Astrobinary wrote: » There are a ton of reasons why people want and don't want meters, I am against adding damage meters but I really like your idea. Instead of just adding a very crude meter, have it integrated into the system of AoC. For example, having another artisan class where you can become a master of gathering this information. As you slowly progress the artisan class you unlock more detailed information based on the encounter that can be then shared with others in game.
CaptainChuck wrote: » Astrobinary wrote: » There are a ton of reasons why people want and don't want meters, I am against adding damage meters but I really like your idea. Instead of just adding a very crude meter, have it integrated into the system of AoC. For example, having another artisan class where you can become a master of gathering this information. As you slowly progress the artisan class you unlock more detailed information based on the encounter that can be then shared with others in game. Nah that would be a bad profession. Information isn't as valuable as physical items.
Astrobinary wrote: » CaptainChuck wrote: » Astrobinary wrote: » There are a ton of reasons why people want and don't want meters, I am against adding damage meters but I really like your idea. Instead of just adding a very crude meter, have it integrated into the system of AoC. For example, having another artisan class where you can become a master of gathering this information. As you slowly progress the artisan class you unlock more detailed information based on the encounter that can be then shared with others in game. Nah that would be a bad profession. Information isn't as valuable as physical items. To you information is not as valuable, but if you see the min/max community, information is king.
CaptainChuck wrote: » Astrobinary wrote: » CaptainChuck wrote: » Astrobinary wrote: » There are a ton of reasons why people want and don't want meters, I am against adding damage meters but I really like your idea. Instead of just adding a very crude meter, have it integrated into the system of AoC. For example, having another artisan class where you can become a master of gathering this information. As you slowly progress the artisan class you unlock more detailed information based on the encounter that can be then shared with others in game. Nah that would be a bad profession. Information isn't as valuable as physical items. To you information is not as valuable, but if you see the min/max community, information is king. No my problem is that they will only have a very niche use. They would only be invited to guilds with extremely competitive players. Its not necessary that every server is going to have such kind of guilds. So you will end up with a profession that has no physical value most of the time. All the artisan classes are interconnected to each other and you need to depend on one for the other. How will you introduce a profession that deals with information into this mix?
Deztox wrote: » The game seems to cater to players that want to seek out insane achievements like becoming a mayor of a great metropolis or a monarch and in this process being rewarded with Royal Mounts only possessed by approximately 0.1% of the concurrent player base. This is a very elitist approach where the risk and effort gives very unique and special rewards. However, most end-game players love to figure out how to optimize their gear, rotations and in this game, there will extreme diversity through the augment system. As we currently know, no addons will be allowed in the game, which then begs the question - How do we compare players and improve ourselves in the endgame? There seems to be opposition from some part of the player base to include DMG meters and such, as it for some players seems like a very blunt and crude measure. But at some point, people that are trying to progress and push themselves would like to get some tools to do so. My thoughts on the matter are that it should not be a part of the game as you play it but, e.g., a combat log of sorts where you can look up various stats, that could be overall damage done, healing done, damage taken, buffs/auras used, steps ran (kiting?). As it shouldn't be part of the fight when you're actually playing the game as an addon - but a tool where you can research after an event; what might work well and what might work poorly. This will also add an additional layer of progression for a large set of players that will be able to improve their gameplay by understanding the differences in performance. I fear that the lack of some kind of breakdown tool will heavily reduce the end-game competitiveness in the game, which would be a shame, as it seems that the better you perform the harder content you fight and the better rewards you get. What are your thoughts on this matter? Deztox
WMC51 wrote: » I think the % of people who LIKE to min/max is very small the dislike it causes people who are forces to do it to join a guild or group is far more a negative for games. My wife quites games over you need to this combo or get this gear to do enough damage. Follow this build guide etc. I've taken down plenty of raids and dungeons in MMOs with indergeared or not optimized good players. Although sure you're screwed in DPS race fights.
Neurath wrote: » Due to degradation, it is highly unlikely most people will use the UBER MAX SUPER DUPER ARMOUR setups all the time. Most will use items which allow the completion of the content but won't risk their top tier items until a true need arises. After all, if you have killed content without the UBER MAX SUPER DUPER ARMOUR, it is highly likely what you had on during the kill would still be relevant after you get the UBER MAX SUPER DUPER ARMOUR. I see no reason for DPS Meters to confirm this. I would see it in the game regardless.
Neurath wrote: » In my opinion, IS should just add a DPS Meter into the game. It is not fair some would have access to it and others will not. It is also not right from some to use Third Party Software when others will not. I personally dislike DPS Meters, or any applications which let someone else spy on my personal performance and personal choices. If IS were to make the system then it would be fair. I do not think IS should waste time making a Crafting Profession for it, if IS did change current policy then a DPS Meter would be all that is required in my opinion.
Astrobinary wrote: » Sure, I don't think at this current point in development they should "waste" time in developing another profession since I am sure their design doc are massive enough. However, slapping on a simple DPS meter is the WORST artificial band-aid that will only exacerbate the concerns with meters. Either properly integrate information gathering within the game or don't at all.
Neurath wrote: » Astrobinary wrote: » I would expect any DPS Meter IS could potentially make to be to a high standard, with full combat logs available too. I would not expect a bodge job. It is mere academic points however, IS so far are against DPS Meters. Furthermore, I appreciate simplistic UIs, I don't particularly want a ton of pointless information. If something only relates to 1% of people, why should 99% of people be stuck with an overcrowded UI which grants no benefit and clouds the combat? Please read the initial post The whole idea was actually to have something that didn't affect gameplay and UI, but something you could look at after.
Astrobinary wrote: » I would expect any DPS Meter IS could potentially make to be to a high standard, with full combat logs available too. I would not expect a bodge job. It is mere academic points however, IS so far are against DPS Meters. Furthermore, I appreciate simplistic UIs, I don't particularly want a ton of pointless information. If something only relates to 1% of people, why should 99% of people be stuck with an overcrowded UI which grants no benefit and clouds the combat?
Cold 0ne FTB wrote: » This also really depends on what different items do and if there is a visible leveling/ability scale to items. In some games like eso, there are hundreds of different possible sets and items that players can use. Not only that but multiple different stats contribute to the damage done by skills. DPS meters suits a game like that because of the variety of sources of damage and because not all sources are equal. This might turn out be not necessary for AoC as there maybe less stats that determine the damage done. I don't think having an ingame meter or profession to determine buff and debuffs provides much value, as it would be fairly easy to determine this with the help excel statistics and a general knowledge of classes. One thing I will point out is that in PvP combat the element of player skill plays a crucial role in determining the damage done. Depending on how strong the meta is an off meta player maybe able to defeat somebody who follows the meta to a T. Further in my experience the best way to learn the meta in these types of games is to duel other players dozens and dozens of times and to experiment with different abilties, items, etc etc.