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In Game Sequencer Question

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Evilest
Posts: 168

Re: In Game Sequencer Question

Post#41 » Wed Feb 09, 2022 3:56 pm

Alfa1986 wrote: Wed Feb 09, 2022 3:20 pm
Evilest wrote: Wed Feb 09, 2022 10:48 am
Alfa1986 wrote: Sat Feb 05, 2022 8:31 am I think that the hatred of NB was based on the second type of automation, when NB could check for many different conditions, including constantly changing ones.
therefore, in order not to engage in mental masochism when trying to determine what is an acceptable level of automation for whom, one must first classify and
"If you need to press a key to take an action then that is not automation" was pretty straightforward.
not quite so, you can press the button once, but at the same time, the system itself will choose from 10 skills which one is better to use at the moment - this can be called a certain degree of automation of the game process. but I just always wrote that the NB needs to be returned, since it is much less evil. what is happening now in the rvr for more than six months is a disaster.
The definition was pretty clear and did not conflate automation with processing. Even altering combat numbers in font size can be called "automation" if you do that, because you are "automating" the cognitive load that parsing the numbers imposes on a player.

The system could choose as many skills as it wanted, it would take exactly zero actions. And you pressed a key and it would take exactly one. Pretty similar to these new mods. The definition of '1 key 1 action' was pretty clear.

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TanithScout
Posts: 106

Re: In Game Sequencer Question

Post#42 » Sat Feb 26, 2022 1:13 pm

mynban wrote: Sun Jan 30, 2022 5:16 am
Kaelang wrote: Sun Jan 30, 2022 1:58 am
Morradin wrote: Sun Jan 30, 2022 12:47 am

Obvious you have no clue how NB worked do you?
Just like War triage except instead of targeting people, it target usable abilities. NB picked first working ability in a stack, and that is it. The player still had to play the ability or not and play another on another stack. NB did not automate anything, p-layers still had to use their keyboards and mice. Just like War Triage and SwiftAssist target players, it is still up to players to use the abilities.

So... if it is ok for War Triage to skip a healthy player, why is it not ok for the sequencer to skip an unusable ability? If you do not see that both are the same then you have a wrongly placed bias.
Does War Triage cycle between debuffs / shielding / HotS and healing in an optimal manner like NB did with conditionals?

If so sure I'll take another look at it.

From my understanding War Triage acts as a 'target lowest health, do nothing'. It doesn't show you the optimal method of healing by pressing one button?

Or am I mistaken?

Happy to stand corrected if so.
That is pure hypocrisy; "we are fine with one form of conditional checks and automation but not with another type Dalen didn't like that was part of the game for forever".

Also why is the dev team pretending that underground version of NB that swaps skill bar instead single skill doesn't exist?

Not that at this point people who left RoR for ESO and GW2 will come back, but still frustrating to see the hypocrisy.

Don't be surprised, its been like this from them since the start. Just ride the waves.
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Ruin
Posts: 257

Re: In Game Sequencer Question

Post#43 » Mon Feb 28, 2022 10:55 am

Since the subject went far away from sequencer add-on I’d like to get it back on track.
Would it be possible to have your Sequences be not binded to a specific location/key on your bar but rather a separate slot?
Like macros window that holds your macros and lets you drag and drop it to you hot bars, can we have a place where we hold our sequences, and can drag and drop them when we swap a build that uses them? Rather than removing old sequences and making new ones?

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