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.
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.
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.
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
SnapKick wrote: » DPS meters/trackers are just information, if you're scared of information and wanting to censor it because you're afraid of what people will do with it or being bullied over it, than you're probably just scared you're going to do bad and won't be able to play whatever you want whenever you want. Get over it, Intrepid can learn to balance the game instead of obscuring bad balance because we can't see it. The burden should be on the developers to have good balance rather than on the players to "just be nice and work with whatever you feel like "
neuroguy wrote: » And there lies one of the biggest problems and why Steven himself is against them. You should have to pay attention and learn from what is happening on screen what you can do better, not by looking at pie charts. I for one could not agree more with Steven.
neuroguy wrote: » I have no idea why the difficulty of the content came up in the conversation but I think it explains your rationale/true concern. You are worried that if you can clear content without DPS meters that it's going to be too easy, but I mean that's a different conversation altogether and entirely a bias/concern you have in your head without any evidence.
Chunks wrote: » 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 I wouldnt like to see this either. I think these things are more likely to happen with the availability of dps meters, tbh.
Noaani wrote: » That is why none of the stated reasons for not having a combat tracker hold any weight - all of them are things that can be easily designed around (as per the suggestion I have made a number of times in this thread). The fact that Steven is willing to work on a summons to iron out the issues, but not a combat tracker, says literally nothing more than he decided he didn't want a combat tracker without any critical thinking put in to it, and that is that.
Noaani wrote: » The evidence that combat trackers made top end raiding content harder is self evident to people that have seen the change, and people that have been in charge of designing the content during that change. It is not easy to explain to someone that hasn't seen it, especially if that person has never played a game with open world raid content. Rather than allowing us to focus on the encounter, not having a combat tracker would mean a quarter of the raid will be staring at a stopwatch rather than looking at the encounter. This is literally how AoE's used to be dealt with - someone (several people, just in case) would literally use a stopwatch to time how long it took the AoE to go off, and then call out for everyone to joust it - or to mitigate it in what ever way worked best. The people timing the AoE's in encounters had literally the most boring responsibility I have ever seen in an MMO - watching seconds tick away.
neuroguy wrote: » The sheer arrogance of this lmao. Well I think your solution is awful and does nothing to prevent the issues frankly.
Well I've been raiding since WoW TBC and I disagree
Sylvanar wrote: » Let me summarise my point, the downsides of ACT will exist regardless but not having ACT definitely will introduce more toxicity.
neuroguy wrote: » Sylvanar wrote: » Let me summarise my point, the downsides of ACT will exist regardless but not having ACT definitely will introduce more toxicity. You can equally argue that experimenting as a skilled player, finding ways to make raids efficient and enhancing information gathering can all also occur without combat trackers, and all the negatives will be exaggerated by having it.
Sylvanar wrote: » neuroguy wrote: » Sylvanar wrote: » Let me summarise my point, the downsides of ACT will exist regardless but not having ACT definitely will introduce more toxicity. You can equally argue that experimenting as a skilled player, finding ways to make raids efficient and enhancing information gathering can all also occur without combat trackers, and all the negatives will be exaggerated by having it. I am not denying that the negatives will be enhanced to an extent and all the good stuff can be accomplished without it also. But the effort required would be exponentially more. This would pose a bigger issue for the players who have jobs (me) and family as they wont be able to spend that much time compared to younger crowd. Again leading to the cookiecutter issue if we want to keep up.
neuroguy wrote: » Sylvanar wrote: » Let me summarise my point, the downsides of ACT will exist regardless but not having ACT definitely will introduce more toxicity. You can't just apply binary logic to the negatives and highlight the enhancement of the positives. You can equally argue that experimenting as a skilled player, finding ways to make raids efficient and enhancing information gathering can all also occur without combat trackers, and all the negatives will be exasperated by having it. Neither your, nor my statement are fair. They provide some benefit and some harm although I thought your summary, despite its bias undertone was pretty good actually haha.
Noaani wrote: » The big issue I have with this stance is that people that think this have it all wrong. If there is no built in combat tracker, there will be third party ones that people will use. This means all of those cons that people don't want will exist in the game - which means those people may win the debate, and Intrepid may not add a combat tracker to the client, but they will lose the war and people like me will have a more open combat tracker than we would if my suggestion were implemented.
Nikai wrote: » Noaani wrote: » The big issue I have with this stance is that people that think this have it all wrong. If there is no built in combat tracker, there will be third party ones that people will use. This means all of those cons that people don't want will exist in the game - which means those people may win the debate, and Intrepid may not add a combat tracker to the client, but they will lose the war and people like me will have a more open combat tracker than we would if my suggestion were implemented. How will you have any mods when the devs are saying they wont allow them?
Nikai wrote: » Not keen to raid at all in AoC if the raiding experience of WoW is replicated. There wasnt anything wrong with the raid gameplay created by Blizzard, just the social experience.
Tragnar wrote: » There is tangible difference if you can clear the raid in 2hours or it takes you 2x 4hour raid nights.