Hmmmmmm..... This also makes me think a little bit more on the tight group thing, and line of sight. Now I'm not sure what is goin to be done as far as in game chat, but will the group chat reflect this line of sight thing as well,
Eg, if someone is not in line of sight does this mean that devs have designed the chat in such a way that it will be muffled in relation to where people are in the group. the further from the party the less we could here someone in chat. ?????
Cheers! Galahad
[SIGPIC][/SIGPIC]
" May The Wind be Always At Your Back "
0
aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
edited June 2012
The only thing I'm concerned about if healing requires me to aim with a reticule is how to differentiate between two allies within visual proximity. That is to say, from my point of view, how do I aim the spell if one appears in front or is overlapped by another (think about looking down a line of people while you're also in the line).
I'm thinking about this from the perspective of playing shooter mode in STO or the selection reticule from CO, which both have a pretty generous aim assistance. In the key moment of the battle I want to be able to efficiently target the rogue, who has low HP, and not the fighter who just happens to be standing in my line of sight. The attacking from what I've seen in the gameplay videos of Neverwinter appears to have a similarly generous aim assistance that I worry will result in miss-healing because I can't accurately tell it which ally I'm trying to heal while they're both filling my reticule.
As an MMO I'm quite happy having great aim assistance. If I wanted to play a shooter I wouldn't play an MMO. That being said, I see here where laser point accuracy could literally be a life and death difference.
There are many work arounds for that. e.g. your orb shoots continous beam of light for 2 mins which heals the friendly at a very fast rate. When someone else comes in your line of sight, the healing stops and you need to move. As soon as th beam falls on the rogue, healing starts.
If beam is on the rogue for 80% of time, it should be enough to heal him.
Yeah a great mechanism, to reduce zerging, but also offer trinity as well.
the way i thought Zeke was talking bout the healer, they were working on target heals, but also Aoe/radial heals and a few other methods up their sleeves.
The only thing I'm concerned about if healing requires me to aim with a reticule is how to differentiate between two allies within visual proximity. That is to say, from my point of view, how do I aim the spell if one appears in front or is overlapped by another (think about looking down a line of people while you're also in the line).
I'm thinking about this from the perspective of playing shooter mode in STO or the selection reticule from CO, which both have a pretty generous aim assistance. In the key moment of the battle I want to be able to efficiently target the rogue, who has low HP, and not the fighter who just happens to be standing in my line of sight. The attacking from what I've seen in the gameplay videos of Neverwinter appears to have a similarly generous aim assistance that I worry will result in miss-healing because I can't accurately tell it which ally I'm trying to heal while they're both filling my reticule.
As an MMO I'm quite happy having great aim assistance. If I wanted to play a shooter I wouldn't play an MMO. That being said, I see here where laser point accuracy could literally be a life and death difference.
Another option might be a targeting heal where you have to aim that does does a a good amount of healing. Then maybe a group heal that only does a fraction of the amount of healing a targeted heal does.
Also what about my Fiasco based RP pool
idea I had? Granted I think my thread about it came out more gibberish like.
Another option might be a targeting heal where you have to aim that does does a a good amount of healing. Then maybe a group heal that only does a fraction of the amount of healing a targeted heal does.
Also what about my Fiasco based RP pool
idea I had? Granted I think my thread about it came out more gibberish like.
Just saw it, couldn't understand how it would be applied to the game though. So I am adding it to mini-games section.
Basically the idea was to have the ability for players to opt into this system that acts like a mad lib story generator using object, places, npc's and other players that opt into that system. It hands out motivations for their character much the same way as a director would an actor. Then those players have some structure for on the fly RP with other players. The system would then maybe be enhance by special actions that players can use on each other (or on npc's or objects) that reflect those motivations. Basically just a social RP tool of sorts with the possibility of mini games and the like being injected into it.
This would especially be interesting for detective stories.
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aesclealMember, Neverwinter Beta UsersPosts: 0Arc User
In other words an interaction with an enemy can shift back and forth from passive to aggressive depending on triggers whether that be level triggers or dialogue. In fact it might be interesting to put in quick time triggers so that a player can choose to say something while in combat that might cause a switch to a passive nature.
In other words an interaction with an enemy can shift back and forth from passive to aggressive depending on triggers whether that be level triggers or dialogue. In fact it might be interesting to put in quick time triggers so that a player can choose to say something while in combat that might cause a switch to a passive nature.
I'm quite confident that your usage of these words are incorrect. I'm no grammar scholar, so I can't explain the mechanics of why it is wrong, but it's definately not aesthetically pleasing to the ears or eyes.
To grieve is to feel the emotion of grieving, i.e. to feel saddened by something.
Grief is the name of that emotion, and in the gaming community is used to defined the act of causing the sadness of another player.
A troll griefs in order to make someone grieve.
In the words of Charles Barkley, "I may be wrong, but I doubt it."
Thank you for your time.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited August 2013
*the mage gasps as he spots the mother of all undead threads, then quickly summons in a Cleric of Kelemvor to lay the beast to rest*
. . . . If a thread has not been posted on in over thirty days, it likely contains out of date information or opinions. If you would like to continue such a discussion, please create a new thread to do so, or find an existing "living" one.
Comments
Hmmmmmm..... This also makes me think a little bit more on the tight group thing, and line of sight. Now I'm not sure what is goin to be done as far as in game chat, but will the group chat reflect this line of sight thing as well,
Eg, if someone is not in line of sight does this mean that devs have designed the chat in such a way that it will be muffled in relation to where people are in the group. the further from the party the less we could here someone in chat. ?????
Cheers! Galahad
" May The Wind be Always At Your Back "
I'm thinking about this from the perspective of playing shooter mode in STO or the selection reticule from CO, which both have a pretty generous aim assistance. In the key moment of the battle I want to be able to efficiently target the rogue, who has low HP, and not the fighter who just happens to be standing in my line of sight. The attacking from what I've seen in the gameplay videos of Neverwinter appears to have a similarly generous aim assistance that I worry will result in miss-healing because I can't accurately tell it which ally I'm trying to heal while they're both filling my reticule.
As an MMO I'm quite happy having great aim assistance. If I wanted to play a shooter I wouldn't play an MMO. That being said, I see here where laser point accuracy could literally be a life and death difference.
If beam is on the rogue for 80% of time, it should be enough to heal him.
the way i thought Zeke was talking bout the healer, they were working on target heals, but also Aoe/radial heals and a few other methods up their sleeves.
Another option might be a targeting heal where you have to aim that does does a a good amount of healing. Then maybe a group heal that only does a fraction of the amount of healing a targeted heal does.
Also what about my Fiasco based RP pool
idea I had? Granted I think my thread about it came out more gibberish like.
Just saw it, couldn't understand how it would be applied to the game though. So I am adding it to mini-games section.
This would especially be interesting for detective stories.
And a big "Thank You"!
In other words an interaction with an enemy can shift back and forth from passive to aggressive depending on triggers whether that be level triggers or dialogue. In fact it might be interesting to put in quick time triggers so that a player can choose to say something while in combat that might cause a switch to a passive nature.
Added to roleplay --> 10. dynamic encounters.
link here.
UPDATE:
Abandoned this thread as rumors of beta (and some kind of test already on) abound. There is no further need for this thread.
I'm quite confident that your usage of these words are incorrect. I'm no grammar scholar, so I can't explain the mechanics of why it is wrong, but it's definately not aesthetically pleasing to the ears or eyes.
To grieve is to feel the emotion of grieving, i.e. to feel saddened by something.
Grief is the name of that emotion, and in the gaming community is used to defined the act of causing the sadness of another player.
A troll griefs in order to make someone grieve.
In the words of Charles Barkley, "I may be wrong, but I doubt it."
Thank you for your time.
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