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GW2 Mob/Attack Telegraphs are Bringing Combat Down.
i do agree with you to an extent. there are some monsters and beasts where you can tell their landing an attack, and then there’s others that make you go O_o
this link you shared: http://www.youtube.com/watch?v=4y2PqlHkjQ0
is an example of combat done beautifully, if anet can replicate that even a little bit with some of their creatures and monsters i will be very impressed
Yah. Today I was running the CoF Dungeon (EXP- the Submarine path), and there were those red golem bosses. The whole time I couldn’t make out their attack move….
IMO though, if Anet says “there’s no way to fix the graphic cluster”, that will probably be the worst excuse ever; because that type of service (ie. allowing players to see things clearly and easily in all situations) is a must. It be a lie if they said that they didn’t expect this to happen in large-scale battles…. or it would be straight up telling the customers that “we made a game in which our systems weren’t fully capable of handling”.
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Now let’s look at this video.
I can tell exactly when the boss misses or hits or when the warrior in video hits or misses.
I don’t know why you’re using this example to prove your point. Look at 1:11-1:13. The axe swings hit the creature on the left of screen, even though the creature is nowhere near the axe.
Not saying GW2 can’t be improved in this regard, but that’s a laughably bad example. It’s far worse than anything you’ve pointed out in GW2.
@ Downstairs. Laughable would be a funny word to use to describe the points that I made. Well lets get this straight – no games will be perfect in terms of hit-box. Like you said, in 1:11-1:13 of that video the mob on left got hit even though it shouldn’t have gotten hit. I’m not expecting GW2 to always have perfect hit-box detection… but that wasn’t my point. I wasn’t say that the hit-box in GW2 is laggy…
I’m saying that “I can’t tell why a shot miss, why a shot hit… and if a shot wasn’t suppose to hit but it hit – who that hit was from”. “From a mob” – I don’t really mind if I hit an extra mob(s) (ok… they have to take that up with Anet themselves^), but when players themselves get hit for no reason; that’s a problem that for those that’s experienced this issue- they’ll want it to be fixed if possible.
Back to the Gw2 video I linked: http://www.youtube.com/watch?v=PS_QhSxm7Mk
That miskitten took me a long time to pin-down cuz it happened so fast… if you just speed it up it will just look like “the crocodile bashes its head in midair. 0.5 second later after the asura’s a good 2 foot away, it took hit”. And if you put like 3 crocodile stack on top of each other, you wouldn’t know which crocodile hit you. That’s exactly the problem with having no physical-body (told anet that); when bodies stack they blend the individual graphic actions and make them look confusing. Got no idea who hit who.
Plus, if Anet’s gonna stick with having no-body size, that doesn’t neglect the fact that either way a mob swing still have to be easily visible to players. That’s my point – GW2 needs better visibility when physical actions are blended with other graphics happening in the same place. There’s many ways to make it better, and that’s why I showed some of those videos.
The dude’s inside a massive flaming explosion but we can still see his body shape.
The Hunter is blended with the girl (same type of blending problem in GW2), but they’ve outlined it so you can tell it’s a person [Hunter] crouching on another person’s [Player’s] shoulder.
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