Haraxa wrote: » Because the benefit does, in my experience, not outweigh the harm. Even in our raid group we had players that were fixated on their dps. This happened in a game (WoW), in which many boss fights are not dps-races. In most of the random groups I joined, the DPS-Meter was seen as a measurement of skill. So if something went wrong, even in movement-fights, the people watched the DPS-Meter. Even in 5-man-Dungeons dps-shaming became a thing. As a Tank-Main I started to avoid random groups, as there were to many players prioritizing their dps over things l like aggro. So my first argument would be: There are too much player that use a DPS-Meter in the wrong way, as it sets wrong incentives, if you just think "more dps = better" (what too many players do).
Haraxa wrote: » The second argument is: What you can measure, matters more! In a game like AoC, that plans to have true support classes, there will be another problem. Often times the DPS-Meter only tells a fracture of the story. In a balanced game, pure DPS-Combinations will be stronger than DPS+Support or Support+DPS specs. As you cannot measure support so easily as you can dps, a dps-meter could create a more dps-focused environment. In 15 years of gameplay, I never saw a player post a dispell ranking at the end of a fight an bragging about it. (I myself as a raid leader posted some after some messy fights, though ;-)) I would argue, that a dps-meter sets false incentives in this regard, too. As it seems to be a simple thing to compare and to judge player skills with it, the playerbase will most likely will use it at the expense of hybrid-classes.
Haraxa wrote: » The third argument is a more nostalgic one: As a raid leader and as a player you can get lost in numbers. If you have this tool available, you will use it. But it breaks down the whole experience into little performance pieces, that are totaly seperated from playing the game. It is a post-try-analysis. There were situations in which we looked into the numbers longer, than actually fighting the boss. Not having a dps-meter means for me, that you have to do other things to improve your gameplay and getting a feeling of the best rotation etc. And as a raid leader, I have to rely more on watching the raid performing and communicating with the players.
Haraxa wrote: » The last argument: Every analysis tool impacts the design process, as it forces the designers to make bosses harder or devaluate the content. This makes such addons mandatory more often than not. Let's say, as a game designer you aim at a boss difficulty of 100 at the end, because this is the challenging level of difficulty. With no add-ons 100=100. If you allow helpful add-ons, that ease a fight by 30%, the difficulty level now is at 70 for addon users. If the add-ons get more popular, you have to make the bosses more difficult, if you want the players have a challenging experience. By doing so, you make it harder for everyone to succeed without these add-ons. More an more guilds will require you to use these add-ons. Thats how it went in WoW. You have very complex fights and quasi mandatory addons. If you had less effective tools in fight and afterwards, I guess the fights would not be so complex in current WoW.
BlackBrony wrote: » I'd argue for a Combat tracker in game just so people don't have to use add ons. But even if there's a combat tracker ingame people will still use an external addon because they want more information.
In my opinion combat trackers trivialize lots of encounters, make it easier and then people complain there's no content. All you have to do to figure out what it's wrong is look at the numbers. Then I, as a non raider nor min-maxer, will have to follow your class guide because it's the meta, even if I don't fully understand it, nor should I. I don't need to know how everything works to the decimal number.
jsolo wrote: » Also glad there no dps meters. I hope they perma ban people who try to break rules and use addon or dps meters
noaani wrote: » This is only true if the game develops content without keeping in mind that players have trackers - which is another advantage to having them in game rather than ad an addon.
StevenSharif wrote: » Hello friends! I love reading all of the comments and opinions here. There was also a very large thread on dps meters A little while back, where I felt Noanni articulated the position in favor of DPS meters very well. My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed ❤️
GazerGrazer wrote: » I want groups to be able to identify what is holding them back. I don't want groups to just say a boss is unkillable and give up.
Linstead wrote: » Damage meters also give competitive PvE players a reason to log in after clearing content. Competing for the #1 parse on a boss is fun for them. For a game that offers a complex variety of ways to play and progress, I don't see how the simple addition of a combat tracker would develop a meta. It does in WoW, because WoW only has dungeon/raid PvE content.
noaani wrote: » StevenSharif wrote: » Hello friends! I love reading all of the comments and opinions here. There was also a very large thread on dps meters A little while back, where I felt Noanni articulated the position in favor of DPS meters very well. My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed ❤️ @StevenSharif You spelt my name wrong. This leaves the last real question as; when there are trackers to be used, will their use be against the EULA/ToS, and as such not able to be openly discussed in hame or on the forums - or are you ok with people having and using trackers they are able to get working around the measures you will have in place?
WMC51 wrote: » There is a damage meter. Find a spot with lots of the same enemies. Kill them with different combos or gear sets and see which kills faster.