Demidreamer wrote: » I understand perfectly. You need a combat tracker to justify what button to push in what order. I do not.
Demidreamer wrote: » yawn
Nitpick wrote: » No other game has 64 possible classes, with having all of the weapons playable by all of them. There won't be a meta, because of the countering. None of the builds will ever stand on top, because it will ALWAYS have a counter. That is a given, with this amount of possibilities. I also think that this was their aim all along and thus they thought they wouldn't need a DPS meters, because a lot of classes will be playable for the PvE content aswell. I still don't see a single reason for it to exist, sorry. So, no. Your assumption is wrong, again.
What I hope for aswell, is that the numbers in enemy health (all monsters, boss or non-boss, all of them) would just not be there. Make it a bar, yes. But without numbers. And since there is supposed to be a combat log, I hope they make the data in there appear in percentage, rather than (e.g.) "5508,98dmg in 3 sec."
But again, I have to agree with what you said while answering @Hakavay . "The issue here is that if you are not successful, the obvious question to then ask is; why?" And I say ABSOLUTELY! And that is exactly the whole damn point! My thoughts would be: "Why did I fail? What can I do better? What are the options? Oh my, there is so many. Let me go and try them all, one by one and come up with the best solution using my skill, knowledge and common sense!" Your thoughts would be: "Why did I fail? Better check the numbers, so I know right away and don't have to spend all my time doing something useless... like... enjoying the game content, blah." <<< that's how I see it.
Nitpick wrote: » Still not convinced, and never will be.
To the bulk of the playerbase, they will stick to a meta either for fear of being less effective, or for fear of being left out. The only way to was those fears - and thus free people up to use non-meta builds, is to give people access to objective data.
Beekeeper wrote: » If you replace that guessing with a math formula, for one, you take out the human element.
mavick wrote: » Someone just posted this on twitter and it pretty well sums up my feelings as well: "A facet of game design I truly dislike (and many modern games have embraced it) is the trend of hiding statistical performance. It doesn't lower frustration levels. It raises them and obfuscates the source of the frustration." I've seen many people posting that they can figure out flaws and deficiencies without them, but that's just nonsense. You might, eventually and with tremendous effort be able to arrive at some real numbers without, but again that just goes back to the point of meters making things easier to identify as opposed to without. The simple truth is, if you're really against this type of feature, you simply don't care to know about your performance. And that can be ok, to each their own. But what really isn't ok is imposing that mindset on everyone else, especially when it can be a totally optional thing.
NelsonRebel wrote: » There is absolutely zero reason to not allow the meter to be private.
NelsonRebel wrote: » For 3 yes you're right. The point is to make it as difficult and uninviting to be elitist as possible. That goes hand in hand with ensuring its up to the individual to share it or not.
Beekeeper wrote: » The argument that no inbuilt DPS meters will lead to 3rd party meters is completely besides the point. Just because cheaters exist doesn't mean we should make the game as cheat-friendly as possible.
Beekeeper wrote: » The argument that no inbuilt DPS meters will lead to 3rd party meters is completely besides the point. Just because cheaters exist doesn't mean we should make the game as cheat-friendly as possible. Fisher wrote: » Most people don't CHOOSE not to optimize. When you ask someone "do you want to use this option, or the good option?" they're almost always going to pick the "good" option, because nobody wants to start out lagging behind others, especially casual players. "Do you want to bumble around and waste your time or do you want ideal success every time" is not a question. Tools provided for optimization are going to be used by the vast majority of people unless there's some kind of stigma attached (like getting banned for 3rd party software use). So what? People will have that choice, and just because most won't doesn't mean that you should force them to be unable to. "Blue is the most common favorite color. Few people choose green. In order to fix this, we're removing blue." Beekeeper wrote: » Also, excuse me? "Don't make it more difficult for us to optimize" It should be near IMPOSSIBLE to optimize through numbers, you munchkin. Strongly disagree. Optimization through numbers has been a core part of gameplay in RPGs for nearly half a century. Taten wrote: » DPS meters force and focus people into META specs and what not so they top meters... No they don't. No one is forced to do anything. You're free to play the game however you want. Just because some people prefer to play more optimally, and by extension only play with others who also do so, does not mean you are personally forced into playing optimally. Also, if you want people to not focus on topping damage meters, you need to make the means of succeeding more complicated than doing damage. Mechanics that cannot be dealt with by throwing more damage at the boss, various buffs/debuffs, etc. Taking away meters isn't going to stop people from caring about damage; it's just going to make their judgments of DPS far less accurate. What's better? Someone linking DPS meters and proving you're doing poorly, or someone just asserting without any real evidence that you're doing poorly because they don't like your build? Take away DPS meters and you will get the latter.
Fisher wrote: » Most people don't CHOOSE not to optimize. When you ask someone "do you want to use this option, or the good option?" they're almost always going to pick the "good" option, because nobody wants to start out lagging behind others, especially casual players. "Do you want to bumble around and waste your time or do you want ideal success every time" is not a question. Tools provided for optimization are going to be used by the vast majority of people unless there's some kind of stigma attached (like getting banned for 3rd party software use).
Beekeeper wrote: » Also, excuse me? "Don't make it more difficult for us to optimize" It should be near IMPOSSIBLE to optimize through numbers, you munchkin.
Taten wrote: » DPS meters force and focus people into META specs and what not so they top meters...
halbarz wrote: » In the scenario that they are optional in public groups: it's very simple if you introduce them "optional" you will end up enforcing them as a player on others. That is how "optional" works, there is no way around it. You will immediately exclude a part of the player base and put a barrier for players that join late. This is not WoW where the only activity is doing dungeons, raids, and PVP. there is going to be a learning curve and in this scenario having them "optional" is saying they will become a standard as people will enforce it on each other. No matter if they are personal or not, since there is no queue system you will get LFG Class X , XDPS min. and there goes your new player joining after a year ... being excluded.
In the scenario that they are guild, only the "optional" can be controlled but this would then also mean that there are a lot of restrictions in place. Such as guilds would have to pick this as a guild perk aka not able to increase size or get passive buffs, they should only be able to see the information from the guild members in a group. not the 3th party player aka the pug. + "Optional" should then also mean that only the guild leader and it's officers (limit number allowed) can see this information this makes it a unique feature with limited access. It would allow guilds to mentor their members.
There are 4 players, 2 have a meter and 2 don't who is to say that any of these players do or do not care about their performance? The simple truth is that either group can be players that do not care. the 2 players that use/have it could be using it just to flash a number but actually know nothing about the mechanics and want to point a finger to hide the fact that they are not skilled enough. yet the 2 that do not use it might not have that big number to show off but could be part of the encounter without making a single mistake. Of course in both groups, there can be people that have both the damage and the skill who is to say? you? So why are you not happy with just having combat logs?
Any kind of tool shortens for many players their interest in a game, as they provide plenty of information that is pretty much a short cut to get to the top. This is with everything in life for a lot of people, if people can get something or achieve a goal very fast and master it they get bored. As player retention is key within the MMO genre I do not see why not having a meter is imposing it others, it is an even playing field, while if you (if asking) for scenario 1 (optional for everyone) are the one really imposing it on others.
mavick wrote: » halbarz wrote: » In the scenario that they are optional in public groups: it's very simple if you introduce them "optional" you will end up enforcing them as a player on others. That is how "optional" works, there is no way around it. You will immediately exclude a part of the player base and put a barrier for players that join late. This is not WoW where the only activity is doing dungeons, raids, and PVP. there is going to be a learning curve and in this scenario having them "optional" is saying they will become a standard as people will enforce it on each other. No matter if they are personal or not, since there is no queue system you will get LFG Class X , XDPS min. and there goes your new player joining after a year ... being excluded. You're ignoring all the "options" out there in service of making your argument. There are bound to be groups ran by people who don't enforce meters. Nothing is forcing you to join public groups that choose to enforce them. In the scenario that they are guild, only the "optional" can be controlled but this would then also mean that there are a lot of restrictions in place. Such as guilds would have to pick this as a guild perk aka not able to increase size or get passive buffs, they should only be able to see the information from the guild members in a group. not the 3th party player aka the pug. + "Optional" should then also mean that only the guild leader and it's officers (limit number allowed) can see this information this makes it a unique feature with limited access. It would allow guilds to mentor their members. Again, nothing is forcing a person to be in a guild against their choice. Even if the choice could be made hard, it is still a choice. There are 4 players, 2 have a meter and 2 don't who is to say that any of these players do or do not care about their performance? The simple truth is that either group can be players that do not care. the 2 players that use/have it could be using it just to flash a number but actually know nothing about the mechanics and want to point a finger to hide the fact that they are not skilled enough. yet the 2 that do not use it might not have that big number to show off but could be part of the encounter without making a single mistake. Of course in both groups, there can be people that have both the damage and the skill who is to say? you? So why are you not happy with just having combat logs? That is not what my argument was. I said if you are against this feature, meaning here, on this thread. If your philosophy is that meters=bad, then you don't care about your performance. Because you're never going to KNOW what it is without a non-biased, strictly numbers based means of measuring it and comparing it. Any kind of tool shortens for many players their interest in a game, as they provide plenty of information that is pretty much a short cut to get to the top. This is with everything in life for a lot of people, if people can get something or achieve a goal very fast and master it they get bored. As player retention is key within the MMO genre I do not see why not having a meter is imposing it others, it is an even playing field, while if you (if asking) for scenario 1 (optional for everyone) are the one really imposing it on others. That is just absolute nonsense. DPS meters has been a huge thing in WoW since almost the beginning, and people have been playing as long or longer than any other game out there in the genre. Meter's are not the end-all, they're just a tool to help you along the way. They don't actually kill the bosses for you, since everything still boils down to individual skill and reasoning ability.
Beekeeper wrote: » I think we just have very different thresholds for what makes a good build. To me, if a build works, it's good. If it can take on dangerous stuff, it's very good. It seems to me that, to you, a build isn't good until it is understood and proven to not be built on false assumptions.
I do think that's a way to enjoy games that's totally legitimate, but at the same time, it hogs a LOT of space. Min/Maxers play dreadfully with people who are not, and vice versa, because the goals are so terribly mismatched it leads to constant accusatory fighting (see thread) with no real solution besides splitting up and sticking with players with aligning goals. Specifically, I think Steven doesn't want the game to be all that inviting to min/maxing. Which, by the way, i find to be a completely legitimate business and design decision. Eve is a game directly targeted towards min/maxers, it's a great game but it's dreadfully dry to anyone who detests all the laid bare graphs and numbers. It even allows multiboxing to allow players, individually, to further this quest for efficiency even more. In eve, if you don't min/max, you will fall into obscurity, since you're willfully ignoring a huge toolbox of data meant to be optimized The lack of a damage meter in Ashes, as I see it, is meant to specifically keep the toolbox empty. The toolbox is supposed to be empty to curb min/maxing and give non-maxers more breathing room to enjoy the game.
If you argue "well it's gonna happen anyway", i know, i get that. But them keeping it hidden and amongst themselves is probably the only way to keep these incompatible groups from annoying the everloving crap out of each other. Min/maxers took over wow, and now classic is what it is. Not every game needs to cater to that philosophy.
Chaor wrote: » I'm against dps meters because it takes away from developing tactical skill sets such as quick calculation and field awareness. Without a personal dps meter, you'll have to calculate your own dmg capabilities by testing on mobs. At the starting levels, you'll experiment with your limited abilities to get a sense of incremental dmg output, and by the time you're max level, you'll have a good idea of what your dmg output is even against different defenses. In terms of raids, your field awareness will be challenged by keeping track of other party members' actions. Everyone is going to have to be more attentive and engaged to be successful, not just simply worrying about your own output. Simply put, a tool is a means to an ease of life, but as helpful as it is, it takes away from developing personal expertise. Aoc is shaping up to be a hardcore strategical game with non-visible health bars and action-based combat, so the skills gained should reflect the game's level of difficulty.