Noaani wrote: » @neuroguy neuroguy wrote: » "bosses/dungeons/raids will become more difficult and give better loot the better you perform". I actually completely dislike the notion of encounters becoming more difficult the better you perform. This gives guilds a reason to do a poor job on lower tier encounters in a dungeon, in order to make the higher tier encounters easier. They may get less loot, but it also means the difficulty threashold to killing these encounters is far lower. When you are talking about open world content - where if we don't kill it now another guild will come along and challenge us for it - the idea will be to get "the kill", not to get the hard mode kill. As such, this system is going to lead to every guild in the game cheesing their way to the hardest encounters in order to get the easiest version of the hardest encounters, so that they can kill them first and deprive other guilds of hard content. It really is a fucked up system. The *ONLY* way it will work is if it is only applicable to instanced content. If it is only applicable to instanced content, you now have a system where by guilds are not just rewarded for getting the kill, but in how well they get the kill. This means the argument of "you did well if the mob dies" is no longer applicable. Players will want more objective data with this system in the game than without it, as they would want to know why they only got 1 drop instead of 3, and what they can do next time to make sure they get 3.
neuroguy wrote: » "bosses/dungeons/raids will become more difficult and give better loot the better you perform".
neuroguy wrote: » Noaani wrote: » @neuroguy neuroguy wrote: » "bosses/dungeons/raids will become more difficult and give better loot the better you perform". I actually completely dislike the notion of encounters becoming more difficult the better you perform. This gives guilds a reason to do a poor job on lower tier encounters in a dungeon, in order to make the higher tier encounters easier. They may get less loot, but it also means the difficulty threashold to killing these encounters is far lower. When you are talking about open world content - where if we don't kill it now another guild will come along and challenge us for it - the idea will be to get "the kill", not to get the hard mode kill. As such, this system is going to lead to every guild in the game cheesing their way to the hardest encounters in order to get the easiest version of the hardest encounters, so that they can kill them first and deprive other guilds of hard content. It really is a fucked up system. The *ONLY* way it will work is if it is only applicable to instanced content. If it is only applicable to instanced content, you now have a system where by guilds are not just rewarded for getting the kill, but in how well they get the kill. This means the argument of "you did well if the mob dies" is no longer applicable. Players will want more objective data with this system in the game than without it, as they would want to know why they only got 1 drop instead of 3, and what they can do next time to make sure they get 3. Well I mean you're making tons of assumptions here. First is how you think all guilds, or even the majority of guilds, thinks. You need to get better gear to take on harder content. Not all content needs to be "easy" unless it ramps up because you performed better. Some content will be inherently harder than others, regardless of the performance adjusted level of difficulty. Another big assumption is the player density in these open world dungeons. We won't really know anything about this until they start larger scale testing I imagine. My argument isn't "you did well if the mob dies", my argument is that you will receive feedback regarding the group's performance by the dynamic difficulty of the content. I think a lot of other people provided tons of great reasons why not having a DPS meter is good. And yeah players will want answers and they won't have exact numbers to get those answers, but if you're suggesting that not having a DPS meter will leave players baffled and without a clue as to why they didn't get to a higher tier of boss difficulty + loot I mean that's just ridiculous. You can probably do more dps by getting better gear or optimizing your build, dodge more stuff etc and yeah it won't be as easy to do all these things without a DPS meter and thus begins creative problem solving. You don't need a DPS meter to tell you what you need to do better, but you may want a DPS meter to baby you through improving your build, however that doesn't make it necessary in any way shape or form. The bottom line is that no game is unplayable, and no encounter is too complicated to improve performance on without a DPS meter, it is a luxury and they've designed content around making it easy to live without this luxury it feels like. In any case it is not clear how this ramp in difficulty will work because Steven has also mentioned that he hates scaling content. It did sound like there would be new/different abilities and behaviors the boss may have access to depending on the difficulty tier but I mean if it has more HP or does more damage, a lot of people (myself included) would consider that a form of scaling so I'm not sure what the implementation of this boss difficulty tiers will look like.
Noaani wrote: » @Chunks There will always be a small sunset of any games classes or builds that players deem acceptable, and another subset that players deem unacceptable. This is not a consequence of combat trackers - as Archeage has shown us. This meta absolutely will exist, and if players want to be accepted in to groups and such, they will run builds that players deem to be acceptable. Based on that, I would assume most players want those acceptable builds to be actually good (since most players will have no real choice other than to use them). The only wau to ensure the builds in a games meta are actually good builds is to make use of a combat tracker. Additionally, if someone comes up with a build that is not a part of the games meta - not one of that subset of classes that players deem acceptable - the only way they can prove that the build they have come up with should be accepted is to use a combat tracker.
As to the point you make about "big number vs. little number", a tool should not be blamed if it is used incorrectly. A part of the reason I would like to see a combat tracker built in to the client of Ashes is because then Intrepid can provide actual information and training on how to use it properly, and it can be something that is openly discussed on the games forum, reddit and discord. This means there is more good information on how to use a tracker properly that is available to all players, which means more and more players will use it properly. If it is a third party application (which is what is going to happen if it is not built in to the client), then players have every excuse to not know how to use it properly.
The only way a combat tracker will narrow the ways players can interact with each other is if combat trackers show us all that the game only has a single best option that is suited to all situations. If that is what combat trackers show us, that is not the fault of the combat tracker, it is the fault of the developer. Should that happen, the entire playerbase has every right to stand up to Intrepid and demand they fix it.
Noaani wrote: » As to player density, if a dungeon has a raid encounter in it, then it should be an easy assumption that there will be room for multiple raids - like, 3 or 4. After that suggestion, your post seems to assume that top end PvE content should be about guessing, rather than knowing. There should be nothing at all in the game that is left to a guess - that is the antithesis of player agency. This is literally true - not just hyperbolically true or subjectively true. Player agency is the notion that players will be presented with options, and will have full understanding of the consequences of those options. Anything that is left to chance or left as a guess for players is not player agency. Now, despite appearances, I am not actually arguing for a combat tracker to exist. I am arguing for a combat tracker to be built directly in to the games client. This game will have combat trackers - all MMO's do (even ones people don't think have them, like Archeage). Even Intrepid know that there will absolutely be ways for combat trackers to exist in this game - they said they think they have taken out most avenues by which this data can be collected, which means they know they have not taken out all of them. It is also worth noting that Steven has not come up against a top end PvE community in any game he has played. He doesn't understand the difference in the resolve of a top end PvE player over a top end PvP player. If your argument is that the "game shouldn't have a combat tracker because..." then I hate to say it, but you've lost that argument before you make it. I'm not even really that interested in a debate along those lines. I am happy to point out why combat trackers are useful in general, especially to people that have outright incorrect assumptions about them (many people conflate trackers with all addons, and think combat trackers will lead to WoW Armory style websites and such). Pointing this out may well be mistaken as me arguing that combat trackers should indeed exist - but that is not the case. It should be looked at as me saying why they will exist in one form or another, in order to provide a frame around my argument as to why they should be built in to the games client directly. So, while the correct use of a combat tracker is a discussion I am happy to engage in, my actual argument is that the combat tracker should be built in to the games client, so that Intrepid can place some restrictions on it. If combat trackers are left to third parties, there will be no restrictions. If combat trackers are built in to the game, there can be restrictions. This is why the suggestion I have been making in this thread for a year now (that has been modified over that year) has many restrictions - they are designed to alleviate the issues (both real and pecieved) that players have with them, leaving a suggestion that is far better for the bulk of players than what we will have if Intrepid do nothing.
Chunks wrote: » Noaani wrote: » @Chunks There will always be a small sunset of any games classes or builds that players deem acceptable, and another subset that players deem unacceptable. This is not a consequence of combat trackers - as Archeage has shown us. This meta absolutely will exist, and if players want to be accepted in to groups and such, they will run builds that players deem to be acceptable. Based on that, I would assume most players want those acceptable builds to be actually good (since most players will have no real choice other than to use them). The only wau to ensure the builds in a games meta are actually good builds is to make use of a combat tracker. Additionally, if someone comes up with a build that is not a part of the games meta - not one of that subset of classes that players deem acceptable - the only way they can prove that the build they have come up with should be accepted is to use a combat tracker. You're accidently agreeing with me here, and backing up my points on most fronts. We concur that a meta will exist regardless, but you're saying a tracker would establish a meta and would be the only possible standard for marking a build as viable. Your idea hinges entirely on the concept that the general playerbase will take the time and have the comprehension skills to use the tracker correctly instead of a flat damage meter. I take issue with these assumptions. The reality is, most people want the quick and dirty access to what they can easily relate to; most often being efficient damage output. They'll assume it's the best option and blindly build identically. Most MMO players are not innovators. They take the easiest route to success. You clearly have spent some time playing these genre. You know how these people are lol.
The concept that tracking this information will make it very easy to establish a viable meta is a very safe bet. And I'm against that happening. Out of 64 classes, you're on board with 85% of players using like 4 or 5 of those classes because the numbers told them to. The byproduct of that being the remaining demographic playing a solo game. Access to those numbers will allow theorycrafters to have concrete data to reference. I understand the benefit to it, but there is more to lose than to gain in this game for that topic. Namely, a varied playerbase.
It's super frustrating that you're just blatantly telling me that we should use tracking to form a slim standard for how to play the game, and everybody else is up creek, paddle 10 miles behind down river because they didn't build that way. The game should be accessible as virtually any player build. You're saying that players being pushed out of content because their level 50 character that took them two months to level up doesn't fit the min/maxed vision of how the game needs to be played. You cannot have an exclusive meta that you are supporting AND tell me that the underrepresented builds deserve help. You are asking for the problem to crop up and then say the player base deserves a solution. This is what I do not want for this game. It is why I am attracted to this game. Everybody should be able to play how they like without concern for repercussion of their fantasy build. They should be able to experiment. To play what fits them. Having a meta form based on the optimal numbers is at the absolute, most direct odds with that.
As to the point you make about "big number vs. little number", a tool should not be blamed if it is used incorrectly. A part of the reason I would like to see a combat tracker built in to the client of Ashes is because then Intrepid can provide actual information and training on how to use it properly, and it can be something that is openly discussed on the games forum, reddit and discord. This means there is more good information on how to use a tracker properly that is available to all players, which means more and more players will use it properly. If it is a third party application (which is what is going to happen if it is not built in to the client), then players have every excuse to not know how to use it properly. We just discussed it but I'm in for a round two. Most players will not take the time or care enough about these things to use a tool like that "correctly". If anything, the existence of it will motivate them to go explore the internet to see "what's the best class/build for Ashes of Creation" and then they can congratulate themselves on their damage meter numbers. I believe not having the meters will encourage them to just play the game on their own terms.
In fact, that has me now wondering, what metric do you use to decide a meta? If you have all this varying data tracking an abundance of things, sometimes with context, sometimes without, how do you apply some unknown algorithm to create this meta? For the most part, these numbers will be too all over the place and in a game like Ashes (as compared to WoW or FFXIV that's more sedintary fights) difficult to identify what exact story they represent. It feels like a shallow defense for these metrics being accessible, because in all likelihood it is just going end up being a story of "how much did damage did they do, how much damage did their defensives absorb/did the player receive" Without a second-to-second replay of everything happening in that encounter with a heatmap, there's no way you can collect any kind of data on how that build may have played dynamicly. Thus, we have the simplest form of risk/reward.
The only way a combat tracker will narrow the ways players can interact with each other is if combat trackers show us all that the game only has a single best option that is suited to all situations. If that is what combat trackers show us, that is not the fault of the combat tracker, it is the fault of the developer. Should that happen, the entire playerbase has every right to stand up to Intrepid and demand they fix it. I think the situation can be avoided altogether. There WILL be a single best, all purpose build. There will be. That is just the nature of this, and any game. There will always be an optimal way to fill a particular pair of shoes. This seems like the wrong game for the mainstream demographic to try to min/max. There is room for it, for a particular demographic of players, and those players will be informed and skilled enough to discover it without using provided numbers and data. The players who aren't invested in the min/max pursuit will feel less pressure to follow without numbers constantly staring back at them from the UI. Just a side benefit, as well; in the case that a class/build is extremely dominant, Intrepid being the only ones with access to the data can silently address the issue before it reaches the general player base. That way, players won't start following a cookie cutter design before a nerf hits and dramatic outcry begins. If you reread what you said, you are telling me that you're pushing for a standard that players will have to accept or not participate in, enabled by this information tracking. Until you're (you are closing statement, btw) closing statement, at least. We may be in agreement about the outcome, I really can't tell from seemingly mixed messages tbh, but we are on opposite sides of the fence on how to reach it. I think not having damage meters will avoid the problem. You think it will solve the problem that I think we can avoid to begin with. .... I think.
neuroguy wrote: » When you play sports in real life, you don't get numbers on how much force and velocity you moved your body to throw a baseball, and yet we all manage to get better and figure out how to improve.
Also, if there is room for 3-4 raids, it still provides zero information about the density of people in that space. That is a variable that will fluctuate but we have no idea what the average density will be.
to me it sounds like you have a point you're trying to make, which I honestly am not sure what it actually is.
I just don't understand why you think people NEED a DPS meter or combat tracker to be able to min/max. People will have access to tooltip information and can make spread sheets, it isn't that hard to theorycraft optimal crap and I'm sure it'll be on youtube pretty fast.
neuroguy wrote: » I don't even understand how else to communicate with you on the player density point. We do not know how many people will exist in the world around each dungeon/raid and how frequently you will bump into one another. You can claim otherwise, but this information is simply non-existent because there is no populated server to provide this information.
Metas don't get determined by player creativity much once people start using DPS meters, they are determined by patch notes.
You don't counter PvP builds with DPS meters, there are too many variables.
DPS meters do not accelerate the meta, they just make it more visible and people will base invites to guilds and parties on those numbers. But anyways, if you don't agree we can just agree to disagree at this point.
Great Brae wrote: » So you want a meta in a game being designed to avoid meta's?
Chunks wrote: » You're accidently agreeing with me here, and backing up my points on most fronts. We concur that a meta will exist regardless, but you're saying a tracker would establish a meta and would be the only possible standard for marking a build as viable. Your idea hinges entirely on the concept that the general playerbase will take the time and have the comprehension skills to use the tracker correctly instead of a flat damage meter. I take issue with these assumptions. The reality is, most people want the quick and dirty access to what they can easily relate to; most often being efficient damage output. They'll assume it's the best option and blindly build identically. Most MMO players are not innovators. They take the easiest route to success. You clearly have spent some time playing these genre. You know how these people are lol.
It's super frustrating that you're just blatantly telling me that we should use tracking to form a slim standard for how to play the game, and everybody else is up creek, paddle 10 miles behind down river because they didn't build that way. The game should be accessible as virtually any player build. You're saying that players being pushed out of content because their level 50 character that took them two months to level up doesn't fit the min/maxed vision of how the game needs to be played. You cannot have an exclusive meta that you are supporting AND tell me that the underrepresented builds deserve help. You are asking for the problem to crop up and then say the player base deserves a solution.
This is what I do not want for this game. It is why I am attracted to this game. Everybody should be able to play how they like without concern for repercussion of their fantasy build. They should be able to experiment. To play what fits them. Having a meta form based on the optimal numbers is at the absolute, most direct odds with that.
We just discussed it but I'm in for a round two. Most players will not take the time or care enough about these things to use a tool like that "correctly". If anything, the existence of it will motivate them to go explore the internet to see "what's the best class/build for Ashes of Creation" and then they can congratulate themselves on their damage meter numbers. I believe not having the meters will encourage them to just play the game on their own terms.
I think the situation can be avoided altogether. There WILL be a single best, all purpose build. There will be. That is just the nature of this, and any game. There will always be an optimal way to fill a particular pair of shoes. This seems like the wrong game for the mainstream demographic to try to min/max. There is room for it, for a particular demographic of players, and those players will be informed and skilled enough to discover it without using provided numbers and data. The players who aren't invested in the min/max pursuit will feel less pressure to follow without numbers constantly staring back at them from the UI.
Just a side benefit, as well; in the case that a class/build is extremely dominant, Intrepid being the only ones with access to the data can silently address the issue before it reaches the general player base. That way, players won't start following a cookie cutter design before a nerf hits and dramatic outcry begins.
If you reread what you said, you are telling me that you're pushing for a standard that players will have to accept or not participate in, enabled by this information tracking. Until you're (you are closing statement, btw) closing statement, at least. We may be in agreement about the outcome, I really can't tell from seemingly mixed messages tbh, but we are on opposite sides of the fence on how to reach it. I think not having damage meters will avoid the problem. You think it will solve the problem that I think we can avoid to begin with.
.... I think.
Tragnar wrote: » You are right here, players will blindly attach themselves to the "best popular build" and that is because of the internet - forums, reddit, youtube, twitch. If there is hypothetically no dps meter possible then playerbase will use a common easy to kill monster that you can find on any server and make videos to time how long it takes to kill it - which is another form of measuring dps. What I see you have problem with here is the possibility of people misusing meters and not the actual correct use of it.
Tragnar wrote: » Let me ask you, do you want every customization choice in Ashes to be a viable and correct one? Do you really want any choice you make not matter to how well you are doing, but to only influence the visuals you are performing on the screen? In every building game you need the option to make bad builds, but a designer needs to ensure that every class (in here one of the 8 base archetypes) has at least 1viable meta build.This is literally the antithesis for a build based game. What you are asking for is the homogenization of every build in the game to the point where you only choose the visuals and order of pressing buttons to your liking
Tragnar wrote: » This is what a lot of meters actually can do, you click on it for detailed breakdown any many of these things are broken down in there. You say you want a dynamic play, but you want to restrict players dynamically reacting to builds?
Tragnar wrote: » If meta is not based in reality on what is actually good, but only what gets most popular at the start then developers will address that, but nothing will happen because players will not care and will stick to the same popular thing. If you cant know the actual performance difference between builds then you are better off doing the same thing as everybody else and only your skill is the factor then.
Tragnar wrote: » If by the problem you are meaning "players excluding others based on what build they play" then you can never avoid that. It is literally impossible, if you give players a leeway to pick and choose which player they take for dungeon/raid then you automatically create scenarios where players are excluded by the current meta
Tragnar wrote: » First if builds differ by 2% of power then I will call Intrepid balance gods ... ... I do not want a stacked 8man group of top-end players to worry only about movement abilities, because they can clear a dungeon in 10minutes while the average group is struggling to clear it under an hour. I honestly do not want raiding to become a participation award, because players learned to not stand in fire