BobzUrUncle wrote: » Why would we want the toxicity that meters bring to the game?
BobzUrUncle wrote: » Why would we want the toxicity that meters bring to the game? Why not (gasp) talk to the player and then group for a while to see what they are like? I know, strange idea. Instead of looking at a meter, why not enjoy the game (remember, this is a game - you know, not a job?).
Saedu wrote: » I do primarily rated battlegrounds in WoW. These are instanced 10v10 PVP. I run 6 windows of meters on my 35" widescreen that displays stats for both my team and my enemy. The default settings for these windows are: (1) Damage/DPS, (2) Healing/HPS, (3) Dispels, (4) Crowd control done, (5) Interrupts, and (6) Damage received. (sometimes I will switch these out for other metrics, but these are my primary go-to). I find this setup very helpful both mid-game and after-game analysis. During the game I can get a much better sense of the dynamics/flow to understand why we might be losing a team fight. This can lead to me shifting the strategy or asking team members to focus in specific areas of their play. Do we need more CC/interrupts? Do we need more DPS/heals? Is their DPS destroying us because of their DOT classes and our dispells are low? Maybe we need to focus more on CCing or killing the top DPS/heals? The data's all there and VERY useful. I sure hope all of my enemies don't think meters are useful in PvP . After the fight deeper analysis can be done to see how new recruits on the team are doing. Or to see how enemy players may have dominated in certain aspects of the game. Of course you need to be aware of the time individuals are spending in fight vs non-combat objective activities (like sitting/ninjaing a base vs in team fight), but I've already got that subjective information available. Also of course playing the objectives > padding the meters, but the data is still extremely helpful. I can tell easily if people are playing the objective or not. If we are losing/winning fights, I cannot tell as easily why without the data from meters. I will agree, meters are probably not that important in massive 250 v 250 battles, but they would be helpful in the instanced battlegrounds and in smaller skirmishes.
VmanGman wrote: » Wasn't the design goal of MMORPGs to create a world for people to adventure in?
Noaani wrote: » VmanGman wrote: » Wasn't the design goal of MMORPGs to create a world for people to adventure in? Having access to data doesn't preclude adventure.
Boe wrote: » The pro-meters arguments really sound like you want to play some other game than a mmorpg.