blackhearted wrote: » 1. Lesser social aspect means a lot of things, like players relying on meters instead of player interaction. Less reasons in creating friendships with capable players. 2. There will be cookiecutter builds even without ACT, but they wont be absolute. 3. That is why we will need skilled raid leaders and not random trash. 4. In WoW our raid leader was never top dps because he paid more attention to the group, he re-organized groups and assigned them according to encounter. Very much like in WoW, youre going to be creating strategies to overcome encounters. Even in WoW, its raid leaders job to follow the groups and notice when someone is lost. We were never forced to look at dps meters because we knew everyone was capable. That is the kind of social interaction AoC is looking for. The rest of ur post just seems like someone described a bad pug group that shouldnt exist in AoC nor should be trying high end content. You need guildies, players youve done dungeons with and noticed are capable. A good raid leader should know classes and assign them appropriate roles, like ccing adds, some bursting them. Raid leader should pay more attention to the environment instead of their dps and make sure everyone else is doing their job. When you achieve a group where the raid leader can trust others, he can dps more.
damokles wrote: » TELL ME HOW A RAIDLEADER IS SUPPOSED TO CHECK 40 MAN IN A COMBAT SCENARIO WITHOUT A COMBAT LOG I DARE YOU.
noaani wrote: » Archeage doesn't have any means of checking combat effectiveness, so not only did it have an extremely pronounced meta, but once that meta was accepted, it was almost impossible to shift. Without the ability to show working proof that a build is better, people just stick to what they know - so I'd argue that while a combat tracker makes the meta game clearer, it also helps it move faster as new builds can be imagined, tried, tested and proven much faster.
dygz wrote: » When I soloed group dungeons in NWO, I still had to deal with timers - make sure that I killed the mini-bosses and bosses within a set window of time before certain actions were triggered, but that wasn't about damage per second. That was about damage within a range of minutes.
seaber wrote: » It could cost thousands of irl money to change a build in archeage which would prevent most people from changing.
damokles wrote: » TELL ME HOW A RAIDLEADER IS SUPPOSED TO CHECK 40 MAN IN A COMBAT SCENARIO WITHOUT A COMBAT LOG I DARE YOU. ("Just by looking at the team members" wont be counted as an valid answere, because that will never work, except you know the animation of every skill, its variations, its damage, follow every dot, know from who each dot came from, and have the brain of a computer to add everything instantly together, not to forget the melee dps, where you would need to know the average damage from each melees weapon, their skills and for everyone: their crit chance and eventual number of crits)
wanderingmist wrote: » The same way a store manager knows that every part of their store is running smoothly, by having competent support staff who help monitor what is going on. You will be hard pressed to find a raid leader who knows the intricacies of every single class and spec in the game, which is why a good raid leader will listen to their raid members when deciding tactics and figuring out what went wrong. Of course, in a 40-man raid, having everyone chip in with ideas is impractical, so you have raid officers and team leaders to help you. On a side note, one of the reasons why I prefer 10-man raids is that it allows everyone to pitch in and give their feedback on what is happening. Even the most observant raid leader with access to a full combat tracker can miss things that other people spot.
noaani wrote: » wanderingmist wrote: » The same way a store manager knows that every part of their store is running smoothly, by having competent support staff who help monitor what is going on. You will be hard pressed to find a raid leader who knows the intricacies of every single class and spec in the game, which is why a good raid leader will listen to their raid members when deciding tactics and figuring out what went wrong. Of course, in a 40-man raid, having everyone chip in with ideas is impractical, so you have raid officers and team leaders to help you. On a side note, one of the reasons why I prefer 10-man raids is that it allows everyone to pitch in and give their feedback on what is happening. Even the most observant raid leader with access to a full combat tracker can miss things that other people spot. This is true, but a store manager (especially if part of a larger company) will have access to data that is outside of the scope and purview of an individual sales person in a store. No one managing a store relies solely on asking their staff what is and isn't selling. They take that in to account, but also look at past sales data, region/nationwide/international trends etc. Hell, depending on what you are selling, they will even take the weather forecast in to consideration. Talking to your team is an invaluable thing - in business and in raiding. But so to is objective data.
wanderingmist wrote: » On a side note, one of the reasons why I prefer 10-man raids is that it allows everyone to pitch in and give their feedback on what is happening. Even the most observant raid leader with access to a full combat tracker can miss things that other people spot.
wanderingmist wrote: » The same way a store manager knows that every part of their store is running smoothly, by having competent support staff who help monitor what is going on. You will be hard pressed to find a raid leader who knows the intricacies of every single class and spec in the game, which is why a good raid leader will listen to their raid members when deciding tactics and figuring out what went wrong. Of course, in a 40-man raid, having everyone chip in with ideas is impractical, so you have raid officers and team leaders to help you.
wanderingmist wrote: » Yeah you're right there. On second thoughts, the store analogy is a little off, so instead let's compare a 40-man raid to the military. In the British Army, a Captain leads a Platoon of 30 soldiers. It would be unreasonable for the Captain to keep track of everyone in their Platoon at once, so the soldiers are split into 3 Sections. Each Section is commanded by a Corporal. Within each Section you have 2 Fire Teams, each commanded by a Lance Corporal. A good Army Captain will be in constant communication with their Corporals who in turn will make sure that the rest of the soldiers are following orders. That is the essence of command and a raid team follows similar principles.
wanderingmist wrote: » A good Army Captain will be in constant communication with their Corporals who in turn will make sure that the rest of the soldiers are following orders. That is the essence of command and a raid team follows similar principles.
wanderingmist wrote: » @damokles Yeah I realised my analogy was slightly weak, so I changed it in my reply above yours. Adding to that slightly, I doubt an Army Captain needs to know how many bullets each of his soldiers has shot, how many they hit and how many they missed. There is a thing called information overload and I've known raid leaders in the past that tried to know everything and micro-manage everything that was happening in a fight. it never worked and usually just caused more problems and confusion
wanderingmist wrote: » I doubt an Army Captain needs to know how many bullets each of his soldiers has shot, how many they hit and how many they missed. There is a thing called information overload and I've known raid leaders in the past that tried to know everything and micro-manage everything that was happening in a fight. it never worked and usually just caused more problems and confusion.
blackhearted wrote: » @noaani The information ure pointing out to be equal to ACT is actually equal to paying focus on the environment.
blackhearted wrote: » You can get enough of objective data can be learning boss mechanics, the environment boss exists in and how to abuse it. That's all that's necessary and I think the army example seems to fit quite well as the goals and the composition of groups are quite similar.
blackhearted wrote: » How is environment subjective data?
blackhearted wrote: » Yet the actual reality is in no way affected by our opinions but is definite. Boss mechanics or environment dont care about our opinions.