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Tagged: rotation
This topic contains 2 replies, has 3 voices, and was last updated by Kahoun 6 months, 1 week ago.
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May 19, 2024 at 7:12 pm #41231
Hello all. With the current situation still in Ukraine and the Miqo devs most likely battling for their lives, I wanted to open a thread for ideas to be spoken to help not only keep Miqo alive, but help it swim.
It was talked about previously in the combat section as a future development task, but the idea I would like to pitch is the implementation of custom rotations. It can be a dirty version where the user inputs the name of the skill as well as the respective hotkey.
I believe this would help revive Miqo as well as allow for the program to continue to thrive with minimum maintenance required from the team.I pitch this idea to not only help us as the users keep a beloved tool available and functional, but also a successful way for us to continue supporting the team.
As the team has been quiet for some time (understandably), I would love to hear input from Ai as I know they have taken over helping manage the upkeep.May 28, 2024 at 12:27 am #41264June 13, 2024 at 9:36 am #41290Sorry for the necro.
I’ll add onto this being a very good idea, but understand the limitations of the devs even implementing this in the first place. The system in a of itself would need a foundation of combat understandings as a first – This includes buffs, number of enemies, TTD (Time-To-Die, so it doesn’t waste long CDs on enemies approaching death anyway. Commonly used for mobs, turned off for bosses in which Miqo also needs to understand what is a common enemy, and what is not), dynamically adjust to the number of enemies (which she knows), and prolly some others that I forget right now.
A lot of it is feasible, but then there’s implementing how to approach this – Do you allow people access to the API or rotations made by the devs themselves (as a benchmark), allowing people to go into intricate detail via coding, or simply implement the rotation hard-coded, but with the option of changing values on different abilities, like HP thresholds for defensives, toggling optional abilities, the aforementioned TTD values, for healers would probably be something like ST/AoE HP thresholds, you name it.
Personally, I’m leaning more towards the first, being able to intricately create your own rotations. Although, I fear in doing so without proper moderation could lead to unwanted consequences.
I will myself advocate for this, but I wish and hope for the Devs safety, and understand the limited time/resources they have.
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