Azathoth wrote: » I'm not sure if our ideas of "impossible" and "most fun" match. A lot of what I am getting out of this debate is: 1) Group does content 2) Group checks ACT and determines the exact method for defeating encounter 3) Group tries encounter again and a) Wins, or b) starts over at (2). To me that is not fun, nor does it prove the encounter would have been impossible. To me that is a cheap way of playing -"What type of damage did the raid boss do at 27 seconds?" Acid, check and prepare for that -"What shape was the effect at 13 seconds?" Cone, check and prepare for that -"Out of all the damage types, what was most effective?" Lightning, check and prepare for that I don't see the point in planning out how to defeat this content and I don't think I need this to do it. But, as a gamer, I am willing to try and fail multiple times and learn as I go. I am not against ACT's, nor do I think my statements reflect any particular posters point of view on the matter. It just seems to me, imo, that the main purpose of the tracker is to not have to try harder, but plan better. I am a try again and get better type. Others are a plan it out and do it right the first time types.
consultant wrote: » Clear and obvious buffs debuffs enrages and game mechanics does not mean less fun just less complicated and more people would be apt to raid.
noaani wrote: » I don't think I can make it any more plain than this.
noaani wrote: » If you think the developers of a product that cost tens of millions of dollars to make don't think about these things, and take them all (including available tools) in to account when designing content for the game, then I'm really not sure how to respond to that without insult - but I will say that such a notion is a direct insult to those developers. If you try and raid in any game that has a combat tracker developed for it, but don't use that combat tracker, you will not get far. This is because the content in that game (at least at the top end) is designed to need it. It isn't a QoL tool, it is a requirement. Developers saw that players have them, and so in order to still challenge players, they develop content with it in mind.
Dygz wrote: » noaani wrote: » I don't think I can make it any more plain than this. hahahaha I hope you know - as I know - that repeating yourself is not going to be any more convincing. I understand what you're saying. We disagree on what we want in the game.
Dygz wrote: » noaani wrote: » If you think the developers of a product that cost tens of millions of dollars to make don't think about these things, and take them all (including available tools) in to account when designing content for the game, then I'm really not sure how to respond to that without insult - but I will say that such a notion is a direct insult to those developers. If you try and raid in any game that has a combat tracker developed for it, but don't use that combat tracker, you will not get far. This is because the content in that game (at least at the top end) is designed to need it. It isn't a QoL tool, it is a requirement. Developers saw that players have them, and so in order to still challenge players, they develop content with it in mind. bwahahahaahhahahahahahahahahahaha!! Apparently, the Ashes devs have thought about this, consider DPS meters and combat trackers to be a type of QoL that they don't want Ashes players to have and have chosen not to include them in their game.
Dygz wrote: » Where we do agree is that players will make mods for DPS meters and combat trackers in any case.
Dygz wrote: » Ashes will have too many configs of racial, religious and social augments -in addition to weapon abilities and race/subclass combinations- for there to be cookie-cutter builds.
blackhearted wrote: » ACT in its core only offers a method to unravel meta faster for higher dps and a faster problem solving during raids. Both of these mechanics in their core lead players to reach the end as soon as possible and are designed for saving time. I see developers having a choice regarding their content. They have to choose between having content that has a gear cap and when that is overcome the dungeon is basically finished Then there is the second method, they create content that could take months to solve as players would struggle finding optimal dps builds and mechanics to help them bypass that dps cap.
Ashes team seems to be going for the latter. That way they enable the possibility for more meaningful content, which seems to be one of the foundation pillars of this game.. When was the last time u had to ask how someone got an cool item in a game? When was the last time u fought a boss that u didnt hold self-evident to beat?
Even if someone created a 3rd party ACT for Ashes, it would never have reliable data. You could maybe test ur dps on a dummy, but then it wouldnt be valid in raiding situations. They could have it read dmg numbers, ashes could force the screen to show everyones damage numbers or hide them completely and the program wouldnt work or it would be too unreliable to be used as a guideline.
Wololo wrote: » lmao this thread is insane but a good read so can yall agree dps meters is a bad idea now ? and that it holds more players off raiding then it gets players into it adds fuel to the fire
Wololo wrote: » so can yall agree dps meters is a bad idea now ?
blackhearted wrote: » The problem with this is that once players find that optimal setup (which would take days, maybe weeks at a stretch), the content is all laid flat. This may seem like an self evident statement, but I feel it is worth stating; without adding complexity to encounters, encounters are simple /quote@noaani The whole point of the message u quoted is that they can develop content exactly similar to a game where ACT is enabled for players. Optimal builds wont take days or weeks but months, finding some mechanics to help raids bypass mechanics that punish low dps would be mandatory. You should read my post again with more thought and then reply again. Even the wiki part is false, I said how someone got... Im not talking about taking a few days to finish raids but perhaps even months or missing a boss because the node was broken, being motivated to defend the node because u want to finish the raid.
Dygz wrote: » Yeah. Ashes' raid tactics change from session to session, so... using a combat tracker to help figure out strategy is unlikely to work well. If it's taking "days" to assess a strategy from a combat tracker, probably better to pay attention to what the actual mobs are doing and then adjust party combo synergies accordingly than trying to look for the player with the lowest dps. Or lowest gear score for that matter.