Mag7spy wrote: » Trackers do not need to be given to anyone so they can attempt to gather more information over playing and learning through actual experience in the game and using your brain. Literally wants a trackers so yo can see everyone that is being done and know faster method to more effectively counter something. Game design doesn't need to be made around trackers so nor should it be pushed or accepted.
Noaani wrote: » As a TL;DR here, in arguing against built in trackers that allow Intrepid to put a limit on who has access, what you are really doing is just handing access over to literally anyone that wants it. If I am not mistaken, that is exactly what you do not want, yet is the only conclusion to the argument you are making. This is what I do not understand. You are building your argument and just hoping the end result that you want will fit. You should perhaps start with the end result you want, and work back. If I am not mistaken, you want trackers not in the game at all - you know that won't happen. From there, my understanding is that the next best thing is trackers only in the hands of those that know how to use them - how do we achieve this?
MrPockets wrote: » I'd be fine with trackers (1st or 3rd party) as long as it comes with the enforcement aspect of punishing players who use them in a toxic manner.
Jelen619 wrote: » I think meters are very usefull, not only for seeing good and bad dps, but also to perfecting your build, and rotation.
Mag7spy wrote: » And yes the guild perk is BS because you can use the same argument here for guild perk to 3rd party trackers. It is pretty clear your starting goal is tracker sin the game and then next goal will be trackers to scan everyone and then it snow balls into other issues.
Mag7spy wrote: » You can see what you are doing dps wise if you test your damage against mobs and do a lot of test attacks.
MrPockets wrote: » FF14 Now let's look at some raiding I did in Endwalker, where trackers/DPS meters are more "hush, hush". I was part of yet another casual guild, again players of many skill levels. This time around we were attempting a savage raid, and focus was on learning boss mechanics, and having a good time/laugh. Because of the game's stance on meters being against ToS (even if no punishment is ever taken); the average casual player didn't ever bother getting one set up. Coming from WoW, it was refreshing to not have to listen to the whole parsing contest.
MrPockets wrote: » Conclusion: While non-toxic groups can form with trackers/DPS meters, when those tools become part of the player culture, there will be many more toxic groups that form. A player looking to have a more casual raiding experience, is going to have a much harder time finding that, if almost every player misuses these types of tools. It is probably better for those tools to not be in the hands of the masses.
Mag7spy wrote: » Still with this BS trying to assume people won't take any other guild perk when they seek trackers are normalized for guilds. Manipulation tactics as usual.
Azherae wrote: » Mag7spy wrote: » Still with this BS trying to assume people won't take any other guild perk when they seek trackers are normalized for guilds. Manipulation tactics as usual. I have new insight as to why you are this way from one of your matches. I'll share it mostly to help clarify to people outside my group because it is important enough, I feel, since you keep talking even though you are being largely ignored. I will attempt to not draw the conclusion, hopefully others can draw it without me spelling it out. What I am about to describe is not a hypothetical, it is something I have observed directly from Mag's own content. Mag is the sort of player who will use a tactic in a Mirror Match (against the same character you use, for those who are unfamiliar with the term) and make a self-appreciative vocalization. Mag is also the sort of player who will, in the exact same situation, have the opponent use the same tactic successfully against, and make a vocalization that implies 'thinking the opponent is lame or stupid or a weak player for doing it'. "Accuse the ______ ___" It allows me to have a very different perspective on your posts. I hope it helps some others.
Noaani wrote: » mcstackerson wrote: » I don't think trackers should be how you figure out mechanics. You should have to figure out these mechanics from the hints they give you in game. This inherently makes content faster to clear. In my way, we sit there pulling the encounter several times (perhaps several dozen times), until we think we have an understanding of what is going on. We change things up a bit based on what we are seeing, and perhaps that sees us progress further, perhaps not. Then at the end of the day we pull out the tracker and look over things and work out what is actually happening, based on the observations we saw. With hints in the content, we pull the mob, read the text that is giving us a "hint" as to what is happening, and probably kill the encounter on the second pull. Hints in content make content easy, and allow guilds to push through content at a much faster rate than using a tracker. I know this is the opposite of what many think - that using a tracker allows guilds to get through content much faster. The thing is, this is only true if the content is made to be too easy. If the content is made under the assumption that a tracker will be used, those hints can just be done away with, forcing players to work it all out for ourselves, and thus take much longer - yet be more rewarding when you have finished.
mcstackerson wrote: » I don't think trackers should be how you figure out mechanics. You should have to figure out these mechanics from the hints they give you in game.
mcstackerson wrote: » You are now talking about the devs designing the game with trackers in mind and expect everyone to use trackers. That further pushes me against it. You are now talking about it being an expected part of the game instead of an optional way to improve your performance.
Noaani wrote: » When designing content, developers have a difficulty in mind. This is often the first thing they know about the content they are developing - before they know the location, the mob type, the lore - anything like that.
Noaani wrote: » When developing content to a specific difficulty, you look back at previous content that was supposed to be that same difficulty. If players breezed through content that was supposed to be really hard, then the next batch of content aimed at that same difficulty target will be designed to be much harder - in hopes of hitting the target. You aren't looking at whether players are using trackers or not, you are simply looking at how easily players got through that content in relation to how much of a challenge it was supposed to be. The fact that players are using trackers that makes this content easier is only showing up as the content being easier.
MrPockets wrote: » To determine difficulty, they would need to asses what tools are available in game.
What if they do internal testing without trackers to assess difficulty?
This is similar to accepting a challenge of "making a wood table with no power tools", and then claiming the challenge was too easy because you used power saws/drills.
Noaani wrote: » Imagine you were running a competition to build a table. Your intention is for it to be hand tools only, but you are unable to actually determine if participants used hand tools or power tools.
MrPockets wrote: » Noaani wrote: » Imagine you were running a competition to build a table. Your intention is for it to be hand tools only, but you are unable to actually determine if participants used hand tools or power tools. You just changed my example to fit your narrative. I stated you (as a player) "accepted a challenge". You changed it to "joined a competition". Those are two different things. Are there players that treat encounters as competitions? sure. Is that the average player? I don't think so. I find it much more likely they view it as a challenge to overcome -- meaning they accept the tools that the game gives them as everything they need to succeed in that challenge. If intrepid doesn't want to allow trackers for their challenges, then so be it, why do you care? If there is a smaller subset of players that wants to speed run content and optimize it, fine...but why do the devs need to go against their design principles to make content specifically for that subset of players? Are they not allowed to make their own design decisions? (for better or worse). Even if you are correct in all of your points, why not let Intrepid make the game they want first, see how things play, and then let the players decide on these things later?
MrPockets wrote: » Noaani wrote: » Imagine you were running a competition to build a table. Your intention is for it to be hand tools only, but you are unable to actually determine if participants used hand tools or power tools. You just changed my example to fit your narrative. I stated you (as a player) "accepted a challenge". You changed it to "joined a competition". Those are two different things.
meaning they accept the tools that the game gives them as everything they need to succeed in that challenge.
Azherae wrote: » MrPockets wrote: » Noaani wrote: » Imagine you were running a competition to build a table. Your intention is for it to be hand tools only, but you are unable to actually determine if participants used hand tools or power tools. You just changed my example to fit your narrative. I stated you (as a player) "accepted a challenge". You changed it to "joined a competition". Those are two different things. Are there players that treat encounters as competitions? sure. Is that the average player? I don't think so. I find it much more likely they view it as a challenge to overcome -- meaning they accept the tools that the game gives them as everything they need to succeed in that challenge. If intrepid doesn't want to allow trackers for their challenges, then so be it, why do you care? If there is a smaller subset of players that wants to speed run content and optimize it, fine...but why do the devs need to go against their design principles to make content specifically for that subset of players? Are they not allowed to make their own design decisions? (for better or worse). Even if you are correct in all of your points, why not let Intrepid make the game they want first, see how things play, and then let the players decide on these things later? Because even well built MMOs can die very fast and you have to try to avoid that as much as you can out of the gate, especially now. I'm not saying Ashes would, I'm saying 'why take an unnecessary risk?' Maybe it feels necessary to some. Not judging that either. But that would be the main reason why so many people come on these forums with complaints for systems they haven't even tested. MMOs die QUICKLY. Having them be as robust as possible at launch is preferable.
Mag7spy wrote: » MrPockets They will argue with you for 100 pages, trust me when i say you won't change their mind. Their goal is only to get you to agree to give them trackers or guild ones so they can push for for information given tot hem so they know everything bosses do and can beat it easier, and/or push for thirds party trackers.