seaber wrote: » noaani wrote: » Sometimes, when a thing isn't working, it's only not working because one or two components of the thing aren't working. When this is the case, you need to diagnose where the problem is, and then you can address that problem. You don't swap out a car's engine just because the spark plugs are not working, you simply diagnose the issue, and deal with the one component. A combat tracker is literally a diagnostic tool. It allows you to find what part of the whole needs attention - how you then deal with the need to fix something is then up to the individuals involved, but if you don't know where the problem is, there isn't much you can do to fix it. The notion that you don't need a combat tracker because you put aside the individual in order to further the whole can only come from the perspective of only using a combat tracker as a means of e-peen waiving, which is all many people know how to do. However, that is a misuse of a combat tracker as a tool, and in no way takes away from the value of it when used correctly. To me, this is no different than someone using their cars dyno results to gloat to others - when the actual purpose for putting your car on a dyno is to make sure all the individual components of the car work in harmony, and that improvements made to it provide the expected results. Jinkies! I didn't realise raiders were inanimate objects that will get replaced as soon as the raid leader has ordered in a new part. If only it were possible to trust an inanimate object to fix its own mistakes and communicate when it can't .
noaani wrote: » Sometimes, when a thing isn't working, it's only not working because one or two components of the thing aren't working. When this is the case, you need to diagnose where the problem is, and then you can address that problem. You don't swap out a car's engine just because the spark plugs are not working, you simply diagnose the issue, and deal with the one component. A combat tracker is literally a diagnostic tool. It allows you to find what part of the whole needs attention - how you then deal with the need to fix something is then up to the individuals involved, but if you don't know where the problem is, there isn't much you can do to fix it. The notion that you don't need a combat tracker because you put aside the individual in order to further the whole can only come from the perspective of only using a combat tracker as a means of e-peen waiving, which is all many people know how to do. However, that is a misuse of a combat tracker as a tool, and in no way takes away from the value of it when used correctly. To me, this is no different than someone using their cars dyno results to gloat to others - when the actual purpose for putting your car on a dyno is to make sure all the individual components of the car work in harmony, and that improvements made to it provide the expected results.
whitedude31 wrote: » seaber wrote: » noaani wrote: » Sometimes, when a thing isn't working, it's only not working because one or two components of the thing aren't working. When this is the case, you need to diagnose where the problem is, and then you can address that problem. You don't swap out a car's engine just because the spark plugs are not working, you simply diagnose the issue, and deal with the one component. A combat tracker is literally a diagnostic tool. It allows you to find what part of the whole needs attention - how you then deal with the need to fix something is then up to the individuals involved, but if you don't know where the problem is, there isn't much you can do to fix it. The notion that you don't need a combat tracker because you put aside the individual in order to further the whole can only come from the perspective of only using a combat tracker as a means of e-peen waiving, which is all many people know how to do. However, that is a misuse of a combat tracker as a tool, and in no way takes away from the value of it when used correctly. To me, this is no different than someone using their cars dyno results to gloat to others - when the actual purpose for putting your car on a dyno is to make sure all the individual components of the car work in harmony, and that improvements made to it provide the expected results. Jinkies! I didn't realise raiders were inanimate objects that will get replaced as soon as the raid leader has ordered in a new part. If only it were possible to trust an inanimate object to fix its own mistakes and communicate when it can't . Usually people only get kicked from a raid for two reasons: 1)Being an asshat 2)Making the same mistakes over and over again after being told repeatedly how to fix the issue There is a third reason, but I very rarely ever seen it and I played Tera for 7 years, which is notorious for its high skill set needed for raids and dungeons. That is people getting kicked for being under geared or unprepared. From what I heard from others, it apparently happened all the time, but I was a leader in a hardcore guild, so we all were hitting the ground running and very rarely had issues with each other. Well, on the other hand, we were all pretty sadistic assholes and loved teamkilling each other whenever we were not doing anything serious like a speedrun or attempting world first.
wanderingmist wrote: » @noaani any guild that replaces raid members at the drop of a hat based on performance alone gets a wide berth from me. In my experience those types of guilds have a very toxic atmosphere since everyone is constantly competing with each other. They are more concerned with being the "best" rather than working as a team.
seaber wrote: » @noaani It was your analogy I was reading. I still do not know why you feel you need a diagnostic tool. If you won't use it to decide who to exclude, do you only want it to make raiding easier?
dygz wrote: » It depends on what is meant by detriment and "harmful". If I thought an individual's DPS was low -especially if that player's character was max level- and I suggested they use an ability that player says they never use or they something similar to, "Well, that is a Repel ability and I'm an Ice Wizard so I don't use that ability...," I would start thinking of abilities other players could use to increase that player's damage input -via buffs or combo synergies, etc- or, how we could debuff the opponents such that they are more vulnerable to that individual's damage abilities - in this case, "What can we do to increase the power of that person's Ice abilities and what can we do to make the opponents more vulnerable to Ice abilities?"
azathoth wrote: » "The presence of a combat tracker doesn't make raiding easier, it allows the developers to develop harder, more intricate raids than would be reasonable for them to create without such a tool being present." Assuming players need a combat tracker to handle harder, more intricate raids is a disservice to the players. They develop challenging content to challenge players as a whole, not just the ones that feels it's necessary to squeeze out every last % by using a diagnostic tool to enhance their performance.
dygz wrote: » I don't know what is meant by not being able to implement everything that comes to a player's mind in CRPGs. Pen and paper RPGs have that limitation as well.
azathoth wrote: » "The presence of a combat tracker doesn't make raiding easier, it allows the developers to develop harder, more intricate raids than would be reasonable for them to create without such a tool being present." Assuming players need a combat tracker to handle harder, more intricate raids is a disservice to the players. They develop challenging content to challenge players as a whole, not just the ones that feels it's necessary to squeeze out every last % by using a diagnostic tool to enhance their performance. Yes, all of the analogies are great, but in the end IS deciding not to add one indicates (to me at least) that they plan on their players rising to the challenge by being challenged, failing, and trying again. Not using a tool to bypass most of that.
dygz wrote: » I don't really care much at all about DPS. I don't believe that damage per SECOND really matters. DPS is more of a gamer perspective than a dev perspective - the seconds usually aren't crucial. It's usually damage within a span of minutes that is crucial, but... let's go with the colloquial meaning of DPS. If I thought an individual's DPS was low -especially if that player's character was max level- and I suggested they use an ability that player says they never use or they something similar to, "Well, that is a Repel ability and I'm an Ice Wizard so I don't use that ability...," I would start thinking of abilities other players could use to increase that player's damage input -via buffs or combo synergies, etc- or, how we could debuff the opponents such that they are more vulnerable to that individual's damage abilities - in this case, "What can we do to increase the power of that person's Ice abilities and what can we do to make the opponents more vulnerable to Ice abilities?"
noaani wrote: » azathoth wrote: » "The presence of a combat tracker doesn't make raiding easier, it allows the developers to develop harder, more intricate raids than would be reasonable for them to create without such a tool being present." Assuming players need a combat tracker to handle harder, more intricate raids is a disservice to the players. They develop challenging content to challenge players as a whole, not just the ones that feels it's necessary to squeeze out every last % by using a diagnostic tool to enhance their performance. Yes, all of the analogies are great, but in the end IS deciding not to add one indicates (to me at least) that they plan on their players rising to the challenge by being challenged, failing, and trying again. Not using a tool to bypass most of that. Without some sort of tool to tell you what went right and what went wrong, that "being challenged, failing and trying again" is all about guesswork and luck, not rising to a challenge. In order to rise to a challenge, one needs to know what that challenge is. Not knowing what the challenge you are facing even is, yet overcoming it anyway, is actual pure dumb luck. That isn't rewarding content. Further, as I tried to point out in my previous post (and perhaps failed), it isn't about players needing the tool to be able to take on intricate content, it is about the developers being able to develop even more intricate content than they otherwise would if they know players taking on that content likely have access to a combat tracker. Developers will ALWAYS develop content with one eye totally fixed on what to expect from players and player characters. We will still be able to kill content without a tracker, because the content will be made to be able to be killed without one. However, that content will be far less interesting than content that is designed when developers develop content for players with a tracker, as the very presence of a tracker allows the developers to put more in to an encounter, to tighten up tolerances. The more you add to an encounter in terms of mechanics or the smaller the room for error a raid has, the more enjoyable the encounter is for the raid. Without a tracker, there is less scope to add multiple mechanics to an encounter, and the room for error has to be larger, thus the content itself is - by it's very design - less enjoyable.
wanderingmist wrote: » More is not always better.
blackhearted wrote: » IS wants us to focus on teamwork and environment and an ACT takes away from both of those. Youre saying u want more mechanical challenge but yet ure saying u cant figure out the encounters without an ACT.
In practice, DPS is a measure of how much damage a given player deals against an encounter, divide by the number of seconds that encounter lasted for, so saying you don't care about how much damage per second a player does, but do consider the amount of damage within a span of seconds to be crucial, all that tells me is - once again - that this is a player that doesn't know what they are talking about, yet continues to talk regardless.
noaani wrote: » To suggest that if there was a player that was under performing on your raid, one could simply make up that lack of performance via buffs and debuffs tells me that the raid leader is worthless, as in order to be able to put a buff on that player, there has to be an unused buff somewhere in the raid. It's not like buffs are an infinite resource - any good raid leader will make sure that they are making 100% use of all buffs they have on their raid.
noaani wrote: » Further to that point, if you had a spare buff, say +100 to spell damage, and you had an under performing wizard and a not under performing wizard, you put that buff on the not under performing wizard as that will get you more value out of the buff - and at the end of the day, that buff is a resource belonging - and to be used to the benefit of - the raid.
noaani wrote: » Redistributing buffs in order to cover up a lack of player ability or willingness to be as good as they can is poor raid leadership. It is the kind of leadership that will see a raid never make it past the first handful of encounters, and puts players off raiding.
noaani wrote: » No one playing a support class likes to be told to put their buffs on anyone other than the optimal person for them to be on. It's why people playing support classes play support classes.
noaani wrote: » The suggestion of looking at buffs and debuffs to help one under performing player in your raid is viable, rather than helping that one player perform better by themselves, tells me that - once gain - this is a player that doesn't know what they are talking about, yet continues to talk anyway.