Why no Audible queues?

Why no Audible queues?

in The Origins of Madness

Posted by: Zietlogik.6208

Zietlogik.6208

Q:

Why are there no instructions, no nothing, about the fight with the wurm…

The marionette fight has plenty of queues to tell people what they need to be doing. But for the wurm, they are left in the dark.

for the Amber fight for example, simply having an NPC saying “What if we try fighting it from the inside?! Quick, find a way to get eaten!” (sounds like something an Asura would tell you to do anyways)

Contrary to popular belief, trial and error fights ARE NOT FUN, they are tediuous and time consuming, and force un-deserved failures onto you until you memorize something, or find something that was never shown to you in the first place.

The fight is hard, and would still be hard, even with people knowing what to do. So just tell them!

New players will come in and have no idea whats going on, and experienced players would be trying to explain it in the middle of a fight.

Simplicity is sometimes the most complex nature. Allowing everyone to know what to do would actually make the fight more complex (rather than whacking at mobs, unclear of anything that is going on around you) because people would be trying to achieve the objectives the fight requires (which requires coordination alongside the complexity)

Don’t leave it to Dulfy to give players the basic information they need, that should have been given by the creators in the first place >.>

TL;DR
Add some audible ques for what players need to be doing amongst the chaos, it will ensure the fight is enjoyable to everyone regardless of their experience.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)

Why no Audible queues?

in The Origins of Madness

Posted by: Blade Syphon.4325

Blade Syphon.4325

A:

The idea of a trial and error fight would be fine..if the boss fight wasn’t on a 2 hour respawn timer.

Another reason why content like this should be instanced. If you want to make hair ripping, finger nail biting, eye gougingly difficult content that requires lots of coordination, trial and error, and the like, do so in an instance where players can attempt it as many times as they’d like.

Putting it out in the world, where people can join at a whimsey without knowing what’ going on, in amazing blue and green gear, against a boss that is hard to kill, and when fails takes 2 hours to attempt again does not, will not, and shall not work. We said it before Tequatl, we said it during Tequatl, we said it AFTER Tequatl, and kitten ed if we didn’t say it before this event, and now during this event.

It.Does.Not.Work. Stop forcing your players to participate in raid content in an open world environment. We want hard, raid-esque content, we do. But we don’t want it in the open world where a few can ruin the experience for many, and the punishment for failure because of said few is to wait 2 hours to attempt it again.

Why no Audible queues?

in The Origins of Madness

Posted by: PopeUrban.2578

PopeUrban.2578

I agree, open world fights need audible cues on part with the existing boss fights to clue passers by in to the mechanics.

Trial and error is ffine for more limited content like instances or guild bounties, but when there’s a limited server-wide window, there should at least be a chance of a group of players succeeding the first go round if they’re all good enough to listen and follow the cues.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Why no Audible queues?

in The Origins of Madness

Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

The idea of a trial and error fight would be fine..if the boss fight wasn’t on a 2 hour respawn timer.

Another reason why content like this should be instanced. If you want to make hair ripping, finger nail biting, eye gougingly difficult content that requires lots of coordination, trial and error, and the like, do so in an instance where players can attempt it as many times as they’d like.

Putting it out in the world, where people can join at a whimsey without knowing what’ going on, in amazing blue and green gear, against a boss that is hard to kill, and when fails takes 2 hours to attempt again does not, will not, and shall not work. We said it before Tequatl, we said it during Tequatl, we said it AFTER Tequatl, and kitten ed if we didn’t say it before this event, and now during this event.

It.Does.Not.Work. Stop forcing your players to participate in raid content in an open world environment. We want hard, raid-esque content, we do. But we don’t want it in the open world where a few can ruin the experience for many, and the punishment for failure because of said few is to wait 2 hours to attempt it again.

Summed it up PERFECTLY. +1

Why no Audible queues?

in The Origins of Madness

Posted by: Zietlogik.6208

Zietlogik.6208

Some day they will get it all right….some day <.<;

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Why no Audible queues?

in The Origins of Madness

Posted by: FlamingFoxx.1305

FlamingFoxx.1305

It’s an audio queue by the way (I only say this because I could not figure out what you meant by ques, which is not a word)

Why no Audible queues?

in The Origins of Madness

Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Sorry OP. I don’t want Easy Mode. Since this is permanent content, you have all the time in the world to learn the mechanics.

In GW2, Trading Post plays you!

Why no Audible queues?

in The Origins of Madness

Posted by: Zietlogik.6208

Zietlogik.6208

It’s an audio queue by the way (I only say this because I could not figure out what you meant by ques, which is not a word)

Fixed the title, ya, I just tend to use que for some reason…its easier to type I suppose :P

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]