Forums » General Pantheon Discussion

Any chance of 'Encounter Window' for offensive targets?

    • 2644 posts
    April 26, 2019 5:53 PM PDT

    This was asked on the Pantheon Group FB page. I recall it being quite handy in Vanguard, thought I'd see if there are any plans (or possibilities) for it being included in the game, or even just possible with UI mods?

    • 560 posts
    April 26, 2019 10:15 PM PDT

    I really liked the 'Encounter Window' for offensive targets in Vanguard as well. I would love to see something like it in Pantheon. I imagine with a little imagining the idea could be built on and be even better. 


    This post was edited by Susurrus at April 26, 2019 10:15 PM PDT
    • 646 posts
    April 27, 2019 8:37 AM PDT

    Can you elaborate? No clue what it is; the best my brain can guess is something similar to Moments of Opportunity in WildStar.

    • 65 posts
    April 27, 2019 8:50 AM PDT

    Naunet said:

    Can you elaborate? No clue what it is; the best my brain can guess is something similar to Moments of Opportunity in WildStar.

    Think what hes referring to is in addition to the target window there is a window that shows extended targets. So if mobs A, B, C, and D are agro the extended window would show targets A, B, C, D, the target window would show the target mob the main assist is on and the extended window would offer the ability to click the names of the other mobs to cc, debuff, fear or whatever one plans to do with the adds.

    I think its a good idea. It doesnt change the model they are looking for and offers an alternative to tab surfing the nearby mobs. Additionally, if the extended tab shows what debuffs, cc is on the adds it can just help the group manage and organize. I would go so far as to even say allow tagging the mobs in the extended window so the group understands after mob A, mob B is next, then C and so on.

    • 73 posts
    April 27, 2019 10:01 AM PDT

    Kiting hounds in Vanguard this list would spam off my screen! 8)

     

    • 470 posts
    April 27, 2019 10:10 AM PDT

    Jothany said:

    This was asked on the Pantheon Group FB page. I recall it being quite handy in Vanguard, thought I'd see if there are any plans (or possibilities) for it being included in the game, or even just possible with UI mods?

    I'd expect we'll likely have both an offensive and defensive target window by launch. It seems like some of the skills will make this an almost necessity. So I expect that will likely be a thing.

    • 2644 posts
    April 27, 2019 5:30 PM PDT

    Naunet said:

    Can you elaborate? No clue what it is; the best my brain can guess is something similar to Moments of Opportunity in WildStar.

    Dissolution is correct. We had one in Vanguard. It looks much like the Group window we currently see in every vid stream of the game. In streams from the PoV of a healer, you can see the healer clicking on names in the Group window to target them for healing. The offensive window has your current offensive target shown larger at the top, and all the mobs attacking your group listed below.

    It's really handy for us players who are still on fairly small screens. Trying to select a particular target from a closely packed group of mobs on a small screen can be nearly impossible with a cursor, and even tabbing through the group of them can be problematic when you can't necessarily SEE for sure which one is highlighted.

    I certainly understand the importance of just how much detailed info and functionality should be included. I'm as concerned about making the game too easy as most people on the forums. Still, I really hope this makes it into the game.

    • 11 posts
    April 27, 2019 8:36 PM PDT

    I would contend that adding such a feature would be slightly detrimental to the game.  If it were implemented, it would be one more reason to give our attention to a list in our UI rather than the world around us.  Without it, a player is forced to pay attention to the enemies rather than a UI element, and if a situation occurs where multiple mobs overlap, or they switch positions and the player loses track of which is which, then there are usually creative solutions and room for player excellence to overcome the situation.  Most of all, though, any time the UI is used to replace a player action that would normally involve focusing on the (virtual) reality they're playing in, it reduces immersion.

    • 2644 posts
    April 28, 2019 12:08 AM PDT

    jadaski said:

    I would contend that adding such a feature would be slightly detrimental to the game.  If it were implemented, it would be one more reason to give our attention to a list in our UI rather than the world around us.  Without it, a player is forced to pay attention to the enemies rather than a UI element, and if a situation occurs where multiple mobs overlap, or they switch positions and the player loses track of which is which, then there are usually creative solutions and room for player excellence to overcome the situation.  Most of all, though, any time the UI is used to replace a player action that would normally involve focusing on the (virtual) reality they're playing in, it reduces immersion.

    The basic function of this window to me is to allow selecting of a particular enemy. No one beyond a CC is going to have any reason to stare at it excessively during a fight. A healer who is working hard to keep a group alive in a challenging fight may well spend the majority of the fight staring at a window full of allies and be doing exactly the right thing. This offensive window is largely the equivalent functionality for a CC.

    Now if it contained a ton of details like hate level of each mob and every spell in effect on each mob - including a real-time countdown timer - and early warning of approaching mobs, then yes it could seriously alter playstyle. But there's no reason it has to be that useful, and no reason to assume it would from everything we currently know about the game and VR's intentions.

    Beyond that, I accept that you find the use of many UI elements distracting and immersion breaking. I hope you can accept that I (and perhaps others) find all the UI elements on our screen to be equally part of the immersion of playing a game. I hope you can play as you wish in the game, and that I can play as I wish.

    VR devs have said on a number of occasions that they intend to allow us a great deal of flexibility to adjust and arrange the UI elements of our screen, turning them on or off as we wish. So if this window is included, I'm quite sure that you will have the freedom to turn it off and see only the mob you targeting.

    • 35 posts
    April 28, 2019 12:01 PM PDT

    Jothany said:

    jadaski said:

    I would contend that adding such a feature would be slightly detrimental to the game.  If it were implemented, it would be one more reason to give our attention to a list in our UI rather than the world around us.  Without it, a player is forced to pay attention to the enemies rather than a UI element, and if a situation occurs where multiple mobs overlap, or they switch positions and the player loses track of which is which, then there are usually creative solutions and room for player excellence to overcome the situation.  Most of all, though, any time the UI is used to replace a player action that would normally involve focusing on the (virtual) reality they're playing in, it reduces immersion.

    VR devs have said on a number of occasions that they intend to allow us a great deal of flexibility to adjust and arrange the UI elements of our screen, turning them on or off as we wish. So if this window is included, I'm quite sure that you will have the freedom to turn it off and see only the mob you targeting.

     

    When a system is in a place that makes the gameplay easier (more efficient), this "option" becomes a necessity in my experience, a pseudo option. Very few people will voluntarily handicap themselves.
    I agree that an Encounter Window will draw your attention to the UI rather than the world, it goes against the philosophy behind the game.

    • 11 posts
    April 28, 2019 12:15 PM PDT

    Jothany said:

    The basic function of this window to me is to allow selecting of a particular enemy. No one beyond a CC is going to have any reason to stare at it excessively during a fight. A healer who is working hard to keep a group alive in a challenging fight may well spend the majority of the fight staring at a window full of allies and be doing exactly the right thing. This offensive window is largely the equivalent functionality for a CC.

    And, as a healer main in other MMOs, I find the emphasis on healing UI bars rather than the actual characters to be detrimental.  However, it's the most efficient way to heal large groups and I would be doing a disservice to my groups by selfishly hobbling myself by ignoring the UI.

    Jothany said:

    Now if it contained a ton of details like hate level of each mob and every spell in effect on each mob - including a real-time countdown timer - and early warning of approaching mobs, then yes it could seriously alter playstyle. But there's no reason it has to be that useful, and no reason to assume it would from everything we currently know about the game and VR's intentions.

    You're arguing a matter of degrees.  A hole in your car is worse than a dent, but the dent is still bad.

     

    Jothany said:

     

    Beyond that, I accept that you find the use of many UI elements distracting and immersion breaking. I hope you can accept that I (and perhaps others) find all the UI elements on our screen to be equally part of the immersion of playing a game. I hope you can play as you wish in the game, and that I can play as I wish.

    VR devs have said on a number of occasions that they intend to allow us a great deal of flexibility to adjust and arrange the UI elements of our screen, turning them on or off as we wish. So if this window is included, I'm quite sure that you will have the freedom to turn it off and see only the mob you targeting.

     

    In a single player game, I'd be fine with your argument.  You can tailor the game to your desired specs, as much as the game will allow, and only you will be affected.  However, this a multiplayer game with a death penalty, and intentionally hobbling yourself to make the game more immersive is a selfish act because it endangers the group.  In the end, if the encounter window improves the effective management of CC, then it becomes a requirement in much the same way that healing group/raid health bars becomes mandatory for healers.