Post by JustVine on 2022-04-16 16:23:28
You can say 'this is about preference' but in reality it will actually impact what activities I can or cannot do, as it obfuscates necessary information to push limits. So the real question is actually 'is this worth limiting gameplay and pushing people towards using 3rd party sites more often than they otherwise would in the name of 'flavor and immersion''? So far no one has made a compelling argument to me on the hardcore no indicators side to convince me it's worth giving up hunting mobs that are at the very edge of what I can fight as an activity I describe in a previous post. To resummarize some of those key points, if there are no indicators its a random guess that isn't really worth my time just for the thrill of the hunt. I'll probably just stick to mobs that I need mats from and if the challenge is 'random' to me I'll probably be less engaged with the experience as a result. I know some people like randomized experience to this level, but to me the randomization already happened at mob spawn. Obfuscating it more just makes it tedious and takes away my agency in the situation for little to no benefit.
As a new point of discussion: This issue also effects PvP as it determines how much I can calculate risk relative to fighting a player while surrounded by mobs. If I know the mobs are weaker than me in a given area I can fight them and chase them more confidently. Obviously I don't really need indicators in this situation. However, if I know the mobs are equal level with some much higher level I know I can possibly run away/chase them but I have to be careful. In this case there is a skill in weaving through enemy mobs and making tactical decisions based on the at a glance information. Indicators in this instance can literally make or break an encounter since as of Alpha 1 the level range was big enough in mobs (which I fully support) that meant some mobs could literally kill you while others could sort of kill you if you weren't paying attention. Without indicators you have no real way of knowing and will just try to avoid all mobs whether chasing or attacking, limiting the level of strategy and skill that will be used in the game.
Given the fact that mobs killing you absolves an attacker of corruption this is a really big deal in the over all psychology of the game and I think, therefore, people should be given enough information that it's not a blind gamble and that there is some INFORMED risk vs reward here. I think it's best there is some form of difficulty indicators therefore to prevent the game from feeling frustrating and random when you are trying to run away or pursue a player.
I don't agree with having no nameplates and relying on indicators on the mobs physical design because the design work required to show difficulty in the mobs actual design requires a lot more work on the devs part for the mild benefit of a pure immersion bonus.
As a new point of discussion: This issue also effects PvP as it determines how much I can calculate risk relative to fighting a player while surrounded by mobs. If I know the mobs are weaker than me in a given area I can fight them and chase them more confidently. Obviously I don't really need indicators in this situation. However, if I know the mobs are equal level with some much higher level I know I can possibly run away/chase them but I have to be careful. In this case there is a skill in weaving through enemy mobs and making tactical decisions based on the at a glance information. Indicators in this instance can literally make or break an encounter since as of Alpha 1 the level range was big enough in mobs (which I fully support) that meant some mobs could literally kill you while others could sort of kill you if you weren't paying attention. Without indicators you have no real way of knowing and will just try to avoid all mobs whether chasing or attacking, limiting the level of strategy and skill that will be used in the game.
Given the fact that mobs killing you absolves an attacker of corruption this is a really big deal in the over all psychology of the game and I think, therefore, people should be given enough information that it's not a blind gamble and that there is some INFORMED risk vs reward here. I think it's best there is some form of difficulty indicators therefore to prevent the game from feeling frustrating and random when you are trying to run away or pursue a player.
I don't agree with having no nameplates and relying on indicators on the mobs physical design because the design work required to show difficulty in the mobs actual design requires a lot more work on the devs part for the mild benefit of a pure immersion bonus.