Undead Canuck wrote: » Just responding to the question asked. Because the developers said no.
Question; For your interface, have you guys discussed how much freedom the player will have in configuration options, like, are you designing it for players to be able to install mods? Steven; That's a good question, and it's something that we are definitely addressing in our discussions. I think we're maybe leaning towards not allowing the mods. Jeff; Yeah it just depends what we're talking about when it comes to mods, because they can provide boons and they can provide banes. We're just not sure where we are on that. They'll definitely be some option for customization, especially on the UI side of things, but as far as true mods, I'm not sure how far we are going to support that. Steven; I think that the issue with mods becomes that certain players have access to certain mods, now the mods become necessary to play the game from a competitive aspect. And if players don't have that mod, then their experiencing the game on a different level, and I just don't want that meta to appear where mods are required in order to perform.
DaddySaucy wrote: » And only looking at what the majority thinks, well.. You saw how that worked out for WoW. It's mythic raiding scene is all but dead because they set focus on the casuals
DaddySaucy wrote: » but to go as far as banning any kind of use of it will lose my subscription. Kinda shows that they dont care what the minority wants, only caring about the majority.
noaani wrote: » Undead Canuck wrote: » Just responding to the question asked. Because the developers said no. Have you got a quote for that? The following is the only quote I have found direct from Intrepid Question; For your interface, have you guys discussed how much freedom the player will have in configuration options, like, are you designing it for players to be able to install mods? Steven; That's a good question, and it's something that we are definitely addressing in our discussions. I think we're maybe leaning towards not allowing the mods. Jeff; Yeah it just depends what we're talking about when it comes to mods, because they can provide boons and they can provide banes. We're just not sure where we are on that. They'll definitely be some option for customization, especially on the UI side of things, but as far as true mods, I'm not sure how far we are going to support that. Steven; I think that the issue with mods becomes that certain players have access to certain mods, now the mods become necessary to play the game from a competitive aspect. And if players don't have that mod, then their experiencing the game on a different level, and I just don't want that meta to appear where mods are required in order to perform. That is all I can find. This was three years ago, and so it safe to say that it would not be fair to hold them to that, in either direction. Nothing in that says anything about a built in combat tracker. If anything, it would support it, as that is the best way to ensure there is no situation where a player has a mod that allows them to play the game on a different level. Now, if you can find a specific quote that says anything else, I am absolutely more than keen to be pointed towards it. I mean, I may have managed to not find it, and I am all about having as accurate info as is possible. However, in all the discussions on this topic on these forums, the above is the only discussion I can find from Intrepid.
Jahlon wrote: » Steven today pretty much said no DPS meters
Ventharien wrote: » @noaani During today's live stream. The chat kept asking the question, and berating each other lol. They used it as an extra question.
Ventharien wrote: » He says they can data table it, and Margaret suggests that Steven inform every one of the third party policy, though i don't think he heard her and finishes his statement. And people have been fighting the same single encounter ad naseum across multiple game genres, especially mmo's. Not only will they do so dozens of times in an attempt to world first, or server first, they will then farm that content repeatedly for months and even years. I don't think player attention is that pressing a concern especially at that level.
noaani wrote: » Raiders are all for puzzles and trying to solve them, and trial and error is indeed a part of that. However, Intrepid seem content with offering that up as the only available option should players wish to follow the TOS. That won't fly.
Ventharien wrote: » noaani wrote: » Raiders are all for puzzles and trying to solve them, and trial and error is indeed a part of that. However, Intrepid seem content with offering that up as the only available option should players wish to follow the TOS. That won't fly. That's literally all there should be. You walk into a new boss, why should you know anything about it? It's mechanics? Other than what you yourself have gleaned from the earlier fights of the raid, or mechanics you have seen before. Or at least similar ones. Team work and trial and error should be all that's necessary (outside of obvious things like gear and potions/ goodies)
Hypnotistu wrote: » The only compromise would be to have some sort of 'personal' meter. The devs mentioned they might add some target dummies for players to test in their "hideouts" (I don't know the nomenclature yet). This would only serve for personal skill improvements, and would not burden the player with the stigma of having crappy dps when it matters. Also, if there's no separation between leveling dungeons and endgame dungeons, then having a dps meter for any encounter is moot, because everyone can blame it on lack of items or high server latency. Coming from other MMOs where damage numbers are active, I dislike the attitude of calling people toxic for asking similar features. If the UI customization is not flexible enough, players will still ask for a damage meter...
noaani wrote: » This is the part that won't fly. The whole raid may think they are on the right path, but with no objective data, no one can know for sure. If you have information on an encounter before pulling it, that is from things other than combat trackers - as combat trackers can not predict the future.
George Black wrote: » Why no meters? For the same reason that there is open world pvp. For the same reason that crafted gear matters. For the sane reason that you cant reach lv50 in a week. For the same reason that there isnt teleport points every 2 steps. For the same reason that groups are made out of 8 and not tankheal2dps. For the same reason that there isnt p2w. Because people are tired of your typical boring mmorpgs we had for the last decade, a screen full of UI indicators and boring static rotation gameplay.
noaani wrote: » Jahlon wrote: » Steven today pretty much said no DPS meters Where?
George Black wrote: » I played eso for 5 years, a game based on animation cancelling dps race, without any combat metrics addons with Australian delay connected to the EU server (a mess of a performance game btw). Guess what? I'd pull the same dps as the other people playing my class, clearing ALL content. Are you rly afraid that you wont beat the game without dps meters? Are you afraid that you wont be able to teach dpsing to your guild members without the meters? Even if you stubornly stock to that notion (which is false because mmorpgs used to be without dps meters forever), well guess what. Nobody will have dps meters. Even playing field.