Tragnar wrote: » What I really dislike about WoW raiding - I guess you'd agree with this is that they are creating the encounters with combat assist mods in mind. Which makes the whole raiding experience a nightmare if you dont download the mod (especially the required weak auras) And the social experience around raiding is entirely dependant on the people you play with. Blaming the game for guilds not meeting your social expectations is not the game's fault. Plus watching dps meters during encounter is only hurting your actual dps, because you are dividing your attention to it instead of the encounter. Meters are for post fight checkup on what you did and see if you can do better. Watching meters during the fight can do nothing for your performance or can severely impact it in negative way. I honestly want the game to be good for as many people as possible and I really dislike that the top-end players will use 3rd party tools, because Intrepid says "no" to a thing that gives players information to make informed decisions.
Sylvanar wrote: » Combat tracker does not introduce negative aspects. No combat tracker definitely will.
But I have yet to read a valid reason for not implementing combat tracker other then: 1. People are dumb. 2. People are toxic. So, lets blame the gun. But that is the case either way.
Sylvanar wrote: » I will be a "dad" gamer by the time the game is released...why do you think anyone would want to prolong the raid indefinitely? Me as a gamer with irl job would want to have a buttery smooth run.
goemoe wrote: » Sylvanar wrote: » Combat tracker does not introduce negative aspects. No combat tracker definitely will. I disagree. I have seen that negative way and not only once. We had a friendly guild of family people enjoying a game. Everybody had fun and we laughed, when we wiped at some group content. At one point one player discovered a dps meter and started to crossread forums and fanpages to get a better score. He wrote and talked about it to other players and devided the guild fast. Half the players got more interested in numbers than in enjoyable company. The guilds whole demeanor changed in a small amount of time. The friendly guild of family people was no more. Some got bored, the rest looked for raid guilds. It all started with counting the dps. The value of the company shifted from funny/reliable to 'who has the biggest' That was negative.
Chunks wrote: » But I have yet to read a valid reason for not implementing combat tracker other then: 1. People are dumb. 2. People are toxic. So, lets blame the gun. But that is the case either way. So these are valid excuses, but concern for the negative impact on the meta and viable player choices is not? I dont think Ive seen anybody say those things implicitly, but rather a crutch like dps meters emables people to be lazy, stupid, and the inappropriately over-encompassing "toxic".
Chunks wrote: » So these are valid excuses, but concern for the negative impact on the meta and viable player choices is not?
Noaani wrote: » So, the question I have for you @Chunks is - what is it that makes you think no combat tracker in Ashes will not only avoid this situation from the *only* example we have, but will actually make the games meta better than it would be with a combat tracker? From my position, without an answer to this question, people are literally ignoring the only example we have and are just stating what they want to be true. That is not good debate or discussion, which is why Ihave been trying to get an answer to this question for quite a while now.
neuroguy wrote: » @Noaani We just have different perceptions of what the average player experiences and the magnitude of the positive vs the negative consequences.
Chunks wrote: » Sylvanar wrote: » I will be a "dad" gamer by the time the game is released...why do you think anyone would want to prolong the raid indefinitely? Me as a gamer with irl job would want to have a buttery smooth run. A lot of MMO players are us boomers with jobs. 3 hours is actually a long play session for a dad. And I have a hard time believing you want no adversity from end game PvE, or that youd achieve just from having some numbers validating your class selection.
Chunks wrote: » Noaani wrote: » So, the question I have for you @Chunks is - what is it that makes you think no combat tracker in Ashes will not only avoid this situation from the *only* example we have, but will actually make the games meta better than it would be with a combat tracker? From my position, without an answer to this question, people are literally ignoring the only example we have and are just stating what they want to be true. That is not good debate or discussion, which is why Ihave been trying to get an answer to this question for quite a while now. You have a one dimensional view of what makes a meta "good". Your idea of a "good" meta is a meta that downs end game content with the least amount of effort. My idea of a "good" meta is one that is not incredibly exclusive in the pursuit of epeen damage meter numbers. It can still be a meta, even if the concept of it being more inclusive contradicts our use of the vocabulary. We want to see the meta impact the game in different ways, neither of us is wrong for what we desire. You have been receiving answers. You are choosing to not necessarily debate but instead defer that any opposing view is just objectively implausible, or delusion, or extremely limited context that in no way would ever happen to Ashes or its' community. This is the reason I stopped answering your replies before. It just felt moot, bro. neuroguy wrote: » @Noaani We just have different perceptions of what the average player experiences and the magnitude of the positive vs the negative consequences. I think this sums it up perfectly. You're not right or wrong. I'm not right or wrong. We both have the capacity to be correct here, and I think we both would/will be correct. What we disagree on is if the juice is worth the squeeze (assuming you can agree there is squeeze). In my eyes, the point can be reduced to very simple gamble. We can !risk! (nothing is certain, so it feels like we need to assume these are equal opportunity) either sacrificing an unknown degree min/maxing or the health of the community, which I'd expect to correlate to the health of the game as a whole. You're getting answers, homie. And most people on the opposite side of the fence understand and hear what you're asking for and why. We simply don't think there is enough benefit relative to the expectation of the trade-offs that we are concerned with.
Chunks wrote: » You have a one dimensional view of what makes a meta "good". Your idea of a "good" meta is a meta that downs end game content with the least amount of effort.
My idea of a "good" meta is one that is not incredibly exclusive in the pursuit of epeen damage meter numbers. It can still be a meta, even if the concept of it being more inclusive contradicts our use of the vocabulary. We want to see the meta impact the game in different ways, neither of us is wrong for what we desire.
I think this sums it up perfectly. You're not right or wrong. I'm not right or wrong. We both have the capacity to be correct here, and I think we both would/will be correct.
Rhadek wrote: » problem here even with personal dps meters is that guilds or group wil ask you to post a screenshot of your dps in their discord. so nah id rather not have them, dps isnt everything
Noaani wrote: » So, as a TL;DR, the basic questions left are; 1, What makes you think not haivng a combat tracker would stop people wanting max damage. 2, Why do you think the meta will be initially shaped by anything other than the requirements of PvE content, followed by counters to the builds that are common in PvE content. 3, Even if this were all true, how would a combat tracker that can only be used within a small number of guilds (and only on members of those guilds) really be considered to be that bad to people outside of those guilds?