killimandrosb16_ESO wrote: »as always logic only applies to the maker of this addon. So when he tells people to be careful about how they adress himself, it doesnt mean HE has to be careful himself when HE is adressing others. Because HE is Dorrino. So far including me I have counted 13 of my fellow ranged players (that I have known since beta) leaving the game for one reason only; you Dorrino and your addon.
No I dont like you. Thats correct. I think you are a pompous *** with a very huge god complex. What annoys me more is how you have ruined my game
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.
TheBonesXXX wrote: »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.TheBonesXXX wrote: »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?).TheBonesXXX wrote: »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.TheBonesXXX wrote: »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^_^
The problem with justifying this one way or another is it seems to boil down to "It just doesn't feel right..." or "It's not fair!" There is not actually argument in there, though, so if no action will be taken without a compelling reason, nothing will change. That wouldn't really be an issue if "outside forces" had driven us to this point, but I don't think we even have that. We're just stuck in some arbitrary state of game mechanics with no particular reason to go anywhere or do anything about it. It's not optimized but it can't really become optimized, either.
What we have is a sneak attack mechanic that gives a tangible advantage to the "ganker" on top of the intangible advantage known as the element of surprise, as with any pre-emptive attack. Is this fair? It is not. It is intentionally unfair. What is unfair? Any advantage is an unfairness, but it is slight and arguably is what makes it exciting. The element of surprise is unfair, but no one really wants to (nor could) equalize it. So, that unfairness is written off. Now for the tangible, imposed advantage of a stun, an untelegraphed attack, a guaranteed critical hit, and a critical damage increase. That is unusual with respect to the rest of the game, and so is unfair. As said above, it is intentionally unfair. But by whose intention is it unfair, and what motive do they have to make it unfair?
I would assert that this unfairness was adopted because it is traditional in these games and class archetypes. For no other reason than it has been done before, so much so that it has become an accepted theme with stealth attacks. I believe the developer have no unique reason to include this than it was already the status quo to do so. Is that wrong? No. However, that does render it nearly indefensible.
As for addons, the developers have provided tools for player to use to make UI's for their own benefit and the game supplies hooks that feed information that can be interpreted and transformed for the convenience of the player. Why? Perhaps because it is a traditional thing for developers to do. Addons themselves are used to provide an external benefit, and so have a solid defense which is more than stealth attacks have. So, in order to better have an argument, a proponent of sneak attack advantages would reduce the scope that they have a problem in addons, specifically the telegraphing of attacks with a traveltime. The developers have spoken, in the meantime, and have sided with both sides in turn: sneak attacks do not have an increased critical damage modifier, but addons can no longer detect sneak attacks.
And so here we are. One sect takes issue with the telegraphing of ranged attacks, and another defends it. The developers, the arbitrators in the dispute, have determined through both action and inaction, that both sides have merits. I believe a compromise has already been struck, and that is in the travel time of ranged attacks. Already ranged attacks are telegraphed, especially if they are particularly dangerous. Addons amplify these signals, but some attacks are just too fast to react to, even with more obvious warnings. And without a compelling reason to change that, I'm fairly certain we will remain in this position.
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.
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.
And all those options involve stealth or a zerg. Is this really what's considered fun PvP nowadays?
That's basically my point. Couldnt care less about what happens to this addon but I have a problem with people who feel the burning desire to condemn its' use because it's exactly this dull playstyle that imo needs to be dealt with by the developers, and not catered to.
But hey, I stopped going to Cyrodiil because it's such a mind-bogglingly dumb zergfest at the moment, so what do I know
The problem with justifying this one way or another is it seems to boil down to "It just doesn't feel right..." or "It's not fair!" There is not actually argument in there, though, so if no action will be taken without a compelling reason, nothing will change. That wouldn't really be an issue if "outside forces" had driven us to this point, but I don't think we even have that. We're just stuck in some arbitrary state of game mechanics with no particular reason to go anywhere or do anything about it. It's not optimized but it can't really become optimized, either.
What we have is a sneak attack mechanic that gives a tangible advantage to the "ganker" on top of the intangible advantage known as the element of surprise, as with any pre-emptive attack. Is this fair? It is not. It is intentionally unfair. What is unfair? Any advantage is an unfairness, but it is slight and arguably is what makes it exciting. The element of surprise is unfair, but no one really wants to (nor could) equalize it. So, that unfairness is written off. Now for the tangible, imposed advantage of a stun, an untelegraphed attack, a guaranteed critical hit, and a critical damage increase. That is unusual with respect to the rest of the game, and so is unfair. As said above, it is intentionally unfair. But by whose intention is it unfair, and what motive do they have to make it unfair?
I would assert that this unfairness was adopted because it is traditional in these games and class archetypes. For no other reason than it has been done before, so much so that it has become an accepted theme with stealth attacks. I believe the developer have no unique reason to include this than it was already the status quo to do so. Is that wrong? No. However, that does render it nearly indefensible.
As for addons, the developers have provided tools for player to use to make UI's for their own benefit and the game supplies hooks that feed information that can be interpreted and transformed for the convenience of the player. Why? Perhaps because it is a traditional thing for developers to do. Addons themselves are used to provide an external benefit, and so have a solid defense which is more than stealth attacks have. So, in order to better have an argument, a proponent of sneak attack advantages would reduce the scope that they have a problem in addons, specifically the telegraphing of attacks with a traveltime. The developers have spoken, in the meantime, and have sided with both sides in turn: sneak attacks do not have an increased critical damage modifier, but addons can no longer detect sneak attacks.
And so here we are. One sect takes issue with the telegraphing of ranged attacks, and another defends it. The developers, the arbitrators in the dispute, have determined through both action and inaction, that both sides have merits. I believe a compromise has already been struck, and that is in the travel time of ranged attacks. Already ranged attacks are telegraphed, especially if they are particularly dangerous. Addons amplify these signals, but some attacks are just too fast to react to, even with more obvious warnings. And without a compelling reason to change that, I'm fairly certain we will remain in this position.
Quoted the whole post, because it's worth it:)
Thank you, my friend, for this thorough analysis. Awesomely written.
Indeed, both 'sects' stances on the issue are completely valid and, unlike stealth attacks, it seems like we'll have a stalemate here.
I really have nothing to add to this post, but /thread:)
Except that it isn't a compromise at all. You can react faster than a projectile can hit you. Every. Single. Time.
Not only that, but you arent using any situational awareness, or building any passive defense into your build which is the counter to stealth attacks.
I don't agree with that being how it should be, but you are displacing the balance of the core game to your advantage by not having to adhere to the balance, allowing you to engage in tactical maneuvers you otherwise would not be able to. Its not just stats. If I can avoid stealth and range attacks completely, the danger of engaging in close range combat away from defensive positions is drastically reduced. That means you can make offensive plays other players can't because the time you have to engage aggressively is higher. It impacts entire tactical scenarios at a wider scale.
Chilly-McFreeze wrote: »You made yourself an addon to bend the gameplay in your favour, to give you an advantage that you wasn't intented to have. At least admit that one reason you created this is because you want to have it easier.
Chilly-McFreeze wrote: »And save yourself this "the games UI makes it hard for me" argument.
Chilly-McFreeze wrote: »Everyone had the same ui before you decided what is right and fair and what is not: we had the Ui that the gamemakers gave us, the UI they intented for us to have. And they decided that the audio- and visual clues you get from a started projectile is what it is and not some bright warning on your screen.
Chilly-McFreeze wrote: »IIrc you said in an earlier post that you see your addon as a convenience. People are literally quitting PvP because of your addon. Doesn't it dawn on you that maybe, just maybe, you crossed a line with this? Nobody is quitting bc of death screen additions. But because you're giving yourself an edge in a fight you shouldn't have, recieved soley by running your addon.
Chilly-McFreeze wrote: »If you were a responsible addon creator you wouldn't contribute in anything that brings people to leave this game.
Chilly-McFreeze wrote: »Your addon has so much to offer, people would still download it if the projectile warning would be discontinued.
Chilly-McFreeze wrote: »I've come to terms that I'd find it best for the game if they lock addons completly from PvP. Inconvenient but still better than this incline in competitiveness, created through addons like this. In game bufftracker is on the way anyway.
Chilly-McFreeze wrote: »No, this is not a minor feature. The warning is a huge problem. Just because your addon provides more than that doesn't mean it's minor or neglectable.
"Chilly-McFreeze wrote: »You basically screw other players, even if they don't use your mod. And this is where the fun ends.
"Chilly-McFreeze wrote: »If I were in a cynical mood I would ask you why you don't programm something that analyses the players playstyle and advicing you to do specific stuff as it is the most effectiv in that situation?
"Chilly-McFreeze wrote: »Or code something that tells you when your opponent is out of resources or what's on their bar/ what sets they are wearing.
"Chilly-McFreeze wrote: »Or giving us a 360 degree field of view?
"Chilly-McFreeze wrote: »Would you find that a bit over the top? This is a hypothetical question and it doesn't matter if that would even be possible.
"Chilly-McFreeze wrote: »Can you please elaborate further why you think it's wrong to say that the designers intented to only give you a specific field of view and only visual/ audio clues for incoming ranged attacks and leave you vulnerable to what happens in your back?
"Chilly-McFreeze wrote: »Also, what is the whole point in positioning yourself behind someone or using stealth to engage combat if not for the opponent to be surprised (to an extent, mind the audio clues)?
"Chilly-McFreeze wrote: »It's kind of a question of morality.
"Chilly-McFreeze wrote: »People told you they are quitting bc of your addon. Bc it ruins their gamestyle. It takes the fun out of the game. People are upset and quiting about nerfs that weaken their style and therefore lessen their fun too. But that is something that comes from the offical game designers. Not from someone of the player community. That is the important difference. They paid for a product, the product will change bc the developers develop their game even further. But not someone who doesn't even work at ZOS.
"Chilly-McFreeze wrote: »I disagree with you about the line that people make decisions themselves, it's not the modders that do it for them. By forcing your vision on them you drive them out. They have no way to detract from the impact your addon has. If I should take a guess why they quit is bc they feel "robbed, betrayed, tricked" by you and the addon users bc they can't flee it's impact. And why they don't send you a massage? 7 pages of you not even slightly recognizing it hits non-users in a bad way makes every effort to communicate feel kind of in vain.
"Chilly-McFreeze wrote: »Further down your text I can do nothing but agree, you can't force them to update. But I strongly believe that sooner or later you will (need to) update your addon, maybe even because of ui changes. That is the time where you can make the decision to keep this feature or let it go.
"Chilly-McFreeze wrote: »And just to add: I apologize in advance if this reads kinda aggressive or personal. It's not my intention to do so.
Chilly-McFreeze wrote: »No, this is not a minor feature. The warning is a huge problem. Just because your addon provides more than that doesn't mean it's minor or neglectable.
I do appreciate polite argument and will do my best to address all your points in a respectful manner as well.
To the quoted point - this is what we need to find out. How much of a problem are the notifications and whether their benefits overweight these problems.
First let me address the whole idea of 'dev's intent', because this idea have been persistently used against the addon.
So what is dev's intent? Or, in the broad sense, what is ANY dev's intent as to his creation?
It's not a secret that any developer wants everybody to love what he does. This love brings everything: self-fulfillment, money, guarantee that future is secured. Developers, publishers, shareholders - all want the same thing: Happy Paying Customers (c).
Ideally literally everybody loves what you do and are willing to pay you to use it. Realistically the goal is to have as many Happy Paying Customers are possible. Even more realistically some companies seem to prefer to have just paying customers, without 'happy' prefix, but they didn't end up with that paradigm because it's better, they ended up with it because they failed to provide happiness.
Now back to eso, shall we? In terms of game-design ESO is not an exception. We have huge world with varied and sometimes quite complicated game mechanics.And that all is provided with one single purpose - to obtain a healthy pool of Happy Paying Customers.
This, by the way, is the main reason why the game has quite a bit of grind and lottery. It's not enough for customers to be happy, they need to stay CUSTOMERS. If they were allowed to quickly farm everything they want many of them would not have a reason to stay. So we would have Happy Paying Customers for a rather small period of time.
Now having all that in mind let's venture into pvp. Pvp in any game has the least amount of happy customers. Yes, they keep coming back, yes they might buy something from your crown store from time to time, but they, as a mass, are not really happy. So in pvp dev goal is not to make everybody happy, it's impossible. Instead, the goal becomes to reduce their frustration as much as possible. if you want to find pvp design paradigm - that would be to provide as much instant gratification with minimum amount of frustration to as many people as possible.
This is why some specifics of pvp design, like stealthed attacks or anim canceling or perma blocks or non-blockable and non-dodgable spells are not really important and never were the goal of pvp design. Pvp design cares only about achieving less frustration with high attractiveness of pvp environment.
There's a reason why stealthed attacks are even allowed in this game - because this enables a very effective and (this is the key) accessible pvp playstyle. People don't go ganking because it's the most complicated or rewarding activity. People go ganking because ganking has one of the highest reward-to-risk ratio, especially for a new player. Mind you, there is quite a bit of great players playing ganking specs, but those players are effective at anything. When ganking becomes weaker they will happily move to some other playstyle. They can play anything at a very high level.
So, given all that, we can finally discuss my addon:)
Notifications in my addon are a blessing and a curse.
They are awesome because they allow for more transparent, more accessible, more informative combat - the quality both new and veteran players enjoy equally. They provide the information that allows the player to perform more effective DEFENSE against most things that can really hurt in pvp. Some specs are less reliant on active defense - this is mostly tanks and heal-tanks (who don't care) and gankers (who are invisible, thus possessing the most effective defense you can find in the game). With the upcoming changes we will probably see less tanks, but more gankers, because people still want to be effective with the least amount of effort put in this task, thus the amount of people who could really benefit from the notifications will most likely stay the same.
On the other hand the notifications are a curse for the same exact reason they are a blessing:) People are having harder time to actually kill other people. While this is minuscule and largely irrelevant for the great players out there, the rest of the playerbase might experience more frustration because of ineffectiveness of their previously effective strategies. And while great players can just adapt and ignore the addon, some others don't have this luxury and will be stuck with a playstyle that some guy on the internet made less rewarding and thus less fun. And as you can see they don't miss the chance to inform me about their predicament:)
So the real question we have here is whether less frustration with pvp due to a higher defense potential provided by the notifications and available to everybody (for free) is worth the increased frustration of some part of the player base due to effective reduction of their offence?
If we set aside the topic of encouraging unskillful and/or unfair play, the answer is not really clear to me. I'm quite sure the answer is not clear to zos as well. Unlike stealthed attacks case when zos quite promptly (for zos) decided that the amount of frustration of a noticeable part of the playerbase is too high.
And so here we are.
Now let me answer some of your points not covered here:"Chilly-McFreeze wrote: »You basically screw other players, even if they don't use your mod. And this is where the fun ends.
Since we're talking about a chance of better defense only the need to use the addon is not really that high. Many people exhibit similar pvp performance with and without the addon, many others (as outlined above) don't get noticeable benefits from it due to their spec/playstyle. Thus we're left with some people who enjoy the game more with the addon (like myself) and, as i showed above, with some people being frustrated because their offense feels weaker. But generally having worse offense is better than having worse defense, since in the first case you might fail an attack, but are otherwise fine. In the second case you die."Chilly-McFreeze wrote: »If I were in a cynical mood I would ask you why you don't programm something that analyses the players playstyle and advicing you to do specific stuff as it is the most effectiv in that situation?
I'd love to do something like this. This shouldn't come as a surprise though:)"Chilly-McFreeze wrote: »Or code something that tells you when your opponent is out of resources or what's on their bar/ what sets they are wearing.
I seriously considered everything in this sentence:) Resources unfortunately is not possible to reliable estimate. Some skills on their bars and some sets that they are wearing are ALREADY tracked in the addon for spec detection purposes:P"Chilly-McFreeze wrote: »Or giving us a 360 degree field of view?
Wouldn't work due to limitation of human perception. And yet again - unfortunately."Chilly-McFreeze wrote: »Would you find that a bit over the top? This is a hypothetical question and it doesn't matter if that would even be possible.
No i wouldn't. As i said many times if you're capable of perceiving the information and you find it useful - it should be provided to you. This is my personal preference though:)"Chilly-McFreeze wrote: »Can you please elaborate further why you think it's wrong to say that the designers intented to only give you a specific field of view and only visual/ audio clues for incoming ranged attacks and leave you vulnerable to what happens in your back?
I think i already did that above. To reiterate - game design doesn't really care about all this, if players would be happy game design would happily provide anything they like.
To add to this - the design provided a basic ui and an ability to further tailor it to personal needs. Everything (literally everything) that is provided in the API carries the same degree of the intention as the vanilla interface. It was a conscious choice to make those things available to players should they have a need and/or desire for that. In this aspect API is literally the same as the vanilla ui."Chilly-McFreeze wrote: »Also, what is the whole point in positioning yourself behind someone or using stealth to engage combat if not for the opponent to be surprised (to an extent, mind the audio clues)?
To have a better chance to perform an effective attack than from the front. This should be quite obvious:) For some reason (i have my suspicions here) some players expect this chance to be enormous. I think we need to ask them why they have these expectations:)"Chilly-McFreeze wrote: »It's kind of a question of morality.
There's a reason why people who complain above the addon breaking their playstyle almost never give specifics about the said playstyle:) The blade of morality has both edges. They know perfectly well that the things my addon makes harder to do, for the most part are unfair and thus immoral. If they don't describe their playstyles they feel they can play the card that the addon is cheaty, unfair and bad. But if they had to actually describe it we would have an unfair playstyle which was reduced in effectiveness by an unfair addon and thus harmony^_^"Chilly-McFreeze wrote: »People told you they are quitting bc of your addon. Bc it ruins their gamestyle. It takes the fun out of the game. People are upset and quiting about nerfs that weaken their style and therefore lessen their fun too. But that is something that comes from the offical game designers. Not from someone of the player community. That is the important difference. They paid for a product, the product will change bc the developers develop their game even further. But not someone who doesn't even work at ZOS.
But addons can't change the product. The addons are allowed to have ZERO impact on game mechanics. What is always overlooked in this type of argument that NOTHING has been changed about the game. The only thing that is different is players awareness."Chilly-McFreeze wrote: »I disagree with you about the line that people make decisions themselves, it's not the modders that do it for them. By forcing your vision on them you drive them out. They have no way to detract from the impact your addon has. If I should take a guess why they quit is bc they feel "robbed, betrayed, tricked" by you and the addon users bc they can't flee it's impact. And why they don't send you a massage? 7 pages of you not even slightly recognizing it hits non-users in a bad way makes every effort to communicate feel kind of in vain.
Since most of this was covered above i have a question - how exactly those people KNOW that their targets are using my addon?:) Can it be, that for the most part, it's the same type of witch-hunting as alleged prevalence of macros and cheats in pvp?"Chilly-McFreeze wrote: »Further down your text I can do nothing but agree, you can't force them to update. But I strongly believe that sooner or later you will (need to) update your addon, maybe even because of ui changes. That is the time where you can make the decision to keep this feature or let it go.
This still doesn't work like this. If this feature is indeed that awesome somebody else would make it work again. The source-code is there. It's really easy to do."Chilly-McFreeze wrote: »And just to add: I apologize in advance if this reads kinda aggressive or personal. It's not my intention to do so.
And as i said right at the start of my response i truly appreciate this. Thank you.
killimandrosb16_ESO wrote: »...not to mention he deliberately overlooks any examples on how this addon ruins eg. my playstyle, whitout me being what he tries to target (ranged gankers)
killimandrosb16_ESO wrote: »and at the same time rewards zergs who now have ranged target immunity.
killimandrosb16_ESO wrote: »I already gave in at least 3 posts a good accountance for how it ruined (past tense since I dont play anymore) my team of zergbusters playstyle to the point continuing to weaken a guild PBAoE group is now not only futile, its stupid.
killimandrosb16_ESO wrote: »There are guild groups, and also PUG zergs where the majority (in guild groups 100%) runs this addon. Reason I know this is because since Miats was introduced, the effectiveness has gone to close to 0%. It was worse when they knew exactly where we were and our stats (always targeting the weakest player, even if said player was STEALTHED...).
killimandrosb16_ESO wrote: »So what happened here for us to quit? Our playstyle consisted of following foremost PUG zergs and PBAoE operated groups. It never involved ganking. I personally also always partook in keep defences and sieges on the offence. I am only a ranged damage dealer, and buffer. I am not specced or geared for melee bursts. This addon makes my playstyle obsolete. I can not play the way I like it anymore (and again I dont gank...which is the failure in concept you have, that all and the best players gank...)
killimandrosb16_ESO wrote: »You are not her to help the community. You are here to ruin it. You are here to make sure what your own abilities can not handle must be excluded.
The_Outsider wrote: »I've been playing my mNB lately. Typical Destro/Resto, you know.
It gets really old seeing, forgive my language, scrubs just auto dodge my Destro medium/heavy attacks. Players who have no business dodging them. I expect and even applaud (quietly) when skilled players see and react to my attacks, but... distracted scrubs?
From your perspective, totally. Every time someone avoids your burst it's like a pat on the back-- "woot, addon is working." And with your stamblade you can just begin your burst combo all over again as soon as their roll finishes-- not a big deal. That's my usual experience on my Stam NB as well.The_Outsider wrote: »I've been playing my mNB lately. Typical Destro/Resto, you know.
It gets really old seeing, forgive my language, scrubs just auto dodge my Destro medium/heavy attacks. Players who have no business dodging them. I expect and even applaud (quietly) when skilled players see and react to my attacks, but... distracted scrubs?
There's a thing about 'scrubs'. It doesn't matter what they do - they still gonna die.
I feel for them though and i love when they dodge my ambush. If that's because my addon - i'm proud and happy for them.
That's just me though.
The_Outsider wrote: »I've been playing my mNB lately. Typical Destro/Resto, you know.
It gets really old seeing, forgive my language, scrubs just auto dodge my Destrproxyo medium/heavy attacks. Players who have no business dodging them. I expect and even applaud (quietly) when skilled players see and react to my attacks, but... distracted scrubs?
There's a thing about 'scrubs'. It doesn't matter what they do - they still gonna die.
I feel for them though and i love when they dodge my ambush. If that's because my addon - i'm proud and happy for them.
That's just me though.
The_Outsider wrote: »I understand that there are logical hoops to jumped through and circles we can argue around and round and round. Especially about what should or should not be able to be known, ect ect... I'm tired of that. For me it just comes down to being un-fun. When I have to wonder going into a 1v1 or small scale fight if my opponant(s) is running Miat's, that's not fun. I know some other ranged or projectile based folks here can relate to that.
No, they don't, because the concept of what is a scrub is inherently social and also it fluctuates dramatically in terms of the meta, how a player is playing, and your perception based on your own capacity.
You don't do *** for scrubs, scrubs improve their ability by playing, period. This addon just removes any need to improve.
You shouldn't be proud of what you are doing at all and you don't get to take credit for that, you are not the teacher of all players, and people need to stop feeding this guys ego trip because he is flat out spinning falsehoods to justify creating an advantage for himself and others who feel they are too lazy to learn to play properly and deserve to be better. If you buy into this ***, you need to think about the idea that in that sentence, he is taking credit for your improvement as a player. It's nothing about you, he doesn't care about you even remotely, he doesn't care about your game play experience because he is perfectly fine with flattening it to a 2 dimensional press X to win.
Be better for yourself, instead of deluding yourself. Supporting this *** just pollutes the game.
The_Outsider wrote: »I understand that there are logical hoops to jumped through and circles we can argue around and round and round. Especially about what should or should not be able to be known, ect ect... I'm tired of that. For me it just comes down to being un-fun. When I have to wonder going into a 1v1 or small scale fight if my opponant(s) is running Miat's, that's not fun. I know some other ranged or projectile based folks here can relate to that.
I see your point and i am sorry that i involuntary made some aspects of the game less fun for you. I do have the rationale behind it all (as you have seen), but indeed even if you understand it it doesn't have to help you bring that very specific fun back to you.
Thus i AM sorry, even though i'd do it again given a chance.No, they don't, because the concept of what is a scrub is inherently social and also it fluctuates dramatically in terms of the meta, how a player is playing, and your perception based on your own capacity.
Yep, that's why i put 'quotation marks' around it. I don't consider anybody playing the game a scrub/noob or any other derogatory term (besides some human beings whose moral qualities are demonstrably lacking, that's a pet peeve of mine).You don't do *** for scrubs, scrubs improve their ability by playing, period. This addon just removes any need to improve.
You shouldn't be proud of what you are doing at all and you don't get to take credit for that, you are not the teacher of all players, and people need to stop feeding this guys ego trip because he is flat out spinning falsehoods to justify creating an advantage for himself and others who feel they are too lazy to learn to play properly and deserve to be better. If you buy into this ***, you need to think about the idea that in that sentence, he is taking credit for your improvement as a player. It's nothing about you, he doesn't care about you even remotely, he doesn't care about your game play experience because he is perfectly fine with flattening it to a 2 dimensional press X to win.
Be better for yourself, instead of deluding yourself. Supporting this *** just pollutes the game.
This is really unfortunate that you feel such strong emotions towards some guy on the internet and i'm sorry you need to express them in this way.
In this thread i discuss my addon with those who want to discuss it. I truly regret that you find my manners offending and/or patronizing.
Having all that in mind i still disagree with your assertions about my addon and myself as a person. Sorry about that.
Well it is patronizing, you act like you made it possible for other players to play, when they are perfectly capable if they just put in some time to learn.
I'm willing to bet even if you look at the addon it farms metadata about the players who are running it, and that that is the actual intent.
The_Outsider wrote: »Every time someone avoids your burst it's like a pat on the back-- "woot, addon is working."
Having died at the hands of Miat many times, including last night, I can only salute him. I know when I see him that I will have a greater challenge and I like that.
Maybe add a feature that shows a Miat add on user in the area.
Now can you add a feature that identifies the macro spammers by their ability to mash keys faster than any human possible?
I would like to track those that can hit you with multiple heavy attacks and spells before you can even hit one key.
For exactly this reason, I think the Add-on API is still WAAAAY to powerful (or at least disconnected from the core game's design). The next worst thing is raid notifier for PvE which informs you MUCH earlier about some crucial mechanics (e.g.who is the target of the negate in MOL) that any visual indicator in the game would possibly do.
And I am glad it's making lots of the good API things public and I currently use it - to not be at a disadvantage.
That said, it's also an add-on that uses parts of the API that are way too strong and partially just contradict game design.