Chunks wrote: » 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? The first two questions have already been addressed by Neuroguy and I, repeatedly. And youre back to asking about combat trackers in the third question in a damage meter thread. We discussed it with you in the few previous pages. Enjoy, my friend!
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?
Abominatus wrote: » In software development we have a concept called "Security by Obfuscation" in which the developer tries to secure the system by hiding where data is kept and not documenting it rather than by encrypting or otherwise preventing access to it. This is rightly considered the weakest form of security because it is acknowledged that a dedicated attacker will expend the effort required to find the data they need regardless of your efforts to obscure it. That principle is applicable here. Trying to hide performance data by not having an explicit meter for it is destined to be futile. The people who want that data will have it. Unless steps are taken to make the damage data entirely inaccessible to the players, logs will be used to analyse player performance. If needed, there will be enterprising developers willing to screen-scrape data to get what they want. I'm passing no judgement on that activity, merely stating that in a community as focused and dedicated as an MMO community can be, this will happen. So therefore assuming that there is any means to gather damage data, theorycrafters will discover min-max builds, and some guild leaders will use that information to assess the performance of their members and of prospective candidates. Evaluating members this way is short-sighted and foolish, but short-sighted and foolish is a good description for a significant percentage of the human race. Alternatively, you can completely foreclose the ability of players to gather information about their performance. No logs at all. Maybe not even floating combat text. That makes it very hard to optimize for your own benefit, and means that ultimately PvE boss tuning can't really take place because the developers are working from compete information while the players are groping in the dark. The boss killed us.. why? *shrug* What can we do to improve our performance on the next pull? *shrug*. Such an environment might be fun for some portion of the playerbase, but is more likely to lead to either frustration with the difficulty of the encounters or alternatively disinterest because the encounters are insufficiently challenging to the most informed. Damage meters can be abused. Many players in fact use them inappropriately. But in my opinion a high-information environment is almost always superior to a low-information one. If the level of information available exposes shortcomings in the game itself in the form of imbalance, then that's not a problem with providing the information, that's a problem with the underlying systems that need to be addressed. Ultimately if the argument against a damage meter is that toxic and/or stupid people will abuse it then the solution is to simply not associate with those people. A good guild leader will stamp hard on the abusers in their ranks and those people will either educate themselves or leave, and a bad guild leader... well, perhaps you should consider finding another guild?
neuroguy wrote: » I made pugs in WoW where at some points I was like fuck it, I don't want to have to decide between a few people to invite for the last slot, just throw me a number. Not having this information readily available in game, and not being officially sanctioned by Intrepid will make it unreasonable to request it.
neuroguy wrote: » The main point you make that I just disagree with is the shrugging of why you died. You can always figure out how/why you died with a little bit of effort. Usually it's obvious like you stood in the fire or near the tail of the dragon. Other times it's correlated to the buff you've never seen before popping up on that boss... hmm I wonder what it does!
Again, combat trackers are a luxury and the game, raids/dungeons, and bosses will all still be doable without it. I literally can't think of a single boss encounter I've ever done that would not be possible without a combat tracker and I have a lot more fun figuring it out than being told by some tracker.
Noaani wrote: » A combat tracker though? Indespensible in competitive top end PvE play.
neuroguy wrote: » I asked for achievements/gear score not DPS numbers
No I meant combat trackers. And exactly. In competitive top end PvE aka a super super minority of the population. You should find like minded players and make a 3rd party combat tracker if it's that crucial, leave the rest of the community free of the heuristic please.
neuroguy wrote: » Ok so I really freaking hate this stupid "don't blame the tool" argument. You don't provide rocket launchers to people if you don't want to risk them using it.
Noaani wrote: » That is exactly why I am suggesting putting a combat tracker in to teh game, in a way where only top end players would use it. If this happens, everyone outside of those few guilds would not even need to think about combat trackers - indeed they wouldn't even to be aware that they exist in the game. If we make one as a third party option - which we will if there isn't one built in - it will be freely available to anyone that wants it. If it is freely available to all, then this game will have the exact same situation as every other MMO's in regards to combat trackers. This seems to be what you don't want - and is what I am trying to argue to prevent from happening. I mean, you see perfectly well that top end players will have a combat tracker - and I have to assume you are aware that it is the top end of every game that introduces combat trackers to every game, which then trickles down to the rest of the population. How is it that you think this will lead to the situation you are after?
neuroguy wrote: » But that is not at all how it will pan out. As you've explicitly mentioned, the use of combat trackers makes content easier and more efficient.
A third party option that is officially not allowed (or is not sanctioned at least) will see limited use. I don't have a problem with people using it, again I think it just makes the game easier which I'm not about, but if you want to sure w.e. The issue is the misuse which is the social application of the tool. So a third party combat tracker cannot be openly talked about or advertised, keeping it out of the social part of the game for those not in the top end playerbase.
Also you are fooling yourself if you think that if Interpid puts out a limited or throttled version of a combat tracker then that means suddenly nobody will make a third party one which accomplishes what they want.
Hurf Derfman wrote: » All kidding aside DPS meters should absolutely be in the game but only function when you're purple flagged. Type /PVP to enable meters.
wArchAngel wrote: » How can you determine what is a bug with a dps meter? You have no idea what are the mob stats are, maybe he is ressistant to crit attacks and you will think "my crits do less damage, must be a bug", you imply that a dps meter gives you all the needed information, while in reality its mostly a glorified calculator. How can you say that a character is doing too much damage if you dont know whats his baseline? The damage will seem fine on the dps meter, it will just be higher than everyone else. Its a PVE boss, but that boss is in a pvp area, where guild do want to kill each other to have a chance to down that boss, so that statement makes very little sense. I am refering only to dps meters here btw, not log analytics with skill rotations and such.
Tarnish wrote: » wArchAngel wrote: » How can you determine what is a bug with a dps meter? You have no idea what are the mob stats are, maybe he is ressistant to crit attacks and you will think "my crits do less damage, must be a bug", you imply that a dps meter gives you all the needed information, while in reality its mostly a glorified calculator. How can you say that a character is doing too much damage if you dont know whats his baseline? The damage will seem fine on the dps meter, it will just be higher than everyone else. Its a PVE boss, but that boss is in a pvp area, where guild do want to kill each other to have a chance to down that boss, so that statement makes very little sense. I am refering only to dps meters here btw, not log analytics with skill rotations and such. it does if you know how to read one.
Genji78 wrote: » Others with boss mods, or advanced resources on Map are like cheating.
Deadly Dave wrote: » For the love of God, Please i beg you, NO DPS meters. The introduction to ego metres = Arguments There's probably alot of players out there who have never played a MMO before and after the DPS meters