Mojottv wrote: » Tragnar wrote: » Interesting correlation what I find funny is that PvP players want the game to have only PvP activities in the game while at the same time avoiding PvP on equal footing. Is ganking honestly the only thing you want Ashes to strive towards? First i didnt see anyone asking for more pvp activities, as pvp is not some activity you go and do, its more just part of core gameplay, and most people here just dont want this core element to be limited. And i think you dont really understand how these type of games work.
Tragnar wrote: » Interesting correlation what I find funny is that PvP players want the game to have only PvP activities in the game while at the same time avoiding PvP on equal footing. Is ganking honestly the only thing you want Ashes to strive towards?
Mojottv wrote: » pvp is not some activity you go and do, its more just part of core gameplay, and most people here just dont want this core element to be limited.
Noaani wrote: » Mojottv wrote: » Noaani wrote: » Mojottv wrote: » Well, what i find funny, is that biggest advocates for DPS meters are the people PVE'rs, instance raiders etc... so maybe its a good indication, that this game doesn't need DPS meters, as its not PVE focused game but PVX? I've been saying for about 50 pages now that combat trackers are significantly less useful in PvP as they are in PvE. Fortunately, PvX means both PvE and PvP, so a combat tracker is still viable for the PvE portion of it. Well exactly, and this game is meant to be PVX game, not PVE and PVP game(hope you can understand what i mean by this), so maybe the DPS meters are not needed at all? But the game will still have PvE. It will have PvP too, but it will also have PvE. They will even happen at the same time, but this only adds to the need to have a combat tracker, not detract from it. This argument only makes sense if you are suggesting there will never be any PvE in Ashes.
Mojottv wrote: » Noaani wrote: » Mojottv wrote: » Well, what i find funny, is that biggest advocates for DPS meters are the people PVE'rs, instance raiders etc... so maybe its a good indication, that this game doesn't need DPS meters, as its not PVE focused game but PVX? I've been saying for about 50 pages now that combat trackers are significantly less useful in PvP as they are in PvE. Fortunately, PvX means both PvE and PvP, so a combat tracker is still viable for the PvE portion of it. Well exactly, and this game is meant to be PVX game, not PVE and PVP game(hope you can understand what i mean by this), so maybe the DPS meters are not needed at all?
Noaani wrote: » Mojottv wrote: » Well, what i find funny, is that biggest advocates for DPS meters are the people PVE'rs, instance raiders etc... so maybe its a good indication, that this game doesn't need DPS meters, as its not PVE focused game but PVX? I've been saying for about 50 pages now that combat trackers are significantly less useful in PvP as they are in PvE. Fortunately, PvX means both PvE and PvP, so a combat tracker is still viable for the PvE portion of it.
Mojottv wrote: » Well, what i find funny, is that biggest advocates for DPS meters are the people PVE'rs, instance raiders etc... so maybe its a good indication, that this game doesn't need DPS meters, as its not PVE focused game but PVX?
Mojottv wrote: » Ok, so you didnt understand then. Again, PVX doesnt mean that the game has pvp and pve, it means that theres no separation between pvp and pve
Marcet wrote: » Im not saying its good for all games but in AoC we will have combat tracker, damage numbers, possibly training dummies... Seriously what more can you ask for???
I played so many games without DPS meters or damage numbers and the community is always able to calculate the damage to perfection
Noaani wrote: » Marcet wrote: » Im not saying its good for all games but in AoC we will have combat tracker, damage numbers, possibly training dummies... Seriously what more can you ask for??? I'm not sure what you are talking about here, but a combat tracker is the accurate term for a DPS meter. Also, I am not sure which games it is you are talking about when you said I played so many games without DPS meters or damage numbers and the community is always able to calculate the damage to perfection but I really would like to know what "many" games you are talking about here - because I have yet to play an MMO that didn't have a combat tracker.
Marcet wrote: » Noaani wrote: » Marcet wrote: » Im not saying its good for all games but in AoC we will have combat tracker, damage numbers, possibly training dummies... Seriously what more can you ask for??? I'm not sure what you are talking about here, but a combat tracker is the accurate term for a DPS meter. Also, I am not sure which games it is you are talking about when you said I played so many games without DPS meters or damage numbers and the community is always able to calculate the damage to perfection but I really would like to know what "many" games you are talking about here - because I have yet to play an MMO that didn't have a combat tracker. You are insufferable.
Noaani wrote: » Mojottv wrote: » Ok, so you didnt understand then. Again, PVX doesnt mean that the game has pvp and pve, it means that theres no separation between pvp and pve No it doesn't. If this were true, it would mean we could expect PvE during sieges and in the military node leadership contest arena - as this kind of system would have to work both ways. Fact is, this is just not what PvX means. PvX means there is PvE and there is PvP, sometimes you will do one or the other, sometimes both.
Caeryl wrote: » You just have a very negative attitude towards players who value performance.
Caeryl wrote: » You really wanna try to claim it’s objective information that’s going to discourage experimentation?
Caeryl wrote: » Half the time, “toxicity” from high end raiders is nothing more than them not being willing to carry someone who isn’t willing to attempt improvement... ...“It’ll force players to play a certain way” yeah it’ll make sure they have to pull their weight, and they can’t hide poor performance in an effort to get carried.
DPS meeters take away the fun of exploration. No longer do you have the luxury of trying out new gear or new builds because you think it would be fun. Because if it performs a fraction less efficiently then another build you would feel like an idiot to switch to this one, even if it is more fun.
Put up roadblocks in the community. If you have a raiding group and you see that Billy is low on the DPS meters, you will be less likely to invite Billy to raid again! This is particularly true if the content is hard enough that carrying Billy might just not work. Instead of working as a guild/group and discovering ways to improve, players will just kick Billy and just find someone better.
"DPS Meters" is like "Auto Pathing". Some people just want to push one button and have their character auto-path to the quest giver instead of exploring and finding the quest giver on their own. While this is also a debated topic, the conclusion is similar if we were to have DPS meters. Players will no longer need to invest time looking at their gear and looking at the stats and the effects. Instead, they will just slap on new gear, test out the DPS meter, and choose the higher of the 2. It breaks the immersion outfitting your character and turns it into an efficiency grinder.
DPS meters hide a larger problem. If there is a DPS meter in the game it is usually because of something wrong with the game at the core. Examples might be: Your skills were not properly telegraphed to you as a player in combat, You feel like your combat participation has no impact, or it is too hard to analyze your gear and make decisions. I am would be scared the adding a DPS meter will just wash over fixing the foundation/mechanics of the game.
Mystery is fun. Adding a DPS meter means that there will be only 1 good build in the game. No question about it, just look at the graph. Players overall will just have more fun trying to find the "Best Build" on their own. Let's say that I am the same level as someone else but they destroy me in a duel. It makes me want to explore their set, see their play style, and make a judgment on how I can improve. Or, in contrast, I would just look at the DPS meter, say, "They had more DPS. There was nothing I could do".
Mojottv wrote: » Except you will have pve in nodewars as monster coin stuff, with mobs attacking node and citizens defending it as well as needing to take castles from NPC's and even if the castle is player owned, to take castle ytou will need to defeat a raid.
AdamB wrote: » While DPS meters seem like they would be a fine thing in the game I would disagree. I have played wow for 3 years now and have used DPS meters all along the way. I think that DPS meters are one of the main reasons why wow is lacking in its community. Here is a list of all the reasons that DPS meters will hurt Ashes of Creation.
Chunks wrote: » Caeryl wrote: » You just have a very negative attitude towards players who value performance. Everybody values performance. That's the issue. I didn't express a negative attitude towards anybody. Just the way having a meta build and numbers always available will psychologically impact individual players and the community as a whole. Caeryl wrote: » You really wanna try to claim it’s objective information that’s going to discourage experimentation? Correct. We can agree that, at the very least, early in the game's life that damage meters will have my previous post's positive effects. But it will be timed. Specifically when the optimal meta has been discovered/selected, people will be hesitant to spend time deviating from it. For reasons ranging from comfort zone, to concern with the social aspect of other players oggling their numbers and judging them a burden. Such as in the next quote, where a non-meta build is poor performance and getting carried. Caeryl wrote: » Half the time, “toxicity” from high end raiders is nothing more than them not being willing to carry someone who isn’t willing to attempt improvement... ...“It’ll force players to play a certain way” yeah it’ll make sure they have to pull their weight, and they can’t hide poor performance in an effort to get carried. What are you defining as "pull their weight"? What standard deviation from the top performing available build are we talking? As you have expressed it, this is a point that will never be defined and alienates a player for not taking the meta route. It is boiled down to two options; you are the top build or you are the scapegoat. You've just told me that "forcing the player to play a certain way" is just playing the highest numerically valuable path or they'll have "poor performance" and are "getting carried". I'm skeptical that youd really harbor such a negative and totalitarian perspective on it. But anybody who does should reflect on it.
Noaani wrote: » Mojottv wrote: » Except you will have pve in nodewars as monster coin stuff, with mobs attacking node and citizens defending it as well as needing to take castles from NPC's and even if the castle is player owned, to take castle ytou will need to defeat a raid. I think you are missing some basic understanding of some of what you are talking about here. Node wars and monster coin events are in no way connected. A node war happens any time a node declares a war on another node. It is a pure PvP situation. As are guild wars. A monster coin event is essentially random (as far as we know) and sees a monster attack a node. However, the namesake of these events, monster coins, allow players to take over said monster. So really, monster coin events are monsters controlled by players attacking nodes and defeated by other players. Also, there is absolutely nothing at all to stop rivals from attacking and killing players attempting to take on that monster. If you think killing a guard during a siege constitutes PvE as opposed to a PvP objective (which is what Intrepid are labeling it as), then again, you do not know what PvE is.
Mojottv wrote: » Noaani wrote: » Mojottv wrote: » Except you will have pve in nodewars as monster coin stuff, with mobs attacking node and citizens defending it as well as needing to take castles from NPC's and even if the castle is player owned, to take castle ytou will need to defeat a raid. I think you are missing some basic understanding of some of what you are talking about here. Node wars and monster coin events are in no way connected. A node war happens any time a node declares a war on another node. It is a pure PvP situation. As are guild wars. A monster coin event is essentially random (as far as we know) and sees a monster attack a node. However, the namesake of these events, monster coins, allow players to take over said monster. So really, monster coin events are monsters controlled by players attacking nodes and defeated by other players. Also, there is absolutely nothing at all to stop rivals from attacking and killing players attempting to take on that monster. If you think killing a guard during a siege constitutes PvE as opposed to a PvP objective (which is what Intrepid are labeling it as), then again, you do not know what PvE is. Yes i know nothing, and you know everything, except that monster coin even is pve event where mobs are attacking a node and some players can assume role of a monster through monster coin, but largely its a nodes citizens defending against mobs.
Tragnar wrote: » Mojottv wrote: » Noaani wrote: » Mojottv wrote: » Except you will have pve in nodewars as monster coin stuff, with mobs attacking node and citizens defending it as well as needing to take castles from NPC's and even if the castle is player owned, to take castle ytou will need to defeat a raid. I think you are missing some basic understanding of some of what you are talking about here. Node wars and monster coin events are in no way connected. A node war happens any time a node declares a war on another node. It is a pure PvP situation. As are guild wars. A monster coin event is essentially random (as far as we know) and sees a monster attack a node. However, the namesake of these events, monster coins, allow players to take over said monster. So really, monster coin events are monsters controlled by players attacking nodes and defeated by other players. Also, there is absolutely nothing at all to stop rivals from attacking and killing players attempting to take on that monster. If you think killing a guard during a siege constitutes PvE as opposed to a PvP objective (which is what Intrepid are labeling it as), then again, you do not know what PvE is. Yes i know nothing, and you know everything, except that monster coin even is pve event where mobs are attacking a node and some players can assume role of a monster through monster coin, but largely its a nodes citizens defending against mobs. You should honestly seek help in understanding even simple concepts. Like if a player can use NPC as a vehicle for PvP combat then it is still PvP activity and not PvE