Saedu wrote: » @Dygz, a combat tracker is still beneficial for your group.
How many wipes is your group willing to go on a boss until people start trying out different specs?
How do you even know if those changes help or hurt without a combat tracker?
50 wipes? 100? You certainly don't need to use the combat tracker, but why insist the other group you have no intention of ever playing with can't have it when it's really important to them and it won't hurt your group? (If anything it would help you weed out the try hard toxic players... they can't help flexing on the meters).
Dygz wrote: » Saedu wrote: » Dygz, a combat tracker is still beneficial for your group. A combat tracker isn't necessary for my groups. And it isn't worth the overall toxicity combat trackers inevitably bring to the overall community.
Saedu wrote: » Dygz, a combat tracker is still beneficial for your group.
Noaani wrote: » You still don't get it.
The combat tracker isn't the root cause of the toxicity you are seeing.
If you are in a group and are not performing well, others present have every right to be pissed at you. They have every right to boot you from the group, and there is no need for them to apologise for doing so. People don't need a combat tracker to see people that are as far behind as you are in terms of acceptable group performance.
If you join a group in an MMO, you should be putting your best foot forward.
You don't invite your friends out for a nice meal and wear the same shitty clothes you wear around the garden, you put in some effort because others are involved.
Dygz wrote: » Ahhh. What clothes people choose to wear has absolutely no impact on enjoying a nice meal with friends.
Dygz wrote: » Recluse74 wrote: » I do not want the DPS meter to push me into a way of playing I do not enjoy. I do not want to roll a warrior for example.. and be told that a warrior with these buffs and skills can do more ranged DPS than a warrior with my build with sword and I should change.. Obviously I would not change even if it meant getting kicked. Exactly. If I am an Ice Wizard rather than a Repel Wizard, I couldn't care less how much more DPS Repel does than Ice. If I am a Feral Druid, don't demand I switch to Restoration Druid. We should be able to figure out how to kill the boss with an Ice Wizard rather than always requiring a Repel Wizard. And we should be able to figure out how to kill the boss with a Feral Druid rather than a Restoration Druid. I don't play RPGs for DPS. I play RPGs to figure out how we get the roles and specs we have in the party to defeat the challenges. Doesn't matter how long it takes to do so. What matters is that each player enjoys playing the characters they've built. DPS should not have to be the primary determination of defeating a boss. My favorite scene in Log Horizon builds off that idea - asking each player why they use the abilities they've chosen to use and then working out how to synergize those with the other abilities in the party.
Recluse74 wrote: » I do not want the DPS meter to push me into a way of playing I do not enjoy. I do not want to roll a warrior for example.. and be told that a warrior with these buffs and skills can do more ranged DPS than a warrior with my build with sword and I should change.. Obviously I would not change even if it meant getting kicked.
Saedu wrote: » BYUcougfan wrote: » Allow a DPS meter but make being the best DPS about more than who has the best rotation and twitch. Make sustained top DPS likely to take aggro from the tank. Top DPS will still be good, but a feel for the game will be equally important. It would allow folks to play the build they want assuming they don't gimp themselves. In that scenario, I would rather have the DPS, regardless of build, that knows when to back off rather than the guy who tops the DPS, but dies 30 seconds into the fight because of aggro. Not a bad idea, but DPS will need a way to drop aggro as well... I still remember a vanilla WoW boss where all of the dps that had no threat dumps were told to wait until 80% health on the boss before they start DPS... maybe have threat decay over tbr course of the fight so the actions in the last 30 seconds are weighed more than prior actions? Also, if our did have a mechanic like this you would absolutely need combat trackers so you could see where you are in terms of the threat table of the boss mid-fight.... this was early WoW and it was critical. Otherwise your flying blind and have no idea I'd your doing too much or too little relative to the tank. One more valid reason for combat trackers!!!
BYUcougfan wrote: » Allow a DPS meter but make being the best DPS about more than who has the best rotation and twitch. Make sustained top DPS likely to take aggro from the tank. Top DPS will still be good, but a feel for the game will be equally important. It would allow folks to play the build they want assuming they don't gimp themselves. In that scenario, I would rather have the DPS, regardless of build, that knows when to back off rather than the guy who tops the DPS, but dies 30 seconds into the fight because of aggro.
Noaani wrote: » If it were that low, no one would care. Thing is, the difference between builds in many games can be as much as 20 - 30%. That is noticeable, and no one claiming to want to be a part of a team that has a specific goal in mind has the right to single handedly prevent that team from reaching their goal and not expect to be removed from said team. If you don't want to care about your performance, join a guild that doesn't care about your performance. If you join a guild that cares about performance, then do what you can to improve your performance. Is there some part of that you disagree with?
Blackhearted wrote: » This is why Im against ACTs, when u want to play the hardest content u lose most or all of ur personal freedom of preference and make it harder for devs to balance the game.
Noaani wrote: » Blackhearted wrote: » This is why Im against ACTs, when u want to play the hardest content u lose most or all of ur personal freedom of preference and make it harder for devs to balance the game. When you make the free decision to try and kill the hardest content in the game, a part if that decision is in the fact that you will do what is needed. Without combat trackers, guilds will require people be the specific builds they deem to be the best - or at least be builds they deem to be acceptable. With no way to objectively assess builds, guilds will want more control over what builds people use, not less. There is no way I am going to accept someone on one of my raids with a build I have not cleared, unless I can objectively assess the build they have - in which case they can take what ever build they want as long as the output is acceptable.
Recluse74 wrote: » So you are a gatekeeper.
Noaani wrote: » Recluse74 wrote: » So you are a gatekeeper. I do not understand what you are saying here. When in game, on a raid, I do what I can to get my guild through content as fast and as well as we can. If the fastest way to get through a piece of content is to take along a specific build, I will ensure we have that specific build. The people that join my guild all know this to be the case, and they accept that there may be times they need to run a specific build, so that the whole guild can progress through content faster. However, should they ever be called to run a specific build, they know that they are doing this for many other people that have run specific builds to assist them in progressing, and so are more than happy to return the favor. It seems to me that too many people look at a raid focused guild in MMO's as like a bowling team - each person in the raid doing their own thing independently of the others, with the total scores added up at the end. This is not how it works. It is more like a football team (take your pick of any of 6 sports around the world that are called "football" in various regions). Everyone present works towards a singular goal rather than everyone working towards their own goal. Either the entire team scores, or no one scores. Now, again, I have no idea what it is you mean by gatekeeper. My job is to get my guild through content, my guilds job is to assist each other in getting through content, and that is why we are all in that guild. If someone was not happy with that, then they would be in a guild other than my guild.
Recluse74 wrote: » Gatekeeping... you let in who you want in... and keep out the people you want out.
Noaani wrote: » Recluse74 wrote: » Gatekeeping... you let in who you want in... and keep out the people you want out. I let people in to my guild that fit in with what my guild is - but that is the point of a guild, a gathering of likeminded players. I am not gatekeeping content - anyone that wants to run a piece of content is welcome to do so. In fact, this is why I argue for as much raid level instanced content as possible. The easiest way to gatekeep content is for that content to be limited and completing it yourself - regardless of a need to complete said content, but purely to prevent others from accessing it. With instanced content, this is not possible, making gatekeeping (as I understand you are talking about it) virtually impossible.
Recluse74 wrote: » Instanced? While I understand it is in the game, what do you need more of it for? Plenty of Open world dungeons to farm and raid.
Noaani wrote: » The easiest way to gatekeep content is for that content to be limited and completing it yourself - regardless of a need to complete said content, but purely to prevent others from accessing it. With instanced content, this is not possible, making gatekeeping (as I understand you are talking about it) virtually impossible.
Noaani wrote: » Recluse74 wrote: » Instanced? While I understand it is in the game, what do you need more of it for? Plenty of Open world dungeons to farm and raid. Noaani wrote: » The easiest way to gatekeep content is for that content to be limited and completing it yourself - regardless of a need to complete said content, but purely to prevent others from accessing it. With instanced content, this is not possible, making gatekeeping (as I understand you are talking about it) virtually impossible. This is why I am a fan of instanced content. Instanced content is content that literally no one can gatekeep. As soon as there is a boss that is open world, me and my guild will kill it every spawn, preventing anyone else from getting a kill on it. Call that gatekeeping if you like. I call it competitiveness. While this is what I will do if the game allows it, I personally think it is better for the game if there is a good amount of content (specifically not all, not even most) that doesn't allow for this kind of thing.
Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Instanced? While I understand it is in the game, what do you need more of it for? Plenty of Open world dungeons to farm and raid. Noaani wrote: » The easiest way to gatekeep content is for that content to be limited and completing it yourself - regardless of a need to complete said content, but purely to prevent others from accessing it. With instanced content, this is not possible, making gatekeeping (as I understand you are talking about it) virtually impossible. This is why I am a fan of instanced content. Instanced content is content that literally no one can gatekeep. As soon as there is a boss that is open world, me and my guild will kill it every spawn, preventing anyone else from getting a kill on it. Call that gatekeeping if you like. I call it competitiveness. While this is what I will do if the game allows it, I personally think it is better for the game if there is a good amount of content (specifically not all, not even most) that doesn't allow for this kind of thing. This is where open world PvP comes in.. Good luck trying to gatekeep open world bosses when 4 other guilds show up to do the same thing, if not more. Look, you can argue till your are blue in the face, and so can I. We are not going to change each other's minds. Might as well let the topic die.. Unless you truly think Steven will listen to you , then argue more I guess.