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.
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
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.