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Friendly rivalry and spotting slackers with no dps/hps meters?

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Comments

  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.
    I wish I were deep and tragic
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).
  • Recluse74Recluse74 Member, Alpha Two
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).

    What if that improvement was to change your secondary archetype and weapon used, but you really enjoy the one you are playing now? Why should the way you enjoy playing determine if you can actually play?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited April 2021
    Recluse74 wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).

    What if that improvement was to change your secondary archetype and weapon used, but you really enjoy the one you are playing now? Why should the way you enjoy playing determine if you can actually play?

    If you are opting to play at the top end, with 39 other players depending on you, then you should be both willing and happy to do what you can do to pull your weight.

    What is more fair, one person playing not their favorite subclass, but participating in the content they most enjoy, or 40 people failing at content because one player refuses to pull their weight?

    In my raids, if you need to change spec/class so that we can kill content, I expect you to. If you do not, you can find another guild/raid. If we do not need tou to change in order to kill the content, why would we ask you to change?
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    edited April 2021
    Noaani wrote: »
    If you really want to look at your combat tracker in general PvE you can, I'm not sure why you would want to though.

    Yea, just grinding mobs and questing...it's not needed at all. Combat trackers are only needed when doing difficult content.
    Noaani wrote: »
    An intense raid? Nope, no hope. The more intense raids I have been on are far more intense than the most intense PvP I have been in (between my time in Archeage, BDO and EvE, as well as a few other games).

    Honestly, the intensity doesn't even come close.

    Sounds like you haven't played against a rank 1 team in highly competitive 10v10 PvP (instanced of course, just like the most intense PvE is instanced). The skill level those players bring to a game is insanely high. Both PvP and PvV (when instanced) can be very difficult to beat. When a new season (e.g. new raid tier) comes out it tends to be that PvP is easier and gets harder over time (as your competition gets geared up) while PvE gets easier over the season (as your team gets geared up). Both can be very challenging though.

    Note: I'm not advocating that lots of PvP/PvE be instanced in this game, just pointing it out from other games. I think we have both agreed previously that the highest skill based combat can only be measured in a instanced environment.
    Noaani wrote: »
    I have NEVER looked at a combat tracker during combat. Not once. Not even briefly.

    There is no point.

    It isn't even a case of not wanting to break immersion, it is a case of it being actually pointless. You use a combat tracker to work out what you are going to do in combat, and if you aren't successful, to help you work out why. If the information a combat tracker can give you during combat alters anything you do during that encounter, then you didn't use the combat tracker properly before combat.

    There are very valid reasons to do so in PvP (as I've pointed out in other posts before). In PvP the boss is not scripted, you can't just stop between pulls to see what's going on and tune your strategy like you can in PvE. You've got to be doing it while the battle is happening and the combat trackers will tell you a lot about what your team and your enemies team is doing so you can adjust your strategy. I've done this hundreds, if not thousands of times and I'm sure its helped my team come back and win many games.
    Noaani wrote: »

    I've said it many times and I will say it again, people that cite this as a reason to be against combat trackers straight up don't know how to use them properly - don't even know what they are for.

    Yea people who don't know how to use trackers tend to be against them.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Saedu wrote: »
    Sounds like you haven't played against a rank 1 team in highly competitive 10v10 PvP

    Indeed I haven't.

    While I do enjoy open world PvP, arenas have never been my thing - or any ranked PvP for that matter. It may well be that there is a desire to look at a combat tracker in such a situation, I am not qualified to argue the point either way.
  • Recluse74Recluse74 Member, Alpha Two
    Noaani wrote: »
    Recluse74 wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).

    What if that improvement was to change your secondary archetype and weapon used, but you really enjoy the one you are playing now? Why should the way you enjoy playing determine if you can actually play?

    If you are opting to play at the top end, with 39 other players depending on you, then you should be both willing and happy to do what you can do to pull your weight.

    What is more fair, one person playing not their favorite subclass, but participating in the content they most enjoy, or 40 people failing at content because one player refuses to pull their weight?

    In my raids, if you need to change spec/class so that we can kill content, I expect you to. If you do not, you can find another guild/raid. If we do not need tou to change in order to kill the content, why would we ask you to change?

    I am not a casual player, I am not worried about myself, so this is not me arguing that you are hurting my play experience. I am worried about casuals who just enjoy taking part in the full game, who will get booted from everything they join... This can kill a casual player population in a game like this. And a loss of casual players, would not work well with the node system and how it works.

    Now the argument here against what I said is.. do not use them if you don't want to. Problem is, even the casual guilds who say they will not use them, will in fact, eventually use them if it is provided in game. Next thing you know, if you are not meta, you are not playing in end game activities. If a casual guild does not have easy access to one (provided in game), they will not use one. And they could play this game ignorant of what a calculator tells them to do and just have fun.

    Either way, the simple fact is this... there will be DPS meters for this game official or not. If you choose to use one, in whatever form it comes in... I say go for it. I know I will be if I can find one. But to the casual players, it is not fair if one is forced on them.


  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Recluse74 wrote: »
    I am not a casual player, I am not worried about myself, so this is not me arguing that you are hurting my play experience. I am worried about casuals who just enjoy taking part in the full game, who will get booted from everything they join... This can kill a casual player population in a game like this. And a loss of casual players, would not work well with the node system and how it works.
    This game is intended to have to pend PvE raids that a single digit percentage of the population will be able to take on successfully.

    This is the kind of content where the specific class you run actually could matter.

    This content is not designed for casual players.

    As far as I am concerned, this kind of renders your point moot - but feel free to let me know if you disagree.
    Problem is, even the casual guilds who say they will not use them, will in fact, eventually use them if it is provided in game.
    The system I have been arguing for now for several years (I have no doubt you would not yet have come across my points on this matter) is that the best thing Intrepid could do is add in a combat tracker to the games client, but make it an optional guild perk (since these will be a thing).

    Make it so guilds can pick a tangable advantage in harvesting or crafting, a boost to small scale PvE combat when in guild only groups, a boost to PvP combat when in guild only groups, or a combat tracker that only tracks combat of guild members.

    Most casual guilds wouldn't even consider taking a combat tracker over a tangeble benefit to aspects of teh game they frequently use.
    Either way, the simple fact is this... there will be DPS meters for this game official or not. If you choose to use one, in whatever form it comes in... I say go for it. I know I will be if I can find one. But to the casual players, it is not fair if one is forced on them.
    I don't disagree with any of this at all.

    Thing is, if combat trackers are left to be available to all players, then all players will be expected to use them - or to have used them to develop their build (or use a build that someone else has used a combat tracker to develop).

    The only way to prevent this is to implement combat trackers directly in to the game, where people that really want them - the people that drive their development - have access to them, but where others have other things they would perhaps rather chose to take instead.
  • Recluse74Recluse74 Member, Alpha Two
    Not great at the whole quote system (old guy).. so I will just respond the best I can.



    "The system I have been arguing for now for several years (I have no doubt you would not yet have come across my points on this matter) is that the best thing Intrepid could do is add in a combat tracker to the games client, but make it an optional guild perk (since these will be a thing).

    Make it so guilds can pick a tangable advantage in harvesting or crafting, a boost to small scale PvE combat when in guild only groups, a boost to PvP combat when in guild only groups, or a combat tracker that only tracks combat of guild members.

    Most casual guilds wouldn't even consider taking a combat tracker over a tangeble benefit to aspects of teh game they frequently use."


    I love this idea.. The only issue I see, would be guilds that are hardcore, taking advantage of the perks. All you would have to do is make multiple guilds for each perk you would like to take advantage of and fill it with alts and or mains that would like to take advantage of said perk. Each sub guild, benefitting the main guild in some way. You could only allow one guild per account, but then people with the means would just buy more accounts. If you could find a way to stop all the ways to bypass and take advantage of this system, Im all in.





  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Recluse74 wrote: »
    I love this idea.. The only issue I see, would be guilds that are hardcore, taking advantage of the perks. All you would have to do is make multiple guilds for each perk you would like to take advantage of and fill it with alts and or mains that would like to take advantage of said perk. Each sub guild, benefitting the main guild in some way. You could only allow one guild per account, but then people with the means would just buy more accounts. If you could find a way to stop all the ways to bypass and take advantage of this system, Im all in.
    Since there is likely to be a cooldown between when you can leave one guild and join another, I don't see this as an issue.

    As long as the combat tracker only tracks the combat of people in that guild, if you try and get people in different guilds with different perks, the tracker won't work for them.

    If they implemented this, they would be able to do away with the combat log that the game is going to have, and could even do away with floating combat feedback. These are the main two vectors by which combat trackers for Ashes are being developed (and yes, there are two that I am somewhat following in development).
  • MandrakeMandrake Member
    edited April 2021
    Ahh yes, combat trackers, otherwise how would control freaks gatekeep other people and e-peen losers get their self-validation?

    Yeah yeah, combaty trackers are not inherently evil, and toxicity comes from people, not the trackers, I get it. But 9 out 10 people (hyperbole) WILL be d**ks. This is an MMO, come on.

    YOU might not be toxic with your trackers, but you're in the vast minority.

    Thank god they don't want trackers in this game and I hope they never do.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Mandrake wrote: »
    Ahh yes, combat trackers, otherwise how would control freaks gatekeep other people and e-peen losers get their self-validation?

    Thank god they don't want them in this game.

    You parse low then?
    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited April 2021
    Mandrake wrote: »
    Thank god they don't want trackers in this game and I hope they never do.
    "They" don't have the choice.

    I do.

    Vhaeyne does.

    Other players do.

    Even if we didn't have combat trackers, people would still tell you what builds are acceptable, and that your build is shit - the difference is that with a combat tracker, they are likely to be right.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Mandrake wrote: »
    Thank god they don't want trackers in this game and I hope they never do.
    "They" don't have the choice.

    I do.

    Vhaeyne does.

    Other players do.

    Even if we didn't have combat trackers, people would still tell you what builds are acceptable, and that your build is shit - the difference is that with a combat tracker, they are likely to be right.

    Not going to lie. If they are able to do a total prevention of parsers I will at a minimum be theory crafting a lot in the ranger family of classes. Ill use spreadsheets or write my own sim tool if I have to. If the game is worth my time, I am going to put my time into it. I am not going to be playing ranger shooting from the hip.
    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Vhaeyne wrote: »
    Noaani wrote: »
    Mandrake wrote: »
    Thank god they don't want trackers in this game and I hope they never do.
    "They" don't have the choice.

    I do.

    Vhaeyne does.

    Other players do.

    Even if we didn't have combat trackers, people would still tell you what builds are acceptable, and that your build is shit - the difference is that with a combat tracker, they are likely to be right.

    Not going to lie. If they are able to do a total prevention of parsers I will at a minimum be theory crafting a lot in the ranger family of classes. Ill use spreadsheets or write my own sim tool if I have to. If the game is worth my time, I am going to put my time into it. I am not going to be playing ranger shooting from the hip.

    Same.

    If a game won't allow me to maximise my time while playing, I will play another game - or no game at all (as is the case right now).
  • MandrakeMandrake Member
    edited April 2021
    Vhaeyne wrote: »
    Mandrake wrote: »
    Ahh yes, combat trackers, otherwise how would control freaks gatekeep other people and e-peen losers get their self-validation?

    Thank god they don't want them in this game.

    You parse low then?

    And there it is, lmao. The typical passive-agressive, condescending strawman BS from generic parsers!
    Just as the thread title. Anyone who's not obssessed with this crap is automatically a "slacker". LOL.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Mandrake wrote: »
    And there it is, lmao. The typical passive-agressive, condescending strawman BS from generic parsers!
    Just as the thread title. Anyone who's not obssessed with this crap is automatically a "slacker". LOL.

    It was actually intended as a friendly ribbing. Welcome to the forums.
    TVMenSP.png
    This is my personal feedback, shared to help the game thrive in its niche.
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    Recluse74 wrote: »
    Noaani wrote: »
    Recluse74 wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).

    What if that improvement was to change your secondary archetype and weapon used, but you really enjoy the one you are playing now? Why should the way you enjoy playing determine if you can actually play?

    If you are opting to play at the top end, with 39 other players depending on you, then you should be both willing and happy to do what you can do to pull your weight.

    What is more fair, one person playing not their favorite subclass, but participating in the content they most enjoy, or 40 people failing at content because one player refuses to pull their weight?

    In my raids, if you need to change spec/class so that we can kill content, I expect you to. If you do not, you can find another guild/raid. If we do not need tou to change in order to kill the content, why would we ask you to change?

    I am not a casual player, I am not worried about myself, so this is not me arguing that you are hurting my play experience. I am worried about casuals who just enjoy taking part in the full game, who will get booted from everything they join... This can kill a casual player population in a game like this. And a loss of casual players, would not work well with the node system and how it works.

    Now the argument here against what I said is.. do not use them if you don't want to. Problem is, even the casual guilds who say they will not use them, will in fact, eventually use them if it is provided in game. Next thing you know, if you are not meta, you are not playing in end game activities. If a casual guild does not have easy access to one (provided in game), they will not use one. And they could play this game ignorant of what a calculator tells them to do and just have fun.

    Either way, the simple fact is this... there will be DPS meters for this game official or not. If you choose to use one, in whatever form it comes in... I say go for it. I know I will be if I can find one. But to the casual players, it is not fair if one is forced on them.


    WoW has them and WoW has more casuals than any other MMO. Seems this argument is inaccurate based on the available data.
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Saedu wrote: »
    Sounds like you haven't played against a rank 1 team in highly competitive 10v10 PvP

    Indeed I haven't.

    While I do enjoy open world PvP, arenas have never been my thing - or any ranked PvP for that matter. It may well be that there is a desire to look at a combat tracker in such a situation, I am not qualified to argue the point either way.

    Ahh your missing out. Rated 10v10 battlegrounds has been the feature I've enjoyed the most in all of thr aspects of WoW. I guess you can't really call the game garbage if you actually haven't done the best content in it :).

    Note, there is a massive difference between rated battlegrounds and arenas in WoW. Arenas are 2v2/3v3 and solely focused on a simple death match style win condition. It's less about strategy and more about skill in your class/knowing the enemy's class. It gets redundant fast. Rated battlegrounds has the additional layers of battlegrounds objectives that drive the win conditions and require a lot more strategy that makes them fun.
  • Recluse74Recluse74 Member, Alpha Two
    Saedu wrote: »
    Recluse74 wrote: »
    Noaani wrote: »
    Recluse74 wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).

    What if that improvement was to change your secondary archetype and weapon used, but you really enjoy the one you are playing now? Why should the way you enjoy playing determine if you can actually play?

    If you are opting to play at the top end, with 39 other players depending on you, then you should be both willing and happy to do what you can do to pull your weight.

    What is more fair, one person playing not their favorite subclass, but participating in the content they most enjoy, or 40 people failing at content because one player refuses to pull their weight?

    In my raids, if you need to change spec/class so that we can kill content, I expect you to. If you do not, you can find another guild/raid. If we do not need tou to change in order to kill the content, why would we ask you to change?

    I am not a casual player, I am not worried about myself, so this is not me arguing that you are hurting my play experience. I am worried about casuals who just enjoy taking part in the full game, who will get booted from everything they join... This can kill a casual player population in a game like this. And a loss of casual players, would not work well with the node system and how it works.

    Now the argument here against what I said is.. do not use them if you don't want to. Problem is, even the casual guilds who say they will not use them, will in fact, eventually use them if it is provided in game. Next thing you know, if you are not meta, you are not playing in end game activities. If a casual guild does not have easy access to one (provided in game), they will not use one. And they could play this game ignorant of what a calculator tells them to do and just have fun.

    Either way, the simple fact is this... there will be DPS meters for this game official or not. If you choose to use one, in whatever form it comes in... I say go for it. I know I will be if I can find one. But to the casual players, it is not fair if one is forced on them.


    WoW has them and WoW has more casuals than any other MMO. Seems this argument is inaccurate based on the available data.

    Having only invested maybe 40 minutes of my life to WoW, I cannot speak about the game at all... but I can ask questions.

    Did WoW have DPS meters at launch? Or did they come years after the game was launched?
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    Recluse74 wrote: »
    Saedu wrote: »
    Recluse74 wrote: »
    Noaani wrote: »
    Recluse74 wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    Noaani wrote: »
    maouw wrote: »
    - In gaming, you can still beat a boss without a DPS meter and that in itself is a test of sorts.

    Not if said boss is tuned to not allow for underperformance at all, and such encounters do indeed exist. Without a combat tracker, you dont even know what underperforming is - you have no way of knowing.

    This is a stretch Noaani - in most games you can tell when you are under-performing, even in games like Monster Hunter where the boss has no HP bar.
    All you know in games like this is if you are doing well enough for other players to be happy with you.

    If the developers of any game where players are not using a combat tracker decided they wanted to push an encounter to the limit of what is possible with their combat system, players will state the encounter is impossible.

    So, developers don't do that. They develop to displayed player ability, not to potential ability of the classes/combat system.

    I don't deny that.

    I'm saying you're engineering the fun out of the game.

    Sure, for some people.

    Many people enjoy that kind of thing.

    The good thing about a raid though, you only need two or three people to actually use them.

    As long as the rest of the raid are willing to make improvements to their performance as needed, then all is good (you should not be playing cooperatively with others if you are not willing to improve when an improvement is presented to you).

    What if that improvement was to change your secondary archetype and weapon used, but you really enjoy the one you are playing now? Why should the way you enjoy playing determine if you can actually play?

    If you are opting to play at the top end, with 39 other players depending on you, then you should be both willing and happy to do what you can do to pull your weight.

    What is more fair, one person playing not their favorite subclass, but participating in the content they most enjoy, or 40 people failing at content because one player refuses to pull their weight?

    In my raids, if you need to change spec/class so that we can kill content, I expect you to. If you do not, you can find another guild/raid. If we do not need tou to change in order to kill the content, why would we ask you to change?

    I am not a casual player, I am not worried about myself, so this is not me arguing that you are hurting my play experience. I am worried about casuals who just enjoy taking part in the full game, who will get booted from everything they join... This can kill a casual player population in a game like this. And a loss of casual players, would not work well with the node system and how it works.

    Now the argument here against what I said is.. do not use them if you don't want to. Problem is, even the casual guilds who say they will not use them, will in fact, eventually use them if it is provided in game. Next thing you know, if you are not meta, you are not playing in end game activities. If a casual guild does not have easy access to one (provided in game), they will not use one. And they could play this game ignorant of what a calculator tells them to do and just have fun.

    Either way, the simple fact is this... there will be DPS meters for this game official or not. If you choose to use one, in whatever form it comes in... I say go for it. I know I will be if I can find one. But to the casual players, it is not fair if one is forced on them.


    WoW has them and WoW has more casuals than any other MMO. Seems this argument is inaccurate based on the available data.

    Having only invested maybe 40 minutes of my life to WoW, I cannot speak about the game at all... but I can ask questions.

    Did WoW have DPS meters at launch? Or did they come years after the game was launched?

    I'm not sure if they were right by at launch or shortly thereafter. My personal experience was that I didn't know about them when going into the first raid with my first guild (and we were doing very suboptimal things like bringing fire makes to molten core.... we had no data so we didn't know truly how bad this was). That guild fell apart when we could not get past the second boss in the next raid tier. A handful of the "better" players (at least those of us we subjectively thought were better) moved into another guild. In that guild I first learned about combat trackers. That guild was also consistently in the top 3 guilds on the server for completing raids over the next few expansions (including some server firsts).
  • Recluse74Recluse74 Member, Alpha Two
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics... or life for that mater. Fighting Fire with Fire in a MMO is not a thing usually.

    DPS meters should not be needed for common sense, and sounds like your guild leader might have been ignorant in that fact. Cannot hate the person, maybe they just did not know or care. Either way... ignorance in common MMO mechanics is a common thing, and usually gets figured out quickly without a DPS meter.

    In the end, I get it... they help fine tune builds or find builds that out perform other builds. But the last thing you want is a game with 64 classes that only utilizes 12 of them, at least I do.

    Lyrics from a band I love say this.. "Don’t let their school make a fool of you. Because the teachers may be fools too".

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics...
    Most players in vanilla WoW didnt have any MMO experience.
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics...
    Most players in WoW didnt have any MMO experience.

    There fixed it :D
    nJ0vUSm.gif

    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    edited April 2021
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics... or life for that mater. Fighting Fire with Fire in a MMO is not a thing usually.

    DPS meters should not be needed for common sense, and sounds like your guild leader might have been ignorant in that fact. Cannot hate the person, maybe they just did not know or care. Either way... ignorance in common MMO mechanics is a common thing, and usually gets figured out quickly without a DPS meter.

    In the end, I get it... they help fine tune builds or find builds that out perform other builds. But the last thing you want is a game with 64 classes that only utilizes 12 of them, at least I do.

    Lyrics from a band I love say this.. "Don’t let their school make a fool of you. Because the teachers may be fools too".

    We had a hunch it was suboptimal, but not right away. We had no idea how bad it was without combat trackers.

    Also, this is not necessarily common sense. Blizzard moved away from this design due to the inherent imbalances it introduced to certain class specs. (They chose to reduce immersion in order to better balance gameplay).

    For example, when they released Firelands (which ironically enough has the same end boss as the first raid coming back) there was no reduced damage for fire damage.

    I'm not saying Blizzards decision to do this was right or wrong, but it was in alignment with the vision of their game and it shows you cannot always make assumptions like this. Developers will choose to sacrifice immersion/realism if it aligns better to the vision if their game.

    I guess this is just more justification for needing combat trackers right?
  • Recluse74Recluse74 Member, Alpha Two
    Saedu wrote: »
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics... or life for that mater. Fighting Fire with Fire in a MMO is not a thing usually.

    DPS meters should not be needed for common sense, and sounds like your guild leader might have been ignorant in that fact. Cannot hate the person, maybe they just did not know or care. Either way... ignorance in common MMO mechanics is a common thing, and usually gets figured out quickly without a DPS meter.

    In the end, I get it... they help fine tune builds or find builds that out perform other builds. But the last thing you want is a game with 64 classes that only utilizes 12 of them, at least I do.

    Lyrics from a band I love say this.. "Don’t let their school make a fool of you. Because the teachers may be fools too".

    We had a hunch it was suboptimal, but not right away. We had no idea how bad it was without combat trackers.

    Also, this is not necessarily common sense. Blizzard moved away from this design due to the inherent imbalances it introduced to certain class specs. (They chose to reduce immersion in order to better balance gameplay).

    For example, when they released Firelands (which ironically enough has the same end boss as the first raid coming back) there was no reduced damage for fire damage.

    I'm not saying Blizzards decision to do this was right or wrong, but it was in alignment with the vision of their game and it shows you cannot always make assumptions like this. Developers will choose to sacrifice immersion/realism if it aligns better to the vision if their game.

    I guess this is just more justification for needing combat trackers right?

    Nope lol...

    Combat trackers based on WoW's use of it does not justify it in any other game. Lineage 2, where this game draws a ton of its core game play from, did not use them, and we did just fine. Trial and error was enough to figure out what to do, and what not to do.

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Nagash wrote: »
    Noaani wrote: »
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics...
    Most players in WoW didnt have any MMO experience.

    There fixed it :D

    Fair point
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    Recluse74 wrote: »
    Saedu wrote: »
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics... or life for that mater. Fighting Fire with Fire in a MMO is not a thing usually.

    DPS meters should not be needed for common sense, and sounds like your guild leader might have been ignorant in that fact. Cannot hate the person, maybe they just did not know or care. Either way... ignorance in common MMO mechanics is a common thing, and usually gets figured out quickly without a DPS meter.

    In the end, I get it... they help fine tune builds or find builds that out perform other builds. But the last thing you want is a game with 64 classes that only utilizes 12 of them, at least I do.

    Lyrics from a band I love say this.. "Don’t let their school make a fool of you. Because the teachers may be fools too".

    We had a hunch it was suboptimal, but not right away. We had no idea how bad it was without combat trackers.

    Also, this is not necessarily common sense. Blizzard moved away from this design due to the inherent imbalances it introduced to certain class specs. (They chose to reduce immersion in order to better balance gameplay).

    For example, when they released Firelands (which ironically enough has the same end boss as the first raid coming back) there was no reduced damage for fire damage.

    I'm not saying Blizzards decision to do this was right or wrong, but it was in alignment with the vision of their game and it shows you cannot always make assumptions like this. Developers will choose to sacrifice immersion/realism if it aligns better to the vision if their game.

    I guess this is just more justification for needing combat trackers right?

    Nope lol...

    Combat trackers based on WoW's use of it does not justify it in any other game. Lineage 2, where this game draws a ton of its core game play from, did not use them, and we did just fine. Trial and error was enough to figure out what to do, and what not to do.

    The game referenced doesn't matter in this point. The point is you can't assume all thr mechanics in a game will follow real like mechanics... especially when talking about a class that throws fireballs!!!

    You may disagree with having combat trackers in a game, but there are still pros/cons either way and one pro is that a combat tracker can eliminate the risk of false assumptions like this.
  • Recluse74Recluse74 Member, Alpha Two
    Saedu wrote: »
    Recluse74 wrote: »
    Saedu wrote: »
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics... or life for that mater. Fighting Fire with Fire in a MMO is not a thing usually.

    DPS meters should not be needed for common sense, and sounds like your guild leader might have been ignorant in that fact. Cannot hate the person, maybe they just did not know or care. Either way... ignorance in common MMO mechanics is a common thing, and usually gets figured out quickly without a DPS meter.

    In the end, I get it... they help fine tune builds or find builds that out perform other builds. But the last thing you want is a game with 64 classes that only utilizes 12 of them, at least I do.

    Lyrics from a band I love say this.. "Don’t let their school make a fool of you. Because the teachers may be fools too".

    We had a hunch it was suboptimal, but not right away. We had no idea how bad it was without combat trackers.

    Also, this is not necessarily common sense. Blizzard moved away from this design due to the inherent imbalances it introduced to certain class specs. (They chose to reduce immersion in order to better balance gameplay).

    For example, when they released Firelands (which ironically enough has the same end boss as the first raid coming back) there was no reduced damage for fire damage.

    I'm not saying Blizzards decision to do this was right or wrong, but it was in alignment with the vision of their game and it shows you cannot always make assumptions like this. Developers will choose to sacrifice immersion/realism if it aligns better to the vision if their game.

    I guess this is just more justification for needing combat trackers right?

    Nope lol...

    Combat trackers based on WoW's use of it does not justify it in any other game. Lineage 2, where this game draws a ton of its core game play from, did not use them, and we did just fine. Trial and error was enough to figure out what to do, and what not to do.

    The game referenced doesn't matter in this point. The point is you can't assume all thr mechanics in a game will follow real like mechanics... especially when talking about a class that throws fireballs!!!

    You may disagree with having combat trackers in a game, but there are still pros/cons either way and one pro is that a combat tracker can eliminate the risk of false assumptions like this.

    Playing the game with trial and error can do the same. Just takes a little bit longer, but sooner or later players will figure it out.
  • SaeduSaedu Member, Alpha One, Alpha Two, Early Alpha Two
    Recluse74 wrote: »
    Saedu wrote: »
    Recluse74 wrote: »
    Saedu wrote: »
    Recluse74 wrote: »
    No offense here... but bringing fire builds to a fire dungeon is a bad idea, and is usually known by any player with a tad bit of history in MMO mechanics... or life for that mater. Fighting Fire with Fire in a MMO is not a thing usually.

    DPS meters should not be needed for common sense, and sounds like your guild leader might have been ignorant in that fact. Cannot hate the person, maybe they just did not know or care. Either way... ignorance in common MMO mechanics is a common thing, and usually gets figured out quickly without a DPS meter.

    In the end, I get it... they help fine tune builds or find builds that out perform other builds. But the last thing you want is a game with 64 classes that only utilizes 12 of them, at least I do.

    Lyrics from a band I love say this.. "Don’t let their school make a fool of you. Because the teachers may be fools too".

    We had a hunch it was suboptimal, but not right away. We had no idea how bad it was without combat trackers.

    Also, this is not necessarily common sense. Blizzard moved away from this design due to the inherent imbalances it introduced to certain class specs. (They chose to reduce immersion in order to better balance gameplay).

    For example, when they released Firelands (which ironically enough has the same end boss as the first raid coming back) there was no reduced damage for fire damage.

    I'm not saying Blizzards decision to do this was right or wrong, but it was in alignment with the vision of their game and it shows you cannot always make assumptions like this. Developers will choose to sacrifice immersion/realism if it aligns better to the vision if their game.

    I guess this is just more justification for needing combat trackers right?

    Nope lol...

    Combat trackers based on WoW's use of it does not justify it in any other game. Lineage 2, where this game draws a ton of its core game play from, did not use them, and we did just fine. Trial and error was enough to figure out what to do, and what not to do.

    The game referenced doesn't matter in this point. The point is you can't assume all thr mechanics in a game will follow real like mechanics... especially when talking about a class that throws fireballs!!!

    You may disagree with having combat trackers in a game, but there are still pros/cons either way and one pro is that a combat tracker can eliminate the risk of false assumptions like this.

    Playing the game with trial and error can do the same. Just takes a little bit longer, but sooner or later players will figure it out.

    Maybe... but would it happen fast enough to prevent the guild from breaking up? People only have so much patience for this trial and error.

    What if we subjectivity decided to sit the hunters first because someone heard a rumor they were not good?

    Data is empowering and improves the experience! Ignorance is not bliss!
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