noaani wrote: » sunfrog wrote: » Because no that's why. But what about because yes?
sunfrog wrote: » Because no that's why.
Undead Canuck wrote: » noaani wrote: » sunfrog wrote: » Because no that's why. But what about because yes? Because the developers said no. They kinda have control. If you build your own game, you can control whether meters are in it or not.
slanderman wrote: » If we are unsure what the actual dps/spike dmg numbers are, more build variety there will be. Ppl wont be pressured to play "the dps class"
noaani wrote: » slanderman wrote: » If we are unsure what the actual dps/spike dmg numbers are, more build variety there will be. Ppl wont be pressured to play "the dps class" This is deonstraibly untrue. The one MMO that has had very little combat tracker use, Archeage, had the highest rate of cookie cutter builds of any game I have ever played. People posted a build, others saw that it worked, people kept that build for 5 years. Because there were no popular combat trackers, those builds were rarely challenged in terms of their effectiveness, and any time the players running one of those builds were beated in PvP, they put it down to the rock/paper/scissors effect rather than considering if their build needed to be updated. In terms of PvE, if we get to a situation where there is "the DPS class", then we can all turn to Intrepid and ask them wtf they are doing, because that is obviously poor/lazy class design (looking at you, Blizzard). If the use of a combat tracker results in one build being required, then all the combat tracker has done is pointed out issues in the design of the game - issues that would have gone unnoticed if not for combat trackers. This is an inherently good thing for players and for the game - and it then leaves the ball in Intrepids hands to see if they will fix it. Knowing the actual objective truth is never a bad thing, and all combat trackers do is tell you the actual objective truth.
slanderman wrote: » So ofc combat trackers can and will help speeding up the conclusion but it is not required. I'm fairly sure we will have some sort of dmg meter which is fine for me but all im saying we can work without it.
Ryufu wrote: » Seeing how WoW classic has become, I am against meters and add-ons. I definitely do want to have a stat window that shows not just base stats, but things like my own average dps, crit, hp regen and that kind of stuff. I think that is something they already have or are working on, but that is important for me to be able to see the changes whenever I equip new gear to compare.
noaani wrote: » Ryufu wrote: » Seeing how WoW classic has become, I am against meters and add-ons. I definitely do want to have a stat window that shows not just base stats, but things like my own average dps, crit, hp regen and that kind of stuff. I think that is something they already have or are working on, but that is important for me to be able to see the changes whenever I equip new gear to compare. The WoW type of combat tracker is completely out of the question for Ashes. That would require opening up specific pieces of information in an API, which Intrepid have specifically stated they won't do.
Ryufu wrote: » noaani wrote: » Ryufu wrote: » Seeing how WoW classic has become, I am against meters and add-ons. I definitely do want to have a stat window that shows not just base stats, but things like my own average dps, crit, hp regen and that kind of stuff. I think that is something they already have or are working on, but that is important for me to be able to see the changes whenever I equip new gear to compare. The WoW type of combat tracker is completely out of the question for Ashes. That would require opening up specific pieces of information in an API, which Intrepid have specifically stated they won't do. To be more specific, I am against meters because of the culture it has created in WoW. Even things like Discord to create premades for everything has ruined a lot of the original elements people enjoyed about the game. Meters force everyone to spend half their time gathering world buffs just blow through a dungeon in an hour and then logging off. It just isn't fun when everyone is obsessed over their pars instead of the execution of the game mechanics (people ignoring their aggro or ignoring the raid lead's calls just for extra dps). I agree there are other problems like the information APIs might gather that are not part of Intrepid. Definitely not something I want to see. I think that is just a gate that will open it up to bots and more automated software to negatively impact the game.
Ryufu wrote: » To be more specific, I am against meters because of the culture it has created in WoW.
Ryufu wrote: » Meters force everyone to spend half their time gathering world buffs just blow through a dungeon in an hour and then logging off.
noaani wrote: » slanderman wrote: » So ofc combat trackers can and will help speeding up the conclusion but it is not required. I'm fairly sure we will have some sort of dmg meter which is fine for me but all im saying we can work without it. We absolutely will have a combat tracker for Ashes - that is essentially a given at this point and isn't really what the debate is about. The debate is about whether the combat trackers we have should be given the green light by Intrepid or not, and whether Intrepid themself should implement the combat tracker that we are absolutely going to have, so that they can maintain control over it. As to your point about damage over time builds- a combat tracker may have told you that the build should be good, but a combat tracker also told you that it wasn't. This means that having a combat tracker speeds up the iterating that goes in to always being on the edge of a games meta, as I said above. So again, a combat tracker means people not wanting to keep up with the meta can settle on a good build earlier, making them happier, and people that like to stay on the edge of the meta (or who like to push that edge) will be able to iterate faster, keeping that edge on the move even more, making them happier. Technically speaking, we could do without a combat tracker in terms of the PvP meta - but I don't see who that would help. To me, all groups end up better off with a combat tracker than without.
slanderman wrote: » i was debating that we dont need combat trackers and we can enjoy the game without them. As i see it without all the knowledge ppl would be more encouraged to play what they feel is neat consept instead of which class performs the best on the meters
Jamation wrote: » slanderman wrote: » i was debating that we dont need combat trackers and we can enjoy the game without them. As i see it without all the knowledge ppl would be more encouraged to play what they feel is neat consept instead of which class performs the best on the meters Well my experience is limited only to FFXIV and its meters, but the DPS choices usually weren't limited by which classes did the highest DPS, but rather which role needed to be filled (magic/melee,ranged DPS, healer, or tank). I primarily played a "support" ranged DPS which inherently did way less DPS than other pure DPS classes because my role was not only pump out damage, but also boost the damage of my party. People of course had their own preferences or biases about which classes they liked to have in their group the best, but for the most part any class, played well, could be used successfully in the content. This seems to be more about how well the games classes are defined. How unique the classes are and how well everything synergies. Trackers merely help people better understand the classes they want to play/think is neat. Of course there will be people who pick a class based off the data from a tracker, but then that means they want to play that class.
noaani wrote: » slanderman wrote: » i was debating that we dont need combat trackers and we can enjoy the game without them. As i see it without all the knowledge ppl would be more encouraged to play what they feel is neat consept instead of which class performs the best on the meters People not being able to pick the build they want (within reason) is not the fault of the combat trackers. What combat trackers have done in this situation is aimed a light right at the lack of balance that a given class/game has. If a class is balanced, there should never be a case where there is 'the build', there should always be multiple builds. No one should ever be able to say the words 'the build' in regards to any class in an MMO. In a game like Ashes, where selecting your secondary class provides you with the flavor/theme/concept of your class, if one of those is not viable, then that is a fault of the class design, not of the combat tracker that gave us the information to be able to state that the class design is at fault. If you have objective data that points to something not working as it should, the fix for that is *NEVER* to remove the ability to obtain objective data - which is kind of what you are suggesting here. If you have objective data that points out an issue, then everyone involved should be thankful for that objective data, and the people responsible should fix the issue at hand.
slanderman wrote: » noaani wrote: » slanderman wrote: » i was debating that we dont need combat trackers and we can enjoy the game without them. As i see it without all the knowledge ppl would be more encouraged to play what they feel is neat consept instead of which class performs the best on the meters People not being able to pick the build they want (within reason) is not the fault of the combat trackers. What combat trackers have done in this situation is aimed a light right at the lack of balance that a given class/game has. If a class is balanced, there should never be a case where there is 'the build', there should always be multiple builds. No one should ever be able to say the words 'the build' in regards to any class in an MMO. In a game like Ashes, where selecting your secondary class provides you with the flavor/theme/concept of your class, if one of those is not viable, then that is a fault of the class design, not of the combat tracker that gave us the information to be able to state that the class design is at fault. If you have objective data that points to something not working as it should, the fix for that is *NEVER* to remove the ability to obtain objective data - which is kind of what you are suggesting here. If you have objective data that points out an issue, then everyone involved should be thankful for that objective data, and the people responsible should fix the issue at hand. Well there is usually the prefered builds in my experience, which has nothing to do with combat tracker. Balance on the other hand is not in our hands, OP builds would still be detected and even if we dont have all the info, devs do. I feel like my point is not clear to you or you keep arguing just for arguments sake
slanderman wrote: » Well there is usually the prefered builds in my experience, which has nothing to do with combat tracker.
slanderman wrote: » I feel like my point is not clear to you or you keep arguing just for arguments sake