Post by Azherae on 2021-05-26 07:21:36
I will attempt to explain simply why I am doing this and why it may be helpful.
Generally in development, raw unguided feedback is effort to compile, and the devs generally cannot guide discussion because things rapidly devolve into 'who people perceive the devs to be favoring' or 'people who think the dev's posts agree with them, becoming complacent'.
As a person with little stake in the specific outcome of the combat rework (Cleric) and a decent understanding of how to do this from my career, I am doing my best to do this part for them. Impartially guide the discussion toward a single thing that people in the thread can agree or disagree on smaller issues for a single product.
This way, people can get upset at me, without ever getting upset at Devs and either 'jumping to conclusions' or 'giving useless reactionary feedback', and hopefully continue to have less drama in their own discussions between themselves.
As for your specific points, @Cypher .
I said I could not judge Vindictus PvE based on the 40 minutes I watched. My issue with addressing you is that you don't generally address anything I say, you just... complain that I said it, or about the way I said it, in a specific rhetoric that normally indicates offense or general antagonism (which as I mentioned, I'm fine with).
Devs don't need to deal with that, but for various reasons it affects me minimally, so I'm glad to offer whatever help I can.
So that's where I stand now. I have watched some Vindictus, I gave a basic breakdown. You have given reactionary responses that don't counter anything I said, only call my judgement or goals or ... normalcy(?) into question. That's fine, but just understand that in my experience in product development, people who react like you are reacting get ignored and end up not contributing, when there's a lot of opportunity for them to do so if they can just stop long enough to offer something other than 'I don't like the way it is now'. And that would be why I am willing to go look for your posts. You seem to be someone who has something to offer to this discussion relative to how the thread started . You're just currently not doing so generally. The ending of your last post is somewhat helpful, since now we know that you consider strings and combos to be a meaningful requirement of your definition of Action Combat.
So, given that, would you say that it is closer to:
"Press the button repeatedly quickly in order to get a specific move to happen, where the actual corresponding strikes either morph as you get deeper into the string, or some don't happen at all and go straight to the attack type"
OR:
"Press different buttons together such as W+Q, S+8, in sequential strings with timing requirements and knowledge of animation cancels"?
The first, I know to be viewed similarly to fighting games, once PVP gets involved, and the majority of people really, really aren't good at fighting games, and are likely to react negatively, but can sometimes be taught to play using the correct tools.
The second, I'm familiar with from different fighting games, and from BDO, where it's punishingly hard to execute for many classes but I'm told is 'very rewarding' (in this case I'll give my opinion, it's... ok... I'd rather play Under Night than my BDO Kunoichi, but I could just be bad at the Kunoichi)
Both these systems could be worked into the current Compilation (The various flaws of both these systems
- DPS weirdness mostly) would be on the devs to resolve), but I'd want to get the opinions of other posters, since many of the new posters today so far just seem to be 'opposing the concept of full Action Combat'.
To those posters, I request, if you see any value in what I said at the beginning of this post, please allow me to try to consolidate and guide this, if it helps the devs even a little. I can watch lots of videos, but can't make long posts like this or read other threads too often, schedule wise, so I figured this is what I can do.
My request therefore is, if you don't want full Action Combat (and now, with the additional clarification of Cypher's definition thereof), what will you accept being added to the MVP/Compilation that can bring things closer to what someone who desires it, wants. What can be put into the basis developed by the original posters in this thread, that will improve things for Trax, Cypher, and others, that won't make you feel like you didn't get what you signed up for?
Generally in development, raw unguided feedback is effort to compile, and the devs generally cannot guide discussion because things rapidly devolve into 'who people perceive the devs to be favoring' or 'people who think the dev's posts agree with them, becoming complacent'.
As a person with little stake in the specific outcome of the combat rework (Cleric) and a decent understanding of how to do this from my career, I am doing my best to do this part for them. Impartially guide the discussion toward a single thing that people in the thread can agree or disagree on smaller issues for a single product.
This way, people can get upset at me, without ever getting upset at Devs and either 'jumping to conclusions' or 'giving useless reactionary feedback', and hopefully continue to have less drama in their own discussions between themselves.
As for your specific points, @Cypher .
I said I could not judge Vindictus PvE based on the 40 minutes I watched. My issue with addressing you is that you don't generally address anything I say, you just... complain that I said it, or about the way I said it, in a specific rhetoric that normally indicates offense or general antagonism (which as I mentioned, I'm fine with).
Devs don't need to deal with that, but for various reasons it affects me minimally, so I'm glad to offer whatever help I can.
So that's where I stand now. I have watched some Vindictus, I gave a basic breakdown. You have given reactionary responses that don't counter anything I said, only call my judgement or goals or ... normalcy(?) into question. That's fine, but just understand that in my experience in product development, people who react like you are reacting get ignored and end up not contributing, when there's a lot of opportunity for them to do so if they can just stop long enough to offer something other than 'I don't like the way it is now'. And that would be why I am willing to go look for your posts. You seem to be someone who has something to offer to this discussion relative to how the thread started . You're just currently not doing so generally. The ending of your last post is somewhat helpful, since now we know that you consider strings and combos to be a meaningful requirement of your definition of Action Combat.
So, given that, would you say that it is closer to:
"Press the button repeatedly quickly in order to get a specific move to happen, where the actual corresponding strikes either morph as you get deeper into the string, or some don't happen at all and go straight to the attack type"
OR:
"Press different buttons together such as W+Q, S+8, in sequential strings with timing requirements and knowledge of animation cancels"?
The first, I know to be viewed similarly to fighting games, once PVP gets involved, and the majority of people really, really aren't good at fighting games, and are likely to react negatively, but can sometimes be taught to play using the correct tools.
The second, I'm familiar with from different fighting games, and from BDO, where it's punishingly hard to execute for many classes but I'm told is 'very rewarding' (in this case I'll give my opinion, it's... ok... I'd rather play Under Night than my BDO Kunoichi, but I could just be bad at the Kunoichi)
Both these systems could be worked into the current Compilation (The various flaws of both these systems
- DPS weirdness mostly) would be on the devs to resolve), but I'd want to get the opinions of other posters, since many of the new posters today so far just seem to be 'opposing the concept of full Action Combat'.
To those posters, I request, if you see any value in what I said at the beginning of this post, please allow me to try to consolidate and guide this, if it helps the devs even a little. I can watch lots of videos, but can't make long posts like this or read other threads too often, schedule wise, so I figured this is what I can do.
My request therefore is, if you don't want full Action Combat (and now, with the additional clarification of Cypher's definition thereof), what will you accept being added to the MVP/Compilation that can bring things closer to what someone who desires it, wants. What can be put into the basis developed by the original posters in this thread, that will improve things for Trax, Cypher, and others, that won't make you feel like you didn't get what you signed up for?