Sangramoire wrote: » In which specific situation would a combat tracker be more beneficial than harmful?
Sangramoire wrote: » My personal main concern is it will make content easier and also it gets rid of the possibility for other social interactions which is part of an MMO imo.
Sangramoire wrote: » I still can't think of a situation in which a DPS meter would actually help me help someone else that I couldn't have done without the DPS meter to begin with. Can you elaborate on a specific example in which a DPS meter is absolutely necessary to do something that otherwise it is just not possible?
This is the same thing as having a tracker for everyone anyways because guilds that focus on pve will require themselves to get that perk for the guild so that doesn't really accomplish much and the people tracking others aren't really best served by helping those that they are tracking rather than disposing of them. This is still not an example of a tracker being necessary for anything as you can do all of that without the tracker so my question still stands, why do we need a tracker and how exactly does it help because as far as I know a tracker still only helps to decide that there's a problem but you can find that out without a tracker so I don't see a reason to have trackers. If you're looking for competition than honestly you're looking in the wrong place. Even if you had the most DPS in a raid that doesn't mean you're better than anyone. If you want to compete against other players, go do some pvp. It's my nice way of saying stop sucking your thumb while trying to constantly pat yourself in the back for being marginally and subjectively better than someone else that doesn't really care to compete with you. It's the exact mindset you shouldn't have with trackers, that elitism that everyone seems to be talking about. I disagree with this point because if I'm in a guild and I want to still misuse the trackers, I can. I can still kick people for doing marginally worse and because I'm that type of person I will not care if I have to wait 30 mins for another person to come join our raid if they will perform better. I'd rather kick that other person that wasn't performing instead of spending 15 minutes to teach them just to have them mess it up again and wasting an hour of everyone's time. I personally don't think that way but people that already do, will think that way and tracker or no tracker they will find a way to get away with things like that but the only diference is that having a tracker just gives those people another tool to abuse. That's a negative right there. I still see no positives that cannot be accomplished without the tracker.
While I would agree with this point but the reality is that not everyone thinks that way. It's bascally impossbile to control how everyone will handle their guild and new recruits, you can't really dictate that or make it against the rules without causing an uproar from certain people. You seem to have the right mindset on how to handle a guild and new recruits but that doen't mean that others do as well. They do not think like you. So like I've said before, tracker still seem to bring no positives that cannot be accomplished without them, in fact I personally believe that they could not only give certain people another tool to abuse but also it takes away from some player interaction within guild as well as the need to be more organized in a raid. So essentially you cut a part of the game out while adding a possible negative to the game while not necessarily adding any positives.
Which as you can see is not the case. Combat trackers are a way to optimize the fun out of any game. The coombat trackers will tell you everything and it makes the game so much easier for people to learn. I like a challenge and like someone else said in a previous post, the trackers make the game easier and the devs will have to make encounters arbitrarily harder.
Yuyukoyay wrote: » Oh you mean like how it leads to player toxicity. Lessens the games social ability by a pretty large margin. Unfairly forces people to participate in it whether they want to or not. Will be used to force how loot is distributed. Is objectively useless to the design of the game. Assumes the majority of the playerbase is stupid and can't think for themselves. Assumes that the playerbase are more casual for some reason. Will force a meta that may not even be the most effective way to play. Will force a meta that will not be enjoyable by the majority of the playerbase. Will lead to class denial despite player skill (even in cases where they out perform you in every possible way). Will cause elitist pricks to be even more intolerable than they already are despite their statistics being inherently flawed by the design of the game when determining player and build viability. Is a crutch that may limit player growth. May ignore mechanical skill methods in the game. Absolutely guaranteed to lead to a second layer of toxicity ingrained in the game due to all of above coming true.
noaani wrote: » Have content that is designed around not having combat trackers. Maybe even make it so that guilds killing it without the combat tracker perk get better loot.
noaani wrote: » The first one is simple - it does, but then developers take combat trackers in to consideration when developing content. I would then agree that this means that there is content that people can't do without combat trackers - which I am sure would be the next point of debate. What I would say to that though is that I think this is fine. To me, as long as players that want to raid without a combat tracker have content on which to do that, it is not an issue if players that do have a combat tracker also have content on which to raid. Should the guild without a combat tracker then decide to make their content easier by using a combat tracker, they then have the content that was designed with their use in mind that will pose a challenge to them. Thus, basically, everyone has content to meet their own level of challenge, base on the tools they want to make use of.
noaani wrote: » The second point - the social aspects of an MMO - I am unsure as to why a combat tracker would have an impact on this. To me, things like a dungeon finder have an impact on social aspects like this, but not a combat tracker. I kind of need more of an idea of what you are thinking to form any real opinion of this.
Sangramoire wrote: » noaani wrote: » The second point - the social aspects of an MMO - I am unsure as to why a combat tracker would have an impact on this. To me, things like a dungeon finder have an impact on social aspects like this, but not a combat tracker. I kind of need more of an idea of what you are thinking to form any real opinion of this. Having combat trackers would get rid of the need to be more well organized as a group when raiding and having to communicate as much. Groups in AoC are capped at 8 and you can have up to 5 groups in a raid which means 40 people total but there doesn't necessarily need to be just one raid leader. You can have a raid leader and you can also have group leaders that are in charge of that smaller group of people. The argument for trackers I keep seeing is that it's difficult to keep track of 25 or 40 people as a raid leader but AoC is not being designed like WoW or other MMOs. Having those trackers would get rid of even the possibility of that dynamic being added into the mix of raiding.
Kohl wrote: » Sangramoire wrote: » noaani wrote: » The second point - the social aspects of an MMO - I am unsure as to why a combat tracker would have an impact on this. To me, things like a dungeon finder have an impact on social aspects like this, but not a combat tracker. I kind of need more of an idea of what you are thinking to form any real opinion of this. Having combat trackers would get rid of the need to be more well organized as a group when raiding and having to communicate as much. Groups in AoC are capped at 8 and you can have up to 5 groups in a raid which means 40 people total but there doesn't necessarily need to be just one raid leader. You can have a raid leader and you can also have group leaders that are in charge of that smaller group of people. The argument for trackers I keep seeing is that it's difficult to keep track of 25 or 40 people as a raid leader but AoC is not being designed like WoW or other MMOs. Having those trackers would get rid of even the possibility of that dynamic being added into the mix of raiding. Combat trackers in no way get rid of the need to be more organized as a group, nor is impacting the amount of communication that goes between the players. That's just plain silly. It's really simple. Beyond simple. Imagine yourself in an 8p group, learning the fight for a new savage boss. The mechanics, and when to put out buffs as a group etc etc. A day passes, you made some progress, a week passes, now you're able to bring down the boss to 50%, a month passes, now you're able to bring it down to 5%. Then you're hit with the enrage, and realize that you've seen all the mechanics. Now you just lack the DPS. Are you in all honesty going to play forever until the player in your group that's doing the lowest damage figures out how to increase his damage? Well here's news flash for you.He can't figure out how to increase his damage, because he doesn't EVEN KNOW that his damage can be increased by doing certain rotations. Everybody in that group will think they're all doing fine, and that the boss is simply hard to beat. But no amount of re-tries are going to help you. 1 or 2 of your party members ARE HOLDING YOU BACK! You need the means to find out who's pulling the least weight in your party. A player who plays MMOs to clear the hardest content there is, doing it without a damage meter is the best way to waste time. I don't care about "people's feelings" Sometimes I'll be the one getting kicked from parties, and Im perfectly fine with that.
Sangramoire wrote: » first off, then why not just balance content with trackers not in mind since they are not available? That way the developers still end up with a challenging game that doesn't need trackers and doesn't have to deal with the negatives of having trackers.
The Developers cannot guarantee that there will be content in your server that's balanced for trackers and non trackers because that's not up to the developers in this game. AoC is ever changing and it would be easier to just balance content for no tracker use, that way people that advocate for a tracker really have no need for it because the game would already be balanced for no tracker and the people that don't want a tracker will not be forced to use one.
For testing other people's builds and such a tracker is absolutely not needed. Take Path of Exile as an example, people including myself play that game just to theory craft and create new builds all the time. The game changes every couple of months and there's a lot of changes with completely new items and new game mechanics. Yet we still don't have a tracker in that game to test builds.
And in this case a combat dummy could be added instead that would actually be better than a tracker for testing builds because fundamentally each server will be different. a good build on one server may not be as good on another because certain builds will be made for specific things that another server may not have.
Having combat trackers would get rid of the need to be more well organized as a group when raiding and having to communicate as much. Groups in AoC are capped at 8 and you can have up to 5 groups in a raid which means 40 people total but there doesn't necessarily need to be just one raid leader. You can have a raid leader and you can also have group leaders that are in charge of that smaller group of people. The argument for trackers I keep seeing is that it's difficult to keep track of 25 or 40 people as a raid leader but AoC is not being designed like WoW or other MMOs. Having those trackers would get rid of even the possibility of that dynamic being added into the mix of raiding.
Sangramoire wrote: » @Kohl Kohl wrote: » Sangramoire wrote: » noaani wrote: » The second point - the social aspects of an MMO - I am unsure as to why a combat tracker would have an impact on this. To me, things like a dungeon finder have an impact on social aspects like this, but not a combat tracker. I kind of need more of an idea of what you are thinking to form any real opinion of this. Having combat trackers would get rid of the need to be more well organized as a group when raiding and having to communicate as much. Groups in AoC are capped at 8 and you can have up to 5 groups in a raid which means 40 people total but there doesn't necessarily need to be just one raid leader. You can have a raid leader and you can also have group leaders that are in charge of that smaller group of people. The argument for trackers I keep seeing is that it's difficult to keep track of 25 or 40 people as a raid leader but AoC is not being designed like WoW or other MMOs. Having those trackers would get rid of even the possibility of that dynamic being added into the mix of raiding. Combat trackers in no way get rid of the need to be more organized as a group, nor is impacting the amount of communication that goes between the players. That's just plain silly. It's really simple. Beyond simple. Imagine yourself in an 8p group, learning the fight for a new savage boss. The mechanics, and when to put out buffs as a group etc etc. A day passes, you made some progress, a week passes, now you're able to bring down the boss to 50%, a month passes, now you're able to bring it down to 5%. Then you're hit with the enrage, and realize that you've seen all the mechanics. Now you just lack the DPS. Are you in all honesty going to play forever until the player in your group that's doing the lowest damage figures out how to increase his damage? Well here's news flash for you.He can't figure out how to increase his damage, because he doesn't EVEN KNOW that his damage can be increased by doing certain rotations. Everybody in that group will think they're all doing fine, and that the boss is simply hard to beat. But no amount of re-tries are going to help you. 1 or 2 of your party members ARE HOLDING YOU BACK! You need the means to find out who's pulling the least weight in your party. A player who plays MMOs to clear the hardest content there is, doing it without a damage meter is the best way to waste time. I don't care about "people's feelings" Sometimes I'll be the one getting kicked from parties, and Im perfectly fine with that. well your reply is really silly since i've already answered that sort of situation in past examples I won't bother to do so again as I tend to write a lot. I'll give you a short example instead. About a week ago I downloaded TERA and created a new character. I had not played the game in years so many things have changed since then. Due to the lack of new players sometimes queue times could take a very long time so I decided to go through a dungeon that's actually balanced for 3 players all by myself. I could have queued up for the same dungeon (solo) and it would have been balanced for solo but I didn't. When I got tot he first major encounter I died. I took the boss down to maybe 90% before I died. I tried it again and again and after dying another 3 times I finally decided I would really try to kill it and stop screwing around. I needed to focus. I've said so before and I'll say it again. DPS will NEVER be the reason you fail a raid UNLESS the encounter spawns a mechanic where you have to DPS something down like a structure before it blows up and automatically wipes the raid, and in that situation a tracker is not needed to know that you didn't do enough DPS to destroy whatever the mechanic was. Anyways once I decided to focus I dodged certain attacks from the boss and saved certain abilities I have for escapes instead of damage to deal with some of the mechanics and though I killed the boss slowly, I still managed to kill it on my very first try after deciding I needed to be focused. DPS was not my issue and most of the time will not be the issue. I don't know how far back in the thread you've read but I've said so before that most things that will wipe a raid or cause it to fail will be obvious things that have to do with the mechanics of the raid such as maybe healers used a certain ability that they should have saved for a specific boss mechanic or the tank didn't stand in the right place and died or stuff like that and as long as people are paying attention then it's easy to figure out where something went wrong. Trackers are not needed to figure out where something went wrong you just need common sense. The trackers are also not needed to pin point who in your raid is pulling the least of their weight. Guilds just have to actually put in effort and make sure they are paying attention during the raid. Trackers are also not needed to help that one person that you've figured out now that is not doing enough damage or is over healing too much. You merely need common sense once again. Read the tooltips of your abilities and figure out how to use them. If someone is not doing so well there's enough people that will play the game that they can find someone else that's playing the same class and they can copy what that person does if they don't want to put in effort to actually get better but the raid will still be limited by people like that simply because that person may not want to put in that effort. Even with a tracker that person would not put in any effort so the situation would be the same. Eventually with or without tracker if that raid group wants to advance they will need to replace that person that's not willing to learn. If a person is willing to learn, with or without tracker they will get better. Essentially what I'm saying is there really is no use for a tracker even though some people may enjoy watching the numbers like myself I do like seeing the numbers but the drawbacks far outweigh positives. The only thing that I would say a tracker is useful in that cannot be done without it would be to make sure abilities work as intended. To make sure the tooltips of each ability is correct. I think having a dummy or area in your house where you can test that out would be sufficient as opposed to a tracker though. I still really see no need for a tracker as any situation you throw at me in a raid can be dealt with without it.
valerian wrote: » I think this is how it's going to play out in Ashes, somehow 3rd party DPS meters might creep it's way to the game. And it will end up in the hands of hardcore raid guilds which probably won't be the majority of guilds or players in Ashes. Now hardcore players might enjoy this and they might of used it in other games like say WoW or whatever. And even within hardcore players they might of have a few players who rage quit simply because it created some kind of hierarchy within their members.
bollyblob wrote: » im very torn, i can see the bad and the good, main reason for them is, how can i know im playing good for myself and using a good build if i dont have any way of measuring my dps, bad is ofc people being left out. ideal would be a way to see only your personal dps somehow. one of my concerns is, pve content and raid content, has to be fundamentally very easy, if theres no dps meter, and thus no way to know if theres a bunch of people in your group underperforming. either content will be tuned to a decent percentile of performance, therefore when you have some unavoidable underperformers you wont know who it is and feel like your banging your head against a wall, or content will be tuned so underperformers can complete it, meaning a higher performer will sleep through the fight as its so easy and thus boring.
nelsonrebel wrote: » But how will 3rd party play into it with no addons for AoC?
Aeri wrote: » nelsonrebel wrote: » But how will 3rd party play into it with no addons for AoC? There are plenty of games, particularly MMOs, that do not have any kind of addon API, and yet they have DPS meters/combat trackers of various sorts. There are a number of methods that can be used outside of direct API access to get the data needed to create one. And that becomes one of the main problems, to me: If Intrepid doesn't build their own official meter into the game, there WILL be third-party programs created to track combat metrics. By building one into the game themselves, as long as they make it robust enough, they can basically control what data everyone has access to. If they make a simple, basic one that only gives a dps number, without any other combat metrics, third-party trackers will still be created.
nelsonrebel wrote: » If thats their choice I suppose 🤷🏻♂️ It will be their own personal metric though.