Vhaeyne wrote: » Noaani wrote: » It would be more useful - though I don't expect them to really have an idea yet. The kind of content I am talking about can't be create by the developers until the combat system is developed, tested, implemented and understood. This means that this content type won't be in the game at release. It actually can't be developed and ready for release. If you look at most games with good raid content, the best content is added to the game 2 - 5 years after the game is released. True enough. Would still be nice to know what encounters from other games Jeff, Steven, or Margret struggled with. I just don't want people to flood the Q and A. I think that is kind of a silly way to do things. I hope the joking tone of my prior post came across. I noticed some people take the things I say on here way too seriously.
Noaani wrote: » It would be more useful - though I don't expect them to really have an idea yet. The kind of content I am talking about can't be create by the developers until the combat system is developed, tested, implemented and understood. This means that this content type won't be in the game at release. It actually can't be developed and ready for release. If you look at most games with good raid content, the best content is added to the game 2 - 5 years after the game is released.
Leonerdo5 wrote: » Combat trackers could be unnecessary if all of their use-cases are made unnecessary.If skills/builds are simple enough and don't have dozen of interactions, then we wouldn't need combat trackers to test overall output. We could easily add it up ourselves. If DPS checks don't exist, then we wouldn't need to care about teammates DPS. If attacks/mechanics are straightforward and clearly visualized, then we wouldn't need trackers to figure out what went wrong in a wipe. (Although, recording the fight visually might still be necessary to review chaotic fights second-by-second.)
Biccus wrote: » Leonerdo5 wrote: » Combat trackers could be unnecessary if all of their use-cases are made unnecessary.If skills/builds are simple enough and don't have dozen of interactions, then we wouldn't need combat trackers to test overall output. We could easily add it up ourselves. If DPS checks don't exist, then we wouldn't need to care about teammates DPS. If attacks/mechanics are straightforward and clearly visualized, then we wouldn't need trackers to figure out what went wrong in a wipe. (Although, recording the fight visually might still be necessary to review chaotic fights second-by-second.) Are you really advocating for simple builds, no dps checks and straightforward mechanics? This game will rely on PvE just like Noaani stated. I'll even add that the best gear in the game is almost entirely from PvE (raid boss loot or crafting materials from raid bosses) PvP might be how you change the world, but it won't necessarily by why .
Leonerdo5 wrote: » So ya'know, business as usual. As Noanni always says, combat trackers will exist one way or another. But Steven won't ever support them. Hopefully he won't crusade against them either. We've all heard these things 100 times. Let the salt continue.
Stormfyre wrote: » Honestly I'm excited to play an MMO that isn't going to be cluttered up with a million addons and just have everything you need built in. That said something that worries me as a guild leader is friendly competition, for example in wow I have 2 hunters in my guild who play the same class and spec and are constantly competing with each other for top dps/performance and they love to bounce ideas off each other for rotation/talents/stat prio/etc. Without any way to measure yourself in Ashes how can they continue their friendly rivalry? I'm also worried about how to spot and deal with slackers in my guild in Ashes since people tend to take the path of least resistance, if I have a healer that throws up a hot on the tanks and then alt tabs to watch anime during a boss fight how would I as GM know unless I'm watching everyone casting? (impossible in large group sizes). If we're wiping because of no healing going out how can I identify its the lazy healer and not slap the blame on the entire heal team? (which would suck for everyone who is really trying). I propose a very simplified "meter" that only the group lead is able to see that just provides a breakdown of either active time casting abilities/hitting the mobs/moving around or the ability to see what spell and how often the person is pressing it just to be able to see everyone is participating or at least trying. That or allow only the group lead to see dps/hps meters. It doesn't help with the friendly competition aspect but idk what would. I'd honestly really love the option to "opt in" for dps/hps meters in specific content like only the gm/group in lead in large scale content, or anyone in small groups of 2-3, or perhaps have some ingame target dummies that display dps/hps and you can only see it there.
Vhaeyne wrote: » Leonerdo5 wrote: » So ya'know, business as usual. As Noanni always says, combat trackers will exist one way or another. But Steven won't ever support them. Hopefully he won't crusade against them either. We've all heard these things 100 times. Let the salt continue. Or maybe they wont... A few layers of obfuscation on the client side and the only way to track DPS would be to have a program do screen capture, run image detection on the combat log window, and read it in real time. Something that is entirely possible, but not practical. Otherwise Ashes will be in the same boat as FFXIV. Where they don't want combat trackers, but it would take too much reworking to prevent combat trackers. Realistically all they have to do is make it so the combat data from the network packets is randomly different every time a client connects, and have some similar obfuscation on the clients memory. If combat trackers can't pull the data from the network traffic or the clients memory. The only thing left is to look at the screen at high speed. This could also be countered by making the combat log invisible in combat. The only thing left to look at would be damage numbers as they pop up from personal attacks, and that would only give you personal DPS. If IG really wanted no combat trackers. I think they could do it. They just have to take it seriously. but yes. let the salt flow.
Shoelid wrote: » this is always an interesting conversation Meters and trackers definitely have their use cases, especially for those who love to optimize performance which... I would say is most modern gamers. However, the more information people have about a game, the stronger the meta gets. If I'm given a choice between... DPS/HPS meters and complete combat tracking, but with a meta where only 32 out of 64 classes are played or zero meters and zero tracking, but 50 out of 64 classes are played... I'm choosing no combat tracking nine times out of ten. That's just me though
Noaani wrote: » The problem with this is that the meta will exist with or without combat trackers. With combat trackers, the meta will consist of classes that players can objectively state are good, and players that think they have a better build have an objective way of making the case for said build (which people will listen to, generally). Without a combat tracker, the meta will consist of classes that people think are good, and players that think they have a better build have no real way of proving it to others, and so no one will really listen. Of these two potential meta versions, which would you rather have? What won't happen, even though it seems to be what many people think, is that people won't take along unfamiliar players running unfamiliar builds with no objective way of assessing them. The fact that this won't happen is probably obvious to you when it is stated as such.
Shoelid wrote: » However, I think I still prefer a meta based off word of mouth and community experimentation rather than comparing meters.
Shoelid wrote: » However, I think I still prefer a meta based off word of mouth and community experimentation rather than comparing meters. Maybe that's stupid of me.
Noaani wrote: » It's great thinking that people will put the time in to builds - they won't, and they don't.
Vhaeyne wrote: » Noaani wrote: » It's great thinking that people will put the time in to builds - they won't, and they don't. It depends on the game. When I played GW1 back in like 2005-2006 the PvP and PvE Metas were revolving doors. The meta was just constantly changing. People would switch their builds up all day looking for an edge. Trying different skill combinations with gear sets and sub jobs. What was great was that the meta slaves were forced to change all the time or get rekt. Every time something became popular, counter building it would become popular. Depending on how in depth the build customization is. The meta could be a revolving door that is never truly solved for. Especially if they manage to pull off preventing combat logs.
Vhaeyne wrote: » Using Shadowlands as a example would be really good here. There are a number of legendries, talents, and convenient abilities that are really good. Without DPS meters or solid SIMing there would be massive debates per class on what build is best for what Scenario. A clear best build may eventually be solved for with certain classes and objective, but some best builds may never be determined for sure.
Noaani wrote: » I can't speak to GW back then, but in many other games, combat trackers were the exclusive realm of the top end player, metas were suggestions and players were generally more willing to put in the time to do things. Each of these things is no longer the case.