kevlarto_ESO wrote: »For every harmless utility add on there is a cheat add on some where, being able to know invisible targets are around you and winding up attacks is cheating plain and simple no way to convince me otherwise been playing mmo's for along time seen many forms of cheating and cheaters, heard all kinds of whining as to why they were not cheating, denial is not a river in Egypt, I really wish there were no add-ons in games of any kind, a playing field where your skill matters more than what add-ons you run. I believe allowing third party add-ons is one of the reasons zos cannot do anything about cheaters using other programs like the cheat engine and who knows what else might be out there.
In the end it is sad so many players believe they need to have these crutches to have a good time.
Has ZOS always been so lenient when it comes to addons bypassing intended game mechanics?
ClockworkCityBugs wrote: »Publius_Scipio
have you any link of that event?
Publius_Scipio wrote: »ClockworkCityBugs wrote: »Publius_Scipio
have you any link of that event?
Do you doubt me? Are you an agent of the Pact or Dominion in Vivec Cyrodiil campaign out to get me?
https://www.reddit.com/r/elderscrollsonline/comments/20x73q/welcome_to_the_eso_ama/cg7ks9w/?context=3
Edit: Wow I just reread what Paul Sage said and he specifically mentions "macro programs" being easier to use.
Publius_Scipio wrote: »ClockworkCityBugs wrote: »Publius_Scipio
have you any link of that event?
Do you doubt me? Are you an agent of the Pact or Dominion in Vivec Cyrodiil campaign out to get me?
https://www.reddit.com/r/elderscrollsonline/comments/20x73q/welcome_to_the_eso_ama/cg7ks9w/?context=3
Edit: Wow I just reread what Paul Sage said and he specifically mentions "macro programs" being easier to use.
In the link that Rohamad_Ali posted Paul is even explaining it deeper. Linking it again.
https://www.reddit.com/r/elderscrollsonline/comments/21cgkf/zos_paulsage_followup_recent_changes_to_api/
"The initial release of our API was intentionally wide open in order to test the boundaries of what could be done - which is exactly what happened. We saw things which necessitated that we change the API. When we made the changes to restrict our API, our goal was to make sure you couldn't see more information about your enemies than we intended. But we also found that certain events could be used to allow add-ons and macro programs, used in conjunction, to do many things which otherwise should require player skill. For example, it was trivial to create an add-on "listen" for a debuff, and be able to remove this debuff automatically - or to create an add-on that allowed group members' adds-ons to report their status through chat allowing party members with the same add-on to automatically cast heals."
This doesn't make any sense to me. Yes, preventing others from seeing your cast time would be beneficial to the game. You actually would have to react, you could try some unconventional Dark Flare builds or whatever.
Of course you should be able to dodge/interrupt and have a counter play, but scripting it should not be possible.
I hope you also promote a fair and even playing field. Thats what PvP is supposed to be be.
This doesn't make any sense to me. Yes, preventing others from seeing your cast time would be beneficial to the game. You actually would have to react, you could try some unconventional Dark Flare builds or whatever.
You propose to react to, say, flight time of flare only instead of the channel time and the flight time.
The ability was designed with noticeable and interruptible channel time to offset for its higher (compared to instant skills) damage part. How exactly is it beneficial to the game to hide the channel part of the skill, why it was designed with the channel, but not to try to notice and interrupt it and how exactly hiding the intended channel part of the skill is not an exploit?:)
The game does not "hide" the channel of the skill, it is visible in the characters posture.
The difference in damage should be enough justification for a channeled skills higher damage, even without it's risk of being interrupted or avoided.
But it should be a RISK that your opponent is clever and skillful enough to see the cast of your skill and interrupt or dodge, not a given.
If these skills were meant to be anticipated by anything other than characters posture and sound, zos would and could implement a visual telegraph (like they did with monster helms)
By (for all intents and purposes) eliminating an entire playstyle (channeled burst) it leaves the game with a static, stale meta of slow, consistent damage.
And lets not mention how this gimps certain classes potential (lets say, templars burst abilities with flare vs sorcs insta cast rune)
I believe you said yourself that end game 1v1 almost always ends in a draw.
Why do you think that happens in a game with as many classes, armor types, and skill lines as eso? Maybe it has something to do with an entire community using the same builds against each other?
Allowing layers of depth to combat (within reason) can only stand to benefit the game. It benefits the game by raising its skill ceiling (more rewarding), allowing diversity (more interesting) and allowing all classes to use burst combos effectively and not just a few (more fair).
Those skillful enough to recognise the channel should get to avoid it, and those unskilled in observing their opponent should eat a darkflare.
Edit: you mention stealth as a reason for scripting a counter, but stealth has counters already in the form of skills and potions. Scripting is not the right or balanced counter to channeled casting from stealth and for context, that message is from a 100% fail of a ganker and pure healer that gets ganked all of the time.
Publius_Scipio wrote: »ClockworkCityBugs wrote: »Publius_Scipio
have you any link of that event?
Do you doubt me? Are you an agent of the Pact or Dominion in Vivec Cyrodiil campaign out to get me?
https://www.reddit.com/r/elderscrollsonline/comments/20x73q/welcome_to_the_eso_ama/cg7ks9w/?context=3
Edit: Wow I just reread what Paul Sage said and he specifically mentions "macro programs" being easier to use.
In the link that Rohamad_Ali posted Paul is even explaining it deeper. Linking it again.
https://www.reddit.com/r/elderscrollsonline/comments/21cgkf/zos_paulsage_followup_recent_changes_to_api/
"The initial release of our API was intentionally wide open in order to test the boundaries of what could be done - which is exactly what happened. We saw things which necessitated that we change the API. When we made the changes to restrict our API, our goal was to make sure you couldn't see more information about your enemies than we intended. But we also found that certain events could be used to allow add-ons and macro programs, used in conjunction, to do many things which otherwise should require player skill. For example, it was trivial to create an add-on "listen" for a debuff, and be able to remove this debuff automatically - or to create an add-on that allowed group members' adds-ons to report their status through chat allowing party members with the same add-on to automatically cast heals."
Publius_Scipio wrote: »ClockworkCityBugs wrote: »Publius_Scipio
have you any link of that event?
Do you doubt me? Are you an agent of the Pact or Dominion in Vivec Cyrodiil campaign out to get me?
https://www.reddit.com/r/elderscrollsonline/comments/20x73q/welcome_to_the_eso_ama/cg7ks9w/?context=3
Edit: Wow I just reread what Paul Sage said and he specifically mentions "macro programs" being easier to use.
So you willingly chose to gimp yourself by turning off sound, and then complain that you died or barely survived, because you didn't have any information thrown at you so you could avoid a snipe. Wow, yea... that is totally the fault of the game, which would also totally justify the need for this addon. Really convincing! /sI played without sound as I was listening to music while playing yesterday. The only indication of attacks like snipe are the stun and the debuff on a buff tracker. I could barely avoid some Warbow ganks, and once he got me in the open with a 2 shot. It was well played. But luckily sounds always play in Cyrodiil and there is no lag.
What is Ironic, is the way I think the addon should work, is how the base game of Planetside 2 works. PS2, in case some of you haven't played it, is basically a Sci-Fi version of ESO's Cyrodil. No quests, no NPCs. Just three factions fighting over a few maps (more than one Cyrodil). You take bases kinda in a similar way and move to the next one in lines. Just using guns and such instead of swords and spells.
In PS2, you get a warning if you've been locked on by a missile launcher, allowing you to get out of the way before it hits. Kinda like the addon does. Bases are given status at a moments glance. The only thing it doesn't have (but is available through a dev approved addon, Recursion Stat Tracker), is a KOS list.
The detection of going into stealth is the only other thing that it doesn't have. Which is the part of the addon API I hope that ZOS is looking at and no other part. Its the one part of the addon I don't like. Of course I've said this before and I do not hold the addon author responsible. If the API is there, then as far as I'm concerned, its part of the UI.
In PS2, you can be killed by an infiltrator at 300m away with a single shot. They can stealth and at that distance, it doesn't matter if they have to uncloak to fire for a split second, you can't see or hear it at that range. Never really been an issue since 2012. So.. that is where I disagree with the author's reasoning for that.
IMO Ganking is a playstyle that is... effective at what it does. But where I definitely deviate from most is agreeing with how effective it actually is. Its good for picking off lonewolves and solo questers. But I have to ask if you're not apart of a larger group, what's the point of being in Cyrodil? Being in a large group is a much greater counter to stealth than any addon can be.
Which begs the question of how useful this addon actually is in the grand scheme of things? Sure it lets you dodge roll an attack, but not 20 of them. PVPers have gone soft over the years. They complain of zergs and think its supposed to be like a 3v3 max to determine who is good.
Who is good is the one who dominates. The one who plays the meta and has the leadership and charisma to rally others to crush the opposition is the best. Not the one who just picks on the lowest HP people they can find outside the Undaunted Camp for a duel.
I’m not complaining about getting killed in that particular instance. I just wanted to express once more that faint audio cues on high damage abilities are bad game design.
Why do you think Meteor for example has not only a very discernible audio but also the tell tale ring around your feet? Because it hits like a truck if you have to eat it.
That’s actually good design. The enemy has to ensure it lands. That’s requiring at least some skill. Imagine Meteor without the ring and only a faint sound.
InvitationNotFound wrote: »Publius_Scipio wrote: »ClockworkCityBugs wrote: »Publius_Scipio
have you any link of that event?
Do you doubt me? Are you an agent of the Pact or Dominion in Vivec Cyrodiil campaign out to get me?
https://www.reddit.com/r/elderscrollsonline/comments/20x73q/welcome_to_the_eso_ama/cg7ks9w/?context=3
Edit: Wow I just reread what Paul Sage said and he specifically mentions "macro programs" being easier to use.
In the link that Rohamad_Ali posted Paul is even explaining it deeper. Linking it again.
https://www.reddit.com/r/elderscrollsonline/comments/21cgkf/zos_paulsage_followup_recent_changes_to_api/
"The initial release of our API was intentionally wide open in order to test the boundaries of what could be done - which is exactly what happened. We saw things which necessitated that we change the API. When we made the changes to restrict our API, our goal was to make sure you couldn't see more information about your enemies than we intended. But we also found that certain events could be used to allow add-ons and macro programs, used in conjunction, to do many things which otherwise should require player skill. For example, it was trivial to create an add-on "listen" for a debuff, and be able to remove this debuff automatically - or to create an add-on that allowed group members' adds-ons to report their status through chat allowing party members with the same add-on to automatically cast heals."
You know, if you know how to program and how cheats work, you don't need addons to achieve any of the above mentioned issues, right? There's no need for addons to automate things, or do you believe aimbots in other games are only there because some addon API exist?
If these skills were meant to be anticipated by anything other than characters posture and sound, zos would and could implement a visual telegraph (like they did with monster helms)
Source of this claim? They could. They didn't. They didn't add anything that any addon provides (thus people use those), should we assume that none of the addons is meant to exist?
By (for all intents and purposes) eliminating an entire playstyle (channeled burst) it leaves the game with a static, stale meta of slow, consistent damage.
Instant damage meta is far from 'slow, consistent damage'. Channeled skills provide higher burst (even higher than we have now) for higher costs. Why would we want to get rid of the higher costs? Do we need even higher burst in the meta that was forced into heavy?
And lets not mention how this gimps certain classes potential (lets say, templars burst abilities with flare vs sorcs insta cast rune)
Yet again it is assumed that clear telegraphs 'gimps' classes. The claim that a clear telegraph was not meant to exist so far relies on a subjective judgement on the obscurity of the animation cues. I find them really clear and distinct. What can we do about that?
I believe you said yourself that end game 1v1 almost always ends in a draw.
Because combat system design implies a draw if players don't make (huge) mistakes. To be more precise, the combat system supports the builds that can force this draw, without large sacrifices in offensive power.Why do you think that happens in a game with as many classes, armor types, and skill lines as eso? Maybe it has something to do with an entire community using the same builds against each other?
See above. Meta builds are designed not to die in 1v1 without mistakes. It's a separate issue whether we like a system like that.
Exploiting channeled abilities doesn't make this situation better. Meta builds still won't die. Instead 1vx and 1vgankers will become harder (and even more unfair, since the player is tasked with anticipating a stealthed burst when he already fights 3-4).
Allowing layers of depth to combat (within reason) can only stand to benefit the game. It benefits the game by raising its skill ceiling (more rewarding), allowing diversity (more interesting) and allowing all classes to use burst combos effectively and not just a few (more fair).
But why all that has to rely on exploitation of the intended design? isn't it possible to add depth to the combat without that? And, additionally, this 'depths' to the combat heavily favors low effort and low skill combat (gank from stealth). 1vx builds don't gank from stealth. Zerg builds don't gank from stealth. Small mans don't gank from stealth (besides a dedicated all nightblades gank groups). Why do we want to promote low skill builds that purely rely on hiding channels of channeled abilities in stealth?
Those skillful enough to recognise the channel should get to avoid it, and those unskilled in observing their opponent should eat a darkflare.
No skill will allow you to 'recognise the channel' from stealth. My addon adds this opportunity, thus promoting skillful play. What do you propose to use instead to 'recognize the channel from stealth'?
Edit: you mention stealth as a reason for scripting a counter, but stealth has counters already in the form of skills and potions. Scripting is not the right or balanced counter to channeled casting from stealth and for context, that message is from a 100% fail of a ganker and pure healer that gets ganked all of the time.
it is you(and some other people) that for some reason think about 'scripting a counter'. I never did that. I added a way to see channels (stealth included). Reacting to those channels is up to the player and, as you're teaching me, 'Those skillful enough to recognise the channel should get to avoid it, and those unskilled in observing their opponent should eat a darkflare'.
ClockworkCityBugs wrote: »
@Dorrino
We still don’t get it, you and me. Binding counterplay against high damage abilities to audio cues solely is great game design, stealth is skillful and should always be rewarded with an extra bonus, and you are a filthy hacker.
I played without sound as I was listening to music while playing yesterday. The only indication of attacks like snipe are the stun and the debuff on a buff tracker. I could barely avoid some Warbow ganks, and once he got me in the open with a 2 shot. It was well played. But luckily sounds always play in Cyrodiil and there is no lag.
@Dorrino
I think it can be summed up like this: you believe cast times & channel animations (including heavy attacks I suppose) should take precedence over the stealth mechanic, where as other people in the thread (myself included) think that it should be the other way around.
The thing is, the way these were designed for the base game is that channel animations do not break stealth.
That is why I consider using cast time abilities from stealth, invisibility or out of camera angle as clever use of game mechanics & good positioning rather than something sinister or unfair.
But you have a different opinion.
Now, I'd like to know if that personal opinion is backed by any game balance concerns - because that's the only thing that really matters in the end.
From what I've heard, bow snipers or dark flare magplars aren't exactly the meta builds on console (maybe a console player can clarify this), which leads me to believe the game is just fine even when people can utilize stealth/positioning for clever combos.
If you think landing a cast time combo that actually kills people is easy and requires no skill, then I suggest you go try that. Not as easy as you'd think.
Not only do you need good positioning & situational awareness, you also need perfect timing, perfect build & a squishy enough opponent.