I could definitely see it as a tool for teaching fights, at least. Something like a real-time, in-game conversion of the diagrams you usually see, for video guides. It does definitely have a "let's highlight the hockey puck for TV" sort of feel, though. Feels like it'd turn it into a different sort of game. Then again, I'm the sort of masochist that lives for moments like fighting against Hiruko by voice in Shinobi...
"我が力天空を貫く!" "Wait, what?"
*zot*
AVR - interesting take on DBM
Moderators: Texaporte, sphie, Pocky
Re: AVR - interesting take on DBM
Game design is not a service industry. -Bashiok, Blue cat herder
Re: AVR - interesting take on DBM
Eh, it's useful as a literal crutch. I.e. thingie to keep you on your feet for a few fights while your raid sense heals up from putricide breaking it.
It's just not so good as to keep permanently. (It also does cause some minor fps loss apparently)
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Pocky
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Re: AVR - interesting take on DBM
I'm not against the idea of using a crutch. I'm just wary (this comes from having been a teacher) from people becoming too dependent on it and then it going away, as I've mentioned.
That said, it sounds like a neat idea.
That said, it sounds like a neat idea.
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Re: AVR - interesting take on DBM
Na na na na... na na na na...heeeeeey gooodbye.
http://forums.worldofwarcraft.com/threa ... pageNo=1#0
No more crutch as of 3.3.5.
http://forums.worldofwarcraft.com/threa ... pageNo=1#0
No more crutch as of 3.3.5.
Re: AVR - interesting take on DBM
So the crutch is going away... no big surprise here. Last night I made a conscious effort to make note of every time I thought "Gee, that AVR effect was very nice". Surprisingly enough it wasn't the ones people taut it for. Most of them are the range based.
1) spores in Festergut: I can instantly see if there are 2 spores in melee due to overlapping circles. No biggie... the large spikey ball isn't that hard to see... nor is this really a huge deal for me unless I have a spikey ball myself.
2) Range based fights
- empowered vortexes
- blood bolt whirl
- sindergosa ice blocks
3) Rotface explosions: meh, I never had a problem with it before AVR... it just means you had to run farther.
#2 is the big use of it for me. Having a DBM frame which tells me if someone is in range is a start, but then you have to look around and find them, or play the "move right, nope that didn't do it... move left, nope". By that time you're thrown half the way across the room by an empowered vortex. Having a visual cue around you is HUGE. Make sure no one is inside of this white circle and you're good. I'd hope blizzard would add some sort of personal range based awareness... but I highly doubt it.
So really the crutch did what I wanted it to... crutched me through the patricide fight. I can now take a cue from the dbm timer/warning about the goo and see it flying at me and move.
Big bonus: the graphic lag goes away =]
1) spores in Festergut: I can instantly see if there are 2 spores in melee due to overlapping circles. No biggie... the large spikey ball isn't that hard to see... nor is this really a huge deal for me unless I have a spikey ball myself.
2) Range based fights
- empowered vortexes
- blood bolt whirl
- sindergosa ice blocks
3) Rotface explosions: meh, I never had a problem with it before AVR... it just means you had to run farther.
#2 is the big use of it for me. Having a DBM frame which tells me if someone is in range is a start, but then you have to look around and find them, or play the "move right, nope that didn't do it... move left, nope". By that time you're thrown half the way across the room by an empowered vortex. Having a visual cue around you is HUGE. Make sure no one is inside of this white circle and you're good. I'd hope blizzard would add some sort of personal range based awareness... but I highly doubt it.
So really the crutch did what I wanted it to... crutched me through the patricide fight. I can now take a cue from the dbm timer/warning about the goo and see it flying at me and move.
Big bonus: the graphic lag goes away =]

