BlackBrony wrote: » I don't know. I can't stop thinking about this every time I hear people asking for combat tracker:
Ventharien wrote: » noaani wrote: » It isn't a case of "my DPS meter said this" for people when they are acting toxic like that, it is a case of "I think your class sucks". Nothing more, nothing less. You can't make that assumption.
noaani wrote: » It isn't a case of "my DPS meter said this" for people when they are acting toxic like that, it is a case of "I think your class sucks". Nothing more, nothing less.
noaani wrote: » Ventharien wrote: » noaani wrote: » It isn't a case of "my DPS meter said this" for people when they are acting toxic like that, it is a case of "I think your class sucks". Nothing more, nothing less. You can't make that assumption. It isn't an assumption. Archeage - the game with the lowest usage of combat trackers out of any game I have played, was the most excluding and most toxic. The game had combat trackers available for it, but most players were not aware of this fact. The game basically had a list of viable builds, and you effectively had to be one of those builds if you were in an active guild. Most of the builds considered to be for DPS were decidedly average when actually objectively tested against other builds. Even in community baed content (CR, GR, MM, Halcy) you would be laughed at and booted if more too many players came along. This is why I spent most of my time as a pirate in that game. I could be what ever build I wanted, as there was no one to tell me otherwise. The build I opted for was a DPS/CC hybrid that was so poorly understood people on these forums have called it a tank class in the past. I could happily take on any two of the cool kids builds at the same time, even if they had higher gear score. What I'm saying is that my statement, the one you called an assumption, is not an assumption at all. Any player that has not played Archeage or BDO has not played a game where combat don't have a major influence, but thise that have played thise games know perfectly well that toxicity is not a result of said trackers, as that toxicity still exists when trackers do not, or when their use is marginalized. People making claims about toxicity in a game without combat trackers that has not played either of those games for a reasonable amount of time are making assumptions, not me.
noaani wrote: » It isn't an assumption. Archeage - the game with the lowest usage of combat trackers out of any game I have played, was the most excluding and most toxic. The game had combat trackers available for it, but most players were not aware of this fact. The game basically had a list of viable builds, and you effectively had to be one of those builds if you were in an active guild. Most of the builds considered to be for DPS were decidedly average when actually objectively tested against other builds. Even in community baed content (CR, GR, MM, Halcy) you would be laughed at and booted if more too many players came along. This is why I spent most of my time as a pirate in that game. I could be what ever build I wanted, as there was no one to tell me otherwise. The build I opted for was a DPS/CC hybrid that was so poorly understood people on these forums have called it a tank class in the past. I could happily take on any two of the cool kids builds at the same time, even if they had higher gear score. What I'm saying is that my statement, the one you called an assumption, is not an assumption at all. Any player that has not played Archeage or BDO has not played a game where combat don't have a major influence, but thise that have played thise games know perfectly well that toxicity is not a result of said trackers, as that toxicity still exists when trackers do not, or when their use is marginalized. People making claims about toxicity in a game without combat trackers that has not played either of those games for a reasonable amount of time are making assumptions, not me.
Damokles wrote: » BlackBrony wrote: » I don't know. I can't stop thinking about this every time I hear people asking for combat tracker: This is more fitting for the current times:
mcstackerson wrote: » Was it poorly understood or was it not capable of filling a role in a group?
DaddySaucy wrote: » Now hear me out before you instantly start replying that i'm a toxic elitist who just wants to call others bad. This is an mmorpg. The dungeons are attuned for 8 players, and raids can go up to 40 players. You're saying that meters are toxic and shouldn't be desired at all. But how are you supposed to find the players that could be better helped to learn their class? Example: You're in a 40 man raid that your guild has been up against for about 3-4 weeks and you cant get any progress done on it. Something is wrong, and you cant figure it out. Lets say suddenly you had meters, and you can now see that a handful of your 40 players needed some guidance with their class. With no meters, this would be impossible to figure out. Without meters we're expected to bash our head against a brick wall for god knows how long until people start leaving or quitting the progression due to frustration. I believe the decision to not include meters because it "promotes a toxic elitist behavior" is unjustified and shouldn't be left to the decision of just a couple people. I find that meters can help improve the game by helping your group improve and grow together, which will in return help people enjoy the game to its fullest. If you don't add meters to the game itself, please consider making addons or plugins for meters a non-bannable offense at the very least.
Micromegas wrote: » what I personally don't like about dps meter is that whenever I use it I don't feel like I am fighting bosses, rather I feel like I am competing with other players and that ruins an immersion for me
flameh0t wrote: » DaddySaucy wrote: » Now hear me out before you instantly start replying that i'm a toxic elitist who just wants to call others bad. This is an mmorpg. The dungeons are attuned for 8 players, and raids can go up to 40 players. You're saying that meters are toxic and shouldn't be desired at all. But how are you supposed to find the players that could be better helped to learn their class? Example: You're in a 40 man raid that your guild has been up against for about 3-4 weeks and you cant get any progress done on it. Something is wrong, and you cant figure it out. Lets say suddenly you had meters, and you can now see that a handful of your 40 players needed some guidance with their class. With no meters, this would be impossible to figure out. Without meters we're expected to bash our head against a brick wall for god knows how long until people start leaving or quitting the progression due to frustration. I believe the decision to not include meters because it "promotes a toxic elitist behavior" is unjustified and shouldn't be left to the decision of just a couple people. I find that meters can help improve the game by helping your group improve and grow together, which will in return help people enjoy the game to its fullest. If you don't add meters to the game itself, please consider making addons or plugins for meters a non-bannable offense at the very least. Haha lol Literally the first time I've ever heard of someone using a DPS metre to "help a handful of players that need guidance with their class". I can already see you hovering over the kick button.
Azryil wrote: » That really isn't all that uncommon in my experience, at least in guild groups.
Undead Canuck wrote: » So how do you react when the healer has low dps? From what I have read here, dps meters are important. But what about the tank, the healer, the CC? Their jobs are not to have high dps. Why would you kick the healer that has kept everyone alive but barely scratched the enemy? Or do you kick the healer because they had high dps when they shouldn't have.
Ventharien wrote: » Azryil wrote: » That really isn't all that uncommon in my experience, at least in guild groups. I think that's another part of the difference of perspectives, most people against aren't referring to guild groups, where social dynamics and communication have already been established, but to Pugs, or when their play group is only large enough to act as mercenaries or fill ins to larger groups.
flameh0t wrote: » Undead Canuck wrote: » So how do you react when the healer has low dps? From what I have read here, dps meters are important. But what about the tank, the healer, the CC? Their jobs are not to have high dps. Why would you kick the healer that has kept everyone alive but barely scratched the enemy? Or do you kick the healer because they had high dps when they shouldn't have. Haha exactly.. DPS metres are pointless. It's a GAME. Only idiots care about the way someone else prefers to play the game. Just play it your own way and have fun, like games were intended. Not some idiotic competition where if your numbers aren't where someone else wants them, you get insulted. If I found DPS metres to be of value, Id join the mathletes nerd competition instead.