Drek wrote: » A personal dps dummy to test your builds and rotations out is as far as it should go, or make it somekind of "personal arena" that are instanced where people can test tanking / healing and dps'ing... Even combat logging shouldn't be allowed to be "extracted" in any way using 3rd party software to a 3rd party website/program to run sims should be a bannable offense honestly.
Sangramoire wrote: » I think that having DPS and other meters is a really good way to optimize the fun out of the game. I don't consider myself a hardcore player but one of the reasons I couldn't get into WoW was because of all these meters and statistics to min/max a character. It made the game so easy for you to figure out that it left nothing for you to look forward to. You're basically a robot spamming buttons in specific rotations. It's just not interactive.
If you know that your group isn't doing enough DPS to counter a specific boss mechanic that is wiping the raid, then now the question is, why are you not doing enough DPS? This is where a group would be able to use a meter to easily find why or rather quickly point a finger at someone and kick them out of the raid and that's what we're trying to avoid. There can be many reasons as to why someone wasn't doing as much DPS as someone else. Quickly pointing a finger at someone is not the right way to use the meter. If you use the meter properly, now the question should become, why is that person not doing enough DPS?
Bolorny wrote: » Shaladoor wrote: » While I'm fine without a DPS meter, how would Devs be able to balance the game without them? Would they be actively monitoring combat behind the scenes, using tools only available to GMs and such? If you genuinely think class balance is solely based on dps, you are missing a huge part of the picture. Class balance is, more or less based on multiple factors such as Power, Versatility, and Utility. That means that there will be : -class with high damage output but low versatility, low utility, (dps glass cannons) -class with average damage output, high versatility, low utility, (solo class) -class with average damage output, low versatility, high utility, (tank class) -class with average damage output, but average versatility, average utility, (hybrid class) -class with low damage output, low versatility, high utility, (support heal / control class) etc... And that will be balanced because they will do what they are meant to do. DPS is only a tiny part of the balance equation !
Shaladoor wrote: » While I'm fine without a DPS meter, how would Devs be able to balance the game without them? Would they be actively monitoring combat behind the scenes, using tools only available to GMs and such?
LockedOut wrote: » I'm personally against addons. Addons tend to make the content too easy, or add drama where there otherwise wouldn't be any. It's the job of the developer to make sure there's enough customization within the base UI (something like ffxiv works great). The only argument I could see for something like a dps meter is for the most difficult content. If your team is failing content because some people are not pulling their weight, it's hard to find a solution without some of the tools a dps meter would give. I can't tell you how many times I use warcraftlogs to help my teammates improve. Steven likes talking about two sides of the sword, and the other side is that people also use warcraftlogs to just bash other players, sometimes on stuff they have no control over like their class, or race. So for me the elitism, making the content easier, and the general boost in toxic behavior that comes with addons is not worth the good may come from their addition. I believe this scale changes depending on the difficultly of the content though. More difficult content = easier to argue for addons.
Yuyukoyay wrote: » Why would you want a damage meter/combat tracker at all then. That's the main system that makes people in WoW act that way.
ogre wrote: » I would infinitely rather fail a raid boss or dungeon a few times and struggle through it as a group rather than see players kicked or ignored for not reaching some arbitrary DPS number, even if it means "carrying" a player who might not be very good at the game. Despite the fact that a meter or tracker can provide unbiased data they would almost certainly be used as a measure to separate and exclude players.
Fiia wrote: » SorianLore wrote: » [...]interact with people and mentor folks, and you won't need to see exactly how much dps each person is doing, cause you'll beat the boss and it won't matter at that point. Actually that's not quite true, it all depends on how the boss mechanics work. Also there's other MMOs than WoW out there that have dps meters. I'm all for dps meters, at least a personal one, that only displays your own dps for yourself, imo one really fun component of an MMO is the theorycrafting and testing of abilities. Apart from this whole discussion though, I think IS very well knows that they can't implement boss mechanics such as dps checks if they don't allow any kind of dps meters, so I think not having a dps meter won't be an issue in this game. I really do hope that the difficult boss fights will be very challenging.
SorianLore wrote: » [...]interact with people and mentor folks, and you won't need to see exactly how much dps each person is doing, cause you'll beat the boss and it won't matter at that point.
noaani wrote: » @Yuyukoyay Yuyukoyay wrote: » Why would you want a damage meter/combat tracker at all then. That's the main system that makes people in WoW act that way. People in WoW act that way because the entire game allows for it. If the entire game allows for it, but the game doesn't have combat trackers, people will still act that way. They will still bash others for their class or race choice, or for their gear, even without objective data to prove the point. Archeage is a perfect example of this. If the entire game doesn't allow for it, people don't act that way. It is this simple, and does not require the removal of combat trackers.
noaani wrote: » @ogre ogre wrote: » I would infinitely rather fail a raid boss or dungeon a few times and struggle through it as a group rather than see players kicked or ignored for not reaching some arbitrary DPS number, even if it means "carrying" a player who might not be very good at the game. Despite the fact that a meter or tracker can provide unbiased data they would almost certainly be used as a measure to separate and exclude players. The only way a combat tracker would be used to exclude a player in any game, is if that game is built around there being no negative aspect to excluding that player. As soon as there is a negative aspect to excluding players, people start finding ways to not do that. The main way to not exclude players from difficult content is to instead assist them on being at a point where they are able to meet the requirements of that content. If combat trackers are then restricted to guild use, as I have suggested in the past, what that does is allow players to make a choice. They can decide, if they want, to join a guild with no combat tracker. They then have no pressure to perform, no expectations, no nothing. This is perfectly fine for a good number of the playerbase. On the other hand, they can decide to join a guild that does have a combat tracker. In such a guild they may well have expectations of their performance put on them eventually, but that isn't something that every player dislikes. Players taking this choice are doing so knowing what they are getting in to, and chose to go in to it. In this last case, you have a guild full of people that are efficiency based in their gameplay, accepting other people that are efficiency based in to their game play. Someone that doesn't play the game in that way should probably find another guild to play in - just as someone that does RP should probably not join an RP guild. Now, I completely agree that players that don't want to have to deal with combat trackers in game shouldn't have to do so. This is fair. However, the flip side of that should be that those players taht do want them, that do enjoy them, should have access to them. Since every MMO ever has had combat trackers, it would be foolish to think Ashes won't. The question we should be asking is as to what form those combat trackers should take, and the only person that has the ability to make that decision has already decided that it will be overly invasive third party trackers. I'm still of the opinion that i would like to change his mind.
SorianLore wrote: » Actually sometimes you need to not give people the choice. you don't put alcohol in front of an addict and "give them the choice" to not drink... Also L2 didn't have combat trackers, not allowed ones anyway. many mmos didn't in fact.
noaani wrote: » @LockedOut LockedOut wrote: » I'm personally against addons. Addons tend to make the content too easy, or add drama where there otherwise wouldn't be any. It's the job of the developer to make sure there's enough customization within the base UI (something like ffxiv works great). The only argument I could see for something like a dps meter is for the most difficult content. If your team is failing content because some people are not pulling their weight, it's hard to find a solution without some of the tools a dps meter would give. I can't tell you how many times I use warcraftlogs to help my teammates improve. Steven likes talking about two sides of the sword, and the other side is that people also use warcraftlogs to just bash other players, sometimes on stuff they have no control over like their class, or race. So for me the elitism, making the content easier, and the general boost in toxic behavior that comes with addons is not worth the good may come from their addition. I believe this scale changes depending on the difficultly of the content though. More difficult content = easier to argue for addons. The issue with this is that WoW is a game where your personal relationships with others on your server don't really mean anything. If everyone on your server in WoW hates you, because you keep bashing players over their class or race choice, it makes no difference to how you play the game. You can still find groups and raids to run the content that almost all players in WoW are running. Due to how little impact it has on your gaming, more and more people do it. Due to how many people do it, fewer and fewer people bother trying to remember who it was that did it. The end result is an infested swamp full of toxicity in a manner that has not been seen in any other MMO. In a game like Ashes, if you start bashing people for their race or class, those players that you are bashing are the ones that you will want to be grouping with later on today, and tomorrow, and next week. They are the players that will help you defend your node from attack, and if you lose, defend you freehold from being ransacked. It will become very clear to people very early on in Ashes that the people that are around you are your biggest asset, they will impact how your time in game goes even more than you will, and so you best treat them with the respect that they deserve. As such, even if full combat tracker were implemented in Ashes, they will almost never be used in a toxic manner against other players - they will be used as a tool to assist those that want the assistance. The issue with WoW isn't the combat trackers, it is the entire design of the game.
SorianLore wrote: » You don't need "the entire game" to allow it... human beings tend to focus on singular things for the most part when looking for blame. the easier you make it for players to blame folks, the more you'll see it be an issue. Many games have proven very hard fights to not need DPS meters to win it, you instead rely on understanding and knowing your team. If this game is anything like L2, it will not be PUG friendly especially because of the pvp risk associated with inviting pugs to groups, so guilds/alliances will need to work together to take down bosses, or at the very least a very trusted few cause remember, wiping the team and taking the boss is a thing
Daedrik45 wrote: » I’m going to use ESO as an example.... Pc players have Addons..... council players do not... yet the content still gets cleared and sometimes more efficiently.....
LockedOut wrote: » This was the same argument that was made for classic wow. People would be held accountable. The reality is that Classic WoW, a game with really casual content, is being treated like it's a hardcore game. Sorry, I agree that part of it can definitely be the game design, but honestly the community is now very different then it was in 2004, or earlier. Everyone is always trying to min-max, and that's the most important thing, addons encourage this behavior.