Ademptio wrote: » I tend to play with friends/family who are generally PvE/RPers and play MMO's just for fun and are very intimidated when they want to join WoW dungeons due to people asking for "Looking for 12k DPS to kill X boss"... This scares off players to even try and join content.
Archaeon wrote: » The only way I can think of incentivising players to perform their best, without a DPS meter is to tie loot to performance on a boss. You could break loot rewards into tiers: Bronze - 100,000 Dmg done, Silver - 250,000 Dmg done, Gold - 400,000 Dmg done in a fight.
consultant wrote: » I did say that trial and error was the best way to test out dps but it is not about the dps per say it is more about knowing what the different builds and options strenghs and weakenesses are. This is especially true in PvP but also pertainent in PvE. Looks like I am contradicting my self but main point is that even though live runs and trail and error are the best way to find out your class capabilities, the number of options in this game are so great that it makes a dps meter/combat tracker very useful and would save you alot of time.
Grimfaldra wrote: » Still, there seems a bit more openly reachable content in this game from what I have seen so far, and in the end maybe even more "public" bosses. Those would be possible to tackle with a smaller guild and a few pickups. That would add more variety for sure and then that "sieving" of people by "show me your last parse" will happen and put people off.
Ok, granted. A very good tracker that takes into account when aggro was pulled by an off-tank or a plate healer (as in EQ2) to save a stupid dps monkey from being squished by trash. But having such a thing in game is not a mean feat. If that worked, I would agree that it would be tremendously useful, even for smaller guilds and non-raid content (like harder dungeons). And before you say it, I know the rules. DPS who finds aggro can keep it. The hybrid thing is debatable. My EQ2 Inq back in the day was tough enough to tank trash for a short while while I did my job too. Especially in EQ2, you could pull a hybrid raid member off, except in the real hard raids where every bit counted. But we digress.
The reason, I never joined a guild with my raid tier characters on AB and Nagafen was exactly that reason. After having been told a few times that the numbers and gear are more important than my brains as an Inq and Warlock, I usually only helped out some pals in some guilds. Maybe I just asked the wrong guilds.
If that is the case in the majority of cases, I would not even care if someone could inspect me and see my last 10 combat parses. Alas, I think it is no longer that way.
But to be back on topic: A true combat tracker with meaningful statistics that also helps with non-raid content: Sure. Pure DPS Meter = bad imho.
Aeri wrote: » A lot of people who complain about DPS meters/combat trackers cause toxicity are typically the casual players that are interacting with other casual players. In particular, a vast portion of it comes from more casual guilds/players trying to mimic what they think hardcore guilds/players are like.Toxicity of this sort is usually quite rare in the actual hardcore guilds for the simple reason that people who specifically want to get into more hardcore aspects of an MMO already know and agree with increased skill requirements. If someone wants to break into the hardcore raiding scene, and doesn't quite make the cut for DPS or some such metric, but is willing to learn and improve, most guilds will gladly help out.
Beekeeper wrote: » That's exactly the problem though. It benefits a tiny minority of players, while breeding toxicity and resentment in the rest of them. Ultimately hardcore raid guilds will be fine, they're dedicated enough to either push through the limitations, find no limitations to need overcoming, or move on to a different game. If however the rest of the playerbase is now glued to meters, the well is poisoned. Casual players can't deal with the power that these tools provide, and explaining not to use it won't help. Players will use it, misuse it, rely on it, and blame anything but themselves for not having any fun.
valerian wrote: » Ultimately, DPS meters aren't even a good evaluator of someone's performance. Even the highest DPS person in your group can fail or die and even wipe an entire group.
ShroudedFox wrote: » consultant wrote: » I did say that trial and error was the best way to test out dps but it is not about the dps per say it is more about knowing what the different builds and options strenghs and weakenesses are. This is especially true in PvP but also pertainent in PvE. Looks like I am contradicting my self but main point is that even though live runs and trail and error are the best way to find out your class capabilities, the number of options in this game are so great that it makes a dps meter/combat tracker very useful and would save you alot of time. I believe with the focus being on community and social interaction they want players to talk and figure out the best ways to do things by trial and error, learn weaknesses and strengths by trial and error and promote community engagement in finding those strategies. This way if you have a reputation as a good pvp assassin people will seek you out to learn from you rather then have hard facts about what's good against what. make it more about in-game learning then reading guides with hard facts
nelsonrebel wrote: » 1. To my knowledge Steven has already explicitly stated they are not implementing dps trackers. If thats incorrect provide the statement showing otherwise and I'll revise my stance on that information since addons are also not being allowed in AoC. 2. History shows that once ingame measured of trackers are implemented and are used without player consent the pve community becomes a toxic wasteland of centimeter measuring and blatant elitism. Steven himself has already said and explained the same thing. Arguing semantics over what is known and experienced is not an argument its just you being angry that people point out what inevitably happens when you make it easy for elitism to thrive, it stalls out the community from new players because self absorbed groups take meters as the holy grail only acceptable way to do content 3. DPS meters are not a game ranking system. This isn't a debate.
It is FACT they are instanced measurments of a pve encounter gauging damage and percentages of each encounter specifically. Thats literally the function of what happens with a meter...
to create standards of dps to exclude others regardless of everything else and have a forced measuring with or without player consent
Euphorrix wrote: » I think you missed the point of my analogy
Ademptio wrote: » Just for the sake of it. I will throw in my 2 cents opinion. I love DPS meters cause I strive to be good at my role. But I would prefer NO DPS meter, I have several reason(s)for this. As ex guild/raid leader in WoW I was often whispered by raid members "Replace this hunter/replace the healer they s*ck". This often led to either the people being replaced being upset/angry or the people that know there is a guy that is underperforming and is not being replaced. When in a dungeon party with random players it is very easy to kick a certain player and find a replacement if they notice you underperform, which will bring toxicity no matter how you look at it. I tend to play with friends/family who are generally PvE/RPers and play MMO's just for fun and are very intimidated when they want to join WoW dungeons due to people asking for "Looking for 12k DPS to kill X boss"... This scares off players to even try and join content.
Jordan Daniels wrote: » I don't need a game to tell me shit about DPS, If i want to know my best rotation i'll go out in the world, find a mob, use a stopwatch along with google spreadsheet. I want to work it out for myself, I don't need some casual DPS display.