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Rogue.8235

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Everything posted by Rogue.8235

  1. Thanks for the suggestion, I'll give it a try! That may be a fix without the devs needing to do anything at all. As for the cues, yeah they did an amazing job. Every condition and every boon has audio feedback with the character's dialogue. The only problem is that they get culled out a lot. Also, there are distinct audio cues and feedback for every skill in the game. For example, I have an easy time fighting thieves because they have the loudest dodge in the game (ironic). Back in the day, I could be standing on point and hear the black powder shot followed by heartseeker. With timing, I can predict the engage from the thief and beat it. Not many d/p thieves anymore, but their engage is so telegraphed from an udio standpoint. You can hear those skills from very far away, no visuals necessary.
  2. I know not much has changed but thought I'd give some feedback. With a few exceptions, this event is really awesome and something I was able to do completely on my own. Labyrinth is super easy to get the hang of. As long as you have already figured out how to stay with the group, there's no reason why you can't do this blind. And it's really easy to follow the sound of a massive zerg killing everything everywhere. The Viscount and Horror bosses are easy to fight due to the awesome audio cues. I always know what to do to stay in the fight. However, the Lich is extremely problematic. I have no cue or feedback to go on at all. I just randomly die without any pattern in timing. I believe the Lich only has visual cues, and based on the number of players' characters asking for help from downed (thanks for that audio cue btw, easy to find players needing rezzes), the visual cues are insufficient. The way I currently do it now is either evade spam with a daredevil or playing as tempest support. The Lich can be frustrating due to the complete lack of cues for its one shot mechanics. There is no way for me to understand how I died when fighting the Lich. Everything else in the Labyrinth is good to go as far as a blind player succeffully playing it. The raceway is really fun once you memorize the track. THe audio cues of passing through the checkpoint thingies is really helpful! I was able to get gold for the jackal and thumper races. As for the roller beetle, it's fun knowing that I have no idea how to use the thing. I can't even get bronze but it's funny to attempt it knowing I'm flying into walls and stuff. I don't think I'll be able to get gold without at least a year's worth of practice on a roller beetle (have to get one first). I have no problems with this kind of challenge. Lunatic Inquisition is cool but the mad king says abilities are game enders. These things are purely visual and there is absolutely no way of successfully doing this while visually impaired. However, I personally don't care. The game is fun either way, I just have the additional challenge is all. I don't think this needs to change, and I have no conceptualization of how to make the mad king says portion accessible while maintaining its current functionality of skill button usage and randomization. I didn't really play reaper's rumble too much. I know you get different skills and I didn't bother to read them on the wiki (which is the only way I can learn new skills. No way of me doing this in game). It's kind of fun, but I prefer the other events. I didn't give this event much time to be able to comment on it. The jumping puzzle is impossible for me. I never completed it so I don't have memorization like I do with the jumping puzzles I can complete. There are no audio cues for me to go off of like I do with the Wintersday puzzle. I will never be able to do this blind, and that's no problem. I still got my meta achievement without it. I have no issue with some content being impossible due to my visual impairment, that's to be expected. Ascent to madness is maddening. The first part is the same mad king says activity as in Lunatic Inquisition. It's impossible so I just stand there until it's done. The fights aren't bad and I can handle them easily. THe problem is the terrain. It's extremely frustrating falling off the map and dying all the time. Normally, there is differences in reverberation when you're near open spaces so I can hear it. However, emulating this in a video game may be a ridiculous undertaking. I have no idea how to feasibly solve this. The terrain issue is why I also find HoT maps very frustrating. The Mad King Says event in Lion's Arch should be one fo the easiest things for me to do. It's an audio cue'd game. However, the mass of players spamming random skills drowns out what the mad king is saying, so I can barely hear him. My current solution is to situate my character so that I isolate the mad king on one side and as many players on the other, that way I can focus on one speaker to hear him. THis doesn't always work. He needs to be louder and clearer than other sound effects. No matter how close you get to him he sounds more muffled and further away than any other audio effect or npc dialogue. NPC dialogue also interferes, making it hard to hear. I don't know how to solve the player sound pollution, but for everything else, an adjustment to his volume and clarity will fix it. For the awakened invasions, Iuse wiki to identify where it will be as per usual. Screen reading is bui9lt for tasks such as web browsers so it's far easier to do it than the long process of my work-around solution with in-game text. It's difficult to find out where the portals are spawning, but they seem to be consistent. It's just a matter of memorization at this point. I hadn't figured out if there is a pattern to which locations spawn an event (assuming locations are fixed). Regardless, this event is doable with a visual impairment. It's like any other open-world event. That's my feedback. Hopefully it's an interesting read to see a blind player's perspective on things. =)
  3. I'm iffy about purely reward-based incentivization in video games. This is the reason why I can't play Lunatic Inquisition. It's a purely visual task with no way to do it blind. However, I remember playing this back when I had vision and it's actually fun the way it is (as long as you have vision). Yeah, this is more in the realm of bugs. I'm very sure the devs do not intend for this to happen.
  4. Any company that throws in language support without an ENTIRE background of support staff and native-speaking staff is repeating a huge mistake that no one seems to learn. You can't just throw in another alphabet and call it a day. Here is why you can't: [Last Week Tonight - Facebook and Language Support](" "Here, John Oliver explains in exquisite detail why you can't just absent-mindedly support a new language. Facebook learned this the very hard way. As such, Arenanet will not be able to just throw in Cyrillic and call it a day. They'll need an entire department of support staff to support the language, as they have with every language they currently support. What you're asking for is nothing small.
  5. 4 min? 3k per sec a guardian has 11k base life, it would take 4 sec thanks for clearing that up. Definitely makes more sense, not sure what I was thinking. Still though, it took 78k damage to get a kill. That's extremely inefficient. It doesn't matter how much damage you do if it doesn't result in a kill. Basically, the thief had to kill the OP 5-7 times over before it even meant anything. That's pretty bad. You should get kills with the least amount of resources and damage possible. The more you have to use to get a kill, the less efficient it is. Blowing every cooldown on one person means you have nothing left for the next opponent standing right next to that person. It's like dodging randomly, it's inefficient than to maximize the amount of damage avoided per dodge. if a guardian only has 11k health, it should only take 11k - 13k damage to kill the guardian. 78k shows that the thief really struggled to kill the OP. lol what? so the first shout is : "BRING CLEANSE", then you bring it and they shout: "LOL YOU ARE BAD AND THIEF IS EXTREMELY INEFICIENTY"any other class with less cleanses would die in 4 seconds to a condi thief also wth you talking about thief cooldowns? I'm speaking generally. And Thieves blowing all dodges and utility cooldowns should be dead. But yes, ridiculous amounts of damage before a kill shows that it that much effort and resources to get the kill. Resources not immediately available for the next fight. Players should strive to get kills with the least amount of damage possible, maximizing the effect of every press of every key. That's what I'm speaking of in general. As for this case, you brought cleanse. Now you have the sustain to kill the thief. I don't struggle versus most thieves because I know when the end of their evade frames are. There is an aftercast at the end of evade frames in which an action cannot be immediately taken. If a blind player can hit a thief by sound alone, surely you can with sound and visuals. Okay, maybe not visuals so much if it's a team fight. I play every class except revenant, because I'm still trying to get used to that playstyle. I play multiple builds (non-meta as I play builds I know intuitively and have completely memorized since I can't see my skill bar or any of the HUD elements). You survived 75k damage. You had room to operate to kill the thief. If the thief killed you with much less damage that meant you had little to no toime to react. By posting thiese numbers, you're showing you had time and resources. I don't mean to be offensive in any way. These are just my thoughts and experience on the matter. I played condi thief before the rework of traits before HoT was ever mentioned, back when venoms were truly horrendous in terms of unviability. I was still successful because people had no clue on how to fight it. Once you understand a build, understand the common gameplay patterns most players initiate, it's predictable and defeatable. How easy that is depends on your own build and the tools you have. Most thieves I played against didge as part of a damage rotation, which is how I kill them. The after cast is long Side note, why do thieves have the loudest dodge in the game. You can hear that thing from anywhere.
  6. 4 min? 3k per sec a guardian has 11k base life, it would take 4 sec thanks for clearing that up. Definitely makes more sense, not sure what I was thinking. Still though, it took 78k damage to get a kill. That's extremely inefficient. It doesn't matter how much damage you do if it doesn't result in a kill. Basically, the thief had to kill the OP 5-7 times over before it even meant anything. That's pretty bad. You should get kills with the least amount of resources and damage possible. The more you have to use to get a kill, the less efficient it is. Blowing every cooldown on one person means you have nothing left for the next opponent standing right next to that person. It's like dodging randomly, it's inefficient than to maximize the amount of damage avoided per dodge. if a guardian only has 11k health, it should only take 11k - 13k damage to kill the guardian. 78k shows that the thief really struggled to kill the OP.
  7. So it took the thief 4 minutes and 19 seconds to kill you? I think the only way to have a longer fight is a medkit-only fight between two engineers. Seriously though, am I interpreting this correctly? Does a tick from the full stack count as one hit or is each tick of each application of poison counted separately? If the former, then 4 minutes and 19 seconds is more than enough time to kill the thief. I cannot see a game where a 4 minute 1v1 does not turn into a gankfest for someone. Even still, the thief had to do over 78k damage to kill you. That screams inefficiency. Less damage resulting in a death is more impressive. Dealing no damage and getting a kill would be the most impressive. Getting a kill with nothing equipped and a completely empty skill bar, by only using sheer force of will staring through the monitor and into the very eyes of your opponent would be beyond impressive, or a cheap sci-fi channel movie. I go back and forth.
  8. It fascinates me that delayed damage is so frustrating to people. They prefer to receive the damage all at once and immediately. It's the same amount of damage either way, the difference is one is delayed and delivered in intervals. I really want to know what goes on in your brains that makes you detest one method of damage delivery with such vehemence.
  9. Just popping in to say that companies within the same industry can compete using a differentiation strategy. Arenanet's product is very differentiated as evidenced by one of their design philosophies (you should always be happy to see another player in the open world). There is no kill stealing, node stealing, and events are more profitable with more players (more enemies, more loot bags, etc.). Additionally, skills and traits are specifically designed to be beneficial for others and not screw them over (there are comments from devs concerning rune of sanctuary where they discussed this). There are other core design philosophies that others can probably point out that support Anet's differentiation strategy. Of course they are competing. This doesn’t mean they are the same. I’m not sure you understand the words you’re using.
  10. As a blind player I actually have a different issue with sound. I don't want anything to be muted, and my biggest issue is the culling of sound. I'd rather have all audio feedback instantly play as soon as they are triggered. For example, sometimes when capturing a point I don't know if I fully captured it because the announcer doesn't say anything because some other stuff is going on. I don't know how this can be fixed. When I had vision, too much audio feedback at once is useless and may actually be detrimental. Howe ever, now that I'm blind , I can process multiple different sounds simultaneously and much quicker than before. My screen reader is unintelligible to my friends its so fast to them. When I look at suggestions to accommodate a disability, I think about how it would affect the vast majority of players without the disability. In this case, adding these two specific sound effects to to the appropriate volume control category would help this player without hindering others. As for text size, there may be technical limitations with their GUI. I just want a streamlined screen reader that can work with games. As of now I have to load up JAWS, open the magnifier, scroll the mouse all the way down and all the way left, take a screenshot, paste to word, save as .pdf, open and apply the OCR, wait for OCR to process, listen and decipher the internet speak that gets all kinds of mispronounced, go back to GW8, type a reply. As you can see, this is completely infeasible while actively playing There are a lot of blind gamers. I know of one that does extremely well in Call of Duty (a game I won't be able to play well anymore). However, I understand the disbelief as I would have had the same thought when I had vision. P.S. I'd beat you at any fighting game still :tongue: (thanks for properly labeling all the emojis for my screen reader!)
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