexis wrote: »
    The issue is not just obscurity, if you look at human reaction times your add-on effectively allows you to react in 1/3 of the time it takes to be hit by a casted ability, consistently, with 0 situational awareness required.

    As i said above i have zero idea how you were able to come up with this number.

    PS. I'm serious about evaluating your battle effectiveness with and without the addon. This would be the best demonstration of the addon's influence on the individual gameplay and since you keep on insisting that this influence is huge i can only expect from you a high level play there. I swear i'll put the detailed feedback in the thread as i promised above:)
    Edited by Dorrino on April 20, 2017 8:07AM
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Dorrino wrote: »
    Cathexis wrote: »
    Yes additional awareness is welcome - and that awareness is derived from the use of senses and predictive interpretation on a three dimensional environment.

    The thing is as i said above the environment is not 3d. And thus the complexity of wayfaring in a 3d environment is being held back by the limitations of the input and output media.

    It's hard to notice some attacks not because the player lacks some hard-to-define skill quality, but because of the limitations of the said media.
    Cathexis wrote: »
    I have thought about this. I never made the proclamation "this is the world" (I'm assuming that your meaning there is that it should be realistic). The point I am making is that a three dimensional environment provides the ability to create more complex and challenging gameplay.

    And the environment STILL stays '3d'. You just 'open your other eye' and thus have better grasp on '3d-ness' of the environment. Nothing in the notifications takes away from 3d complexity. You seem to (and your example strengthens this) equate complexity of the 3d environment with the complexity of PERCEPTION of the said environment. In other words it feels like if player can perceive what's going on, this will reduce complexity. In my mind if any game is made in this way - this is a bad game. It means the gameplay itself is too simple, so developers need to obscure it by making environment intentionally vague. Since, again, due to interfacing media limitations the perception is already highly limited and overcoming THIS perceptional gap is a feat on its own.
    Cathexis wrote: »
    The reason your addon leads to better quality gameplay for you is because it makes it so you don't have to deal with range attacks, which means you can both build and focus on close range without having to dedicate any resources you would otherwise have to. Of course it leads to better gameplay choices, that's exactly what the problem is.

    I don't think personal reference is needed here. My addon leads to better gameplay for everybody who can find its features useful. If i thought i needed it for myself it'd stay that way.
    Cathexis wrote: »
    It is defying the mechanics if the game to make it more predictable so you don't have to think about beforeould otherwise be challenging. It is simplistic, and pushes development in the wrong direction by simplifying mechanics that make PvP challenging and interesting.

    Obscurity of visual/audial cues is NOT game mechanics. It is the LIMITATION of game mechanics. This, i think is the key disagreement between us. You seem to think the game was intentionally designed in this way. I think game design didn't care about THIS aspect. It so happened to be this obscure. Not because somebody said we need the players to have no idea about some ranged attacks, but because design time ended THERE. And the fact that api has all the information to make the gameplay much clearer only support my stance here.
    Cathexis wrote: »
    If we use your logic, we should all just have one button ultimate abilities and that's it and you just push them to instantly kill your opponent when one appears on your 2d user interface, which would just be represented by the words "enemy appears" and "enemy dies" in your combat log. The reason you develop for the three dimensional environment is because it provides enhanced substance to the game.

    No, no and no. Using my logic players needs to be made aware about what's happening to THEM is the most clear way possible. In my mind only THAT can make pvp environment truly challenging and skillful. When each participant is satisfied with the amount, type and clarity of information being fed to him. ONLY then we can start talking about awareness and complexity. Before that it's a mudpool filled with shadows.
    Cathexis wrote: »
    I understand what you are trying to do here, in that you are trying to make range abilities counterable, but what has actually happened is you have made range abilities effectively hard countered. I am all for counterplay, I regularly advocate for counterplay, but this isn't counterplay. As I explained before, your add-on necessitates that players effectively burst ultimate level damage burst from any build that uses timer abilities for 21+ seconds (assuming no other defenses) while tanking all incoming damage just to lay a single dodge-able hit on a single player. It's unrealistic at best.

    No. I'm trying to make EVERYTHING clearly presented. Not ranged, not melee. E-very-thing. See above.

    There us the problem. Shows egotistical u r. Your mind? Do you work at zos? If you think the game is lacking put in a ticket and let them deal with it.
    You may have "fixed" an issue in ur head but creatwd one for others. I know several people who have quit since its inception as the enjoy a playstyle zos desgned onto there game. Ganking. Congrats. Less players in this already dying game. But your experience is better. So i guesd u win.
    Zos, please change the apu and destroy the add on before even more players leave.
    ITS TRASH.
  • Cathexis
    Cathexis
    ✭✭✭✭✭
    Dorrino wrote: »
    Cathexis wrote: »
    So does that mean you are going to make players who don't use your add-on aware that you are using it before you engage them since it provides you with an unanticipated advantage if I am unaware of it?

    If the player don't anticipate my addon he's a new pvp player and he's not anticipating a lot of more important things. Thus this point is irrelevant.
    Cathexis wrote: »
    How can I anticipate that you are using an add-on that will boost your ability to avoid my attacks to a level that is always 1/3 of the minimum time required to hit a target and doesn't require any situational awareness. How is THAT any less of a mudpool.

    You numbers are quite weird. 1/3 of what time exactly? Or flight time? Then it's wrong. Of animation time? Then we're talking about 0.2-0.3 sec at most. And this is irrelevant.
    Cathexis wrote: »
    doesn't require any situational awareness

    On the contrary. To be able to properly react you need to be aware about the whole battlefield. Something that is heaps harder to do without this addon. As i said the addon shows you MORE things thus while using it the complexity of battle drastically increases.
    Cathexis wrote: »
    As I said before, if you are given all the information before hand, it makes an entire battle calculated.

    This is false considering randomnes of the game, incomplete information even with the addon and limits of human perception capability. It's irrelevant that addon informs you about 6 attacks if your perceptional limit is 3.
    Cathexis wrote: »
    There is no risk involved. Thats why we have battles now where players show up on either side, and if one side has a certain number of players beyond a mathematical threshold, that side wins.

    This is demonstrably wrong. Both because gross overestimation of addon's general influence and particular overestimation of addon's usefulness in equal skill battles.
    Cathexis wrote: »
    Its not a mudpool filled with shadows, its a margin of guesswork and prediction. Prediction is a skill.

    Nobody ever can take prediction away from you. If using the addon allows you to predict the outcome with high degree of precision (as opposed to not having the addon) i urge you to log on pts (or NA server if you have a char there) and fight me. I'll post my evaluation of your effectiveness with and without the addon in this thread.
    Cathexis wrote: »
    Yet you conveniently overlook the fact that you have created an unbreakable dodge paradigm.

    This is demonstrably wrong as i keep writing in multiple posts:)

    Since you skipped my response about number of dodges and how bad that is for the 'dodger' i don't really know how can you hold this paradigm in the light of rebuttal.
    Cathexis wrote: »
    Yes, creating those obstructions are ways of increasing the skill level required.

    As i said i fully disagree with this point. The only thing obstructions can create is drastic REDUCTION of skill required since you introduce randomness based on limits of human perception.
    Cathexis wrote: »
    If you can't see it, you can't react to it.

    Exactly. No hints for response - no response - no skill required.
    Cathexis wrote: »
    You're add-on circumvents the need to actually see anything happening beyond the surface area of your "window to that world."

    And thus making the 'effective world' richer, more complex and more fun.
    Cathexis wrote: »
    Which brings me back to my example of the game being reduced to one button push and a combat log entry.

    Unfortunately extreme 'examples' like this serve only one purpose - to ridicule the subject:(
    Cathexis wrote: »
    It is a 3d environment. It may be predicated on 2d variables, but the ability to translate that to a 3d environment allows for the creation of more complex and interesting dynamics.

    Not because it's 3d:) It's only because of the sheer NUMBER of different things that effect you at once in this particular game. The game environment is not even 'the 3d', since 3rd degree of freedom is usually unavailable to traverse for the players. It's mostly 2d with some special cases.
    Cathexis wrote: »
    What you are proposing is to flatten those dynamics and essentially make the 3d environment just a cutscene.

    Not in the slightest. If you can find anything in what i wrote that makes this hint - please let me know and i'll apologize for bad wording.
    Cathexis wrote: »
    Lets say you go bowling.
    The goal to beat your opponent is to get a higher score. Do you run up the isle every turn and kick down the pins to ensure a 100% outcome?

    No because thats not bowling anymore its just kicking over bowling pins. The whole act of needing to actually bowl is gone.

    Just because you know you can get a strike, doesn't mean you always will.

    You need to proof that this example is indeed very much relevant to the subject.
    Cathexis wrote: »
    Furthermore, I would even make the argument that this margin is what allows for players to do great things and make impossible plays, and that the fact that it has been deminished is what has led to the overwhelming predictability of pvp.

    I fail to see where you're coming from with this. Ability 'to do great things and make impossible plays' can only flourish with the increased awareness. Unless by 'impossible plays' you mean something purely random, i.e. totally devoid of any skill involved.
    Cathexis wrote: »
    The issue is not just obscurity, if you look at human reaction times your add-on effectively allows you to react in 1/3 of the time it takes to be hit by a casted ability, consistently, with 0 situational awareness required.

    As i said above i have zero idea how you were able to come up with this number.

    PS. I'm serious about evaluating your battle effectiveness with and without the addon. This would be the best demonstration of the addon's influence on the individual gameplay and since you keep on insisting that this influence is huge i can only expect from you a high level play there. I swear i'll put the detailed feedback in the thread as i promised above:)

    http://www.humanbenchmark.com/tests/reactiontime

    I actually overestimated the amount if time required. Human benchmark pegs the median at 215ms. It takes at least 1s for a timer attack to hit (not including the time a projectile takes to hit a target). If you know a projectile is coming AS SOON AS IT IS BEING CAST that means you have almost 5x the necessary window to respond, and your addon not only allows you to respond immediately every single time, it allows you to respond up to 5x faster than a person who isnt running it, because it removes any need to have situational awareness for visual cues. It effectively boils down fighting range attacks to "do I have stamina." The margin for error on the players part is "I forgot to press the button." The queues that inherently exist are fundamentally good because they are subtle.

    As for a person being new to the game and not anticipating, you already made the argument these are the people you are trying to help and that everyone predicts so thats a direct contradiction.

    We also discussed that there are hints and there are strategies and that you just arent using them.

    My example of having a single button function as combat entirely on a 2 dimensional world was not ridicule, that is what you end up with if you subscribe to the philosophy that a 3d world is no better than a 2d one. You end up with a game where it's just "who can press the buttons the best sequentially."
    As i said i fully disagree with this point. The only thing obstructions can create is drastic REDUCTION of skill required since you introduce randomness based on limits of human perception.

    Yes, and that variability requires practice to create consistency, and it is not 100% reliable. It is abstract, which means it leaves margin for error. Your addon drastically deminishes the margin for error, and makes combat excessively predictable. It reduces it to "who's build has better numbers." Its the exact same as running an infinite block build.
    Edited by Cathexis on April 20, 2017 3:22PM
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Dorrino
    Dorrino
    ✭✭✭✭✭
    Darnathian wrote: »

    There us the problem. Shows egotistical u r. Your mind? Do you work at zos? If you think the game is lacking put in a ticket and let them deal with it.
    You may have "fixed" an issue in ur head but creatwd one for others. I know several people who have quit since its inception as the enjoy a playstyle zos desgned onto there game. Ganking. Congrats. Less players in this already dying game. But your experience is better. So i guesd u win.
    Zos, please change the apu and destroy the add on before even more players leave.
    ITS TRASH.

    I'm truly sorry that 'many' people left the game, because the only pvp playstyle available to them was capitalizing on limitations of the game's ui.

    I can assure you ganking is still very effective with this addon and you need to tell those people to come back:)
    Cathexis wrote: »
    http://www.humanbenchmark.com/tests/reactiontime

    I actually overestimated the amount if time required. Human benchmark pegs the median at 215ms.

    150-250 ms is the reaction time if you're doing nothing but waiting for a cue to pop. If you're doing other things the reaction time is much higher (500+ms).
    Cathexis wrote: »
    It takes at least 1s for a timer attack to hit (not including the time a projectile takes to hit a target).

    Not sure what is 'timer attack'. You react to the animation that starts playing the same moment the addon notifies you. Indeed you need some time for the animation to become recognizable, but that time is really small (is the range of 100-200ms). Thus in terms of the reaction time the addon gives ~100ms headstart depending on the animation.
    Cathexis wrote: »
    It effectively boils down fighting range attacks to "do I have stamina."

    For a build that relies on dodging this is exactly how any defense goes:) You don't dodge because 'oh i see an attack coming at me, should i dodge now? Yes i probably should!'. You'd get hit at the word 'attack':) You always dodge preemptively. Because you prior experience give you a gut feeling when to dodge and when to block. At least that's how i play.

    The addon just augments your gut feeling and adds a layer of awareness to it.
    Cathexis wrote: »
    The margin for error on the players part is "I forgot to press the button."

    You cannot 'forget to press the button'. You fail to properly react in time.
    Cathexis wrote: »
    The queues that inherently exist are fundamentally good because they are subtle.

    As you might have guessed i fully disagree with this:)
    Cathexis wrote: »
    As for a person being new to the game and not anticipating, you already made the argument these are the people you are trying to help and that everyone predicts so thats a direct contradiction.

    I can't help somebody who's not aware about the existance of the addon. But, as you conveniently described it, at some level they will hear about the addon and will have a chance to enjoy it.
    Cathexis wrote: »
    We also discussed that there are hints and there are strategies and that you just arent using them.

    And again you try to use my personal example as a weak point of the addon's very existance:) Please don't. I use all necessary means provided to me by the game. Something works in medium armor, something doesn't. I do use everything that does.
    Cathexis wrote: »
    My example of having a single button function as combat entirely on a 2 dimensional world was not ridicule, that is what you end up with if you subscribe to the philosophy that a 3d world is no better than a 2d one. You end up with a game where it's just "who can press the buttons the best sequentially."

    But this is exact description of the game:) It all boils down to "who can press the buttons the best sequentially.". Prediction (that you seem to love that much) is the exact thing that takes out awareness out of the picture. With experience you don't approach fights as 'what should i do here' you approach them as 'doing same thing that works', because this is more effective. Of all things the notifications in the addon do the most important one is they RETURN awareness to be an important part of the fight. Now you can afford to be reactive instead of (and in addition to) being proactive.
    Cathexis wrote: »
    Yes, and that variability requires practice to create consistency, and it is not 100% reliable. It is abstract, which means it leaves margin for error. Your addon drastically deminishes the margin for error, and makes combat excessively predictable. It reduces it to "who's build has better numbers." Its the exact same as running an infinite block build.

    See above. Experienced play is ALREADY the same thing as 'infinite block build' without sustain of the later:)
    Edited by Dorrino on April 20, 2017 3:42PM
  • TheBonesXXX
    TheBonesXXX
    ✭✭✭✭✭
    The only thing you need in the video game is the motion, which you have in order to dodge an object. Anything else is extra, which you would not have naturally in order to dodge an object; even the deaf can dodge things they can see.

    Anyone who thinks the games UI is inadequate in order to effective make good decisions is *** themselves, you are NOT humanly capable of making the decisions you do if you get additional information in which you would NEVER have as a human being otherwise.


  • Dorrino
    Dorrino
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    The only thing you need in the video game is the motion, which you have in order to dodge an object. Anything else is extra, which you would not have naturally in order to dodge an object; even the deaf can dodge things they can see.

    Anyone who thinks the games UI is inadequate in order to effective make good decisions is *** themselves, you are NOT humanly capable of making the decisions you do if you get additional information in which you would NEVER have as a human being otherwise.

    While this in understandable it's completely wrong when applied to video games. Any video game has its 2d interface which contains the MOST important information to react to. I'm not going to repeat myself about limits of game media interfaces and human perception so i will refer you to this post instead.

    On a side note, out of all things motion has the worst representation in a video game media, since for us, humans, our area of the highest motion sensitivity - peripheral vision - is NOT properly activated when looking on a 2d screen in front of us. See my comparison with 'looking through a peephole with one eye' in a post above.

    Edited by Dorrino on April 20, 2017 5:35PM
  • TheBonesXXX
    TheBonesXXX
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    Dorrino wrote: »
    The only thing you need in the video game is the motion, which you have in order to dodge an object. Anything else is extra, which you would not have naturally in order to dodge an object; even the deaf can dodge things they can see.

    Anyone who thinks the games UI is inadequate in order to effective make good decisions is *** themselves, you are NOT humanly capable of making the decisions you do if you get additional information in which you would NEVER have as a human being otherwise.

    While this in understandable it's completely wrong when applied to video games. Any video game has its 2d interface which contains the MOST important information to react to. I'm not going to repeat myself about limits of game media interfaces and human perception so i will refer you to this post instead.

    On a side note, out of all things motion has the worst representation in a video game media, since for us, humans, our area of the highest motion sensitivity - peripheral vision - is NOT properly activated when looking on a 2d screen in front of us. See my comparison with 'looking through a peephole with one eye' in a post above.

    I am a Psych Major and a Military Veteran, I don't need you to tell me how perception works, I am quite the expert in the field both figuratively and literally.

    There are enhanced perceptual benefits in the game already, period. There is really no argument because it does not exist.

    A player already gets everything they need in the game to detect the stimulus as humanly possible, claiming the game is inadequate is false, there is already more than enough information in the game needed to respond; no additional information is needed unless the player themselves are inadequate at detecting stimuli.

    There is already more stimuli in the game needed to make a decision, the fact that a person needs extra means individual is not capable of actually making the decision unless the game tells the otherwise, meaning they're not good on their own merits, period.





  • Dorrino
    Dorrino
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    I am a Psych Major and a Military Veteran, I don't need you to tell me how perception works, I am quite the expert in the field both figuratively and literally.

    Then, without doubt you'll find it really easy to support all of your claims. Please do so.
    There are enhanced perceptual benefits in the game already, period. There is really no argument because it does not exist.

    Please, being 'a Psych Major and a Military Veteran', provide the proper definition of 'enhanced perceptual benefits' (enhanced compared to what? To what degree? Why this degree is sufficient? Under which critera?).
    A player already gets everything they need in the game to detect the stimulus as humanly possible, claiming the game is inadequate is false, there is already more than enough information in the game needed to respond; no additional information is needed unless the player themselves are inadequate at detecting stimuli.

    I'm quite sure 'a Psych Major and a Military Veteran' would provide an extensive description as to the degree of the overlap between the game's default interface and range of stimuli humans possess and a proper justification that this degree is sufficiently high.
    There is already more stimuli in the game needed to make a decision, the fact that a person needs extra means individual is not capable of actually making the decision unless the game tells the otherwise, meaning they're not good on their own merits, period.

    This argument changes the subject from expanding players awareness to the necessity of expanding it. Meanwhile none of my arguments included said necessity, since the addon by no means is necessary to be effective in any aspect of the game. Claiming its necessity is wrong both from the design standpoint and real world experience.

    But i'm sure you know all that, being 'a Psych Major and a Military Veteran', and this argument was simply misunderstood^_^
    Edited by Dorrino on April 20, 2017 8:05PM
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