Tragnar wrote: » @Chunks Btw the "builds" that people want to create only by trial and error - well you guys are going to be on average bottom tier players with or without meters. In any game that is decided by numbers everyone that wants to get better is stripping the "feels good reasons" and is looking for facts on what is working and what is not.
winner909098 wrote: » I dont like them because they detract from the immersion.
Irohnic wrote: » this is a long thread, so I'm just gonna throw in my opinion with the rest. I currently organize a lot of raids in classic wow for a casual guild that ends up having to pug about 25-35% of the 40 man raid spots. It is a blast and we experience true progression raiding, where we have success, hit a wall, work on it, improve and eventually keep progressing over the course of varios months. It would be nearly impossible to make these raids successful if it weren't for dps meters and logs letting me a.) filter out people who just want to be carried and/or foreign gold farmers who haven't a clue how to raid, and b.) help our core members and good raiders to improve via feedback from logs. Keep in mind this is for content that is so easy for most guilds that they can steam roll what was designed to be multi-hour raids in under half an hour. Hardcore players will always min/max through theorycrafting, regardless of if they have logs or dps meters. Those things are more tools for the casual guild or pug groups than they are for min/maxing, so if you exclude them from the game and give us no way to assess the members of a raid, I can't imagine you being able to create 40 man content that provides at least somewhat of a challenge for the hardcore guilds, while still being playable by casual guilds and pug groups. The progressive content system where later bosses get harder based on how easily you kill the first ones is a good idea to somewhat alleviate this issue by providing content for all levels of competitiveness, but ultimately, the casual groups will be stuck at their lower level of content and loot with no way to progress into the higher difficulty settings if they have no feedback from performance.
Mojottv wrote: » well it was stated by devs, that a lot of top end contend will be beaten by small percentage of players who are really good. So i was making this point all along that dpa meters will make stuff easier and i dont like it tbh. I think not everything needs to be beaten by everyone. And adding stuff like dps meeters lowers the bar.
Irohnic wrote: » Mojottv wrote: » well it was stated by devs, that a lot of top end contend will be beaten by small percentage of players who are really good. So i was making this point all along that dpa meters will make stuff easier and i dont like it tbh. I think not everything needs to be beaten by everyone. And adding stuff like dps meeters lowers the bar. Ya if that's what they're going for then keeping out dps meters is the right move. If there is still enough content in the game to keep all player types interested, then it can work out great, and what they are currently aiming for certainly looks that way. Personally, I would rather keep raiding content available to as wide of a population as possible, and just leave the best loot, mounts, etc. for the hardcore guilds via the loot/difficulty scaling system, but I can understand and respect that some people would want only a small percentage of the population having even a chance at experiencing the higher tiers of content. It does make that stuff more meaningful if you're the only doing it. edit: mistype
Noaani wrote: » Mojottv wrote: » well it was stated by devs, that a lot of top end contend will be beaten by small percentage of players who are really good. So i was making this point all along that dpa meters will make stuff easier and i dont like it tbh. I think not everything needs to be beaten by everyone. And adding stuff like dps meeters lowers the bar. So, you are saying that you think the developers at Intrepid are so bad at their job that they can't tune content at all, correct? Because that is literally the only way this argument holds any weight. As soon as the developers understand the notion of tuning content, this argument is out the window. While I may have very little faith in Steven, I do have faith in the staff he has. They know what they are doing, even if the ship is essentially captainless.
Mojottv wrote: » Irohnic wrote: » Mojottv wrote: » well it was stated by devs, that a lot of top end contend will be beaten by small percentage of players who are really good. So i was making this point all along that dpa meters will make stuff easier and i dont like it tbh. I think not everything needs to be beaten by everyone. And adding stuff like dps meeters lowers the bar. Ya if that's what they're going for then keeping out dps meters is the right move. If there is still enough content in the game to keep all player types interested, then it can work out great, and what they are currently aiming for certainly looks that way. Personally, I would rather keep raiding content available to as wide of a population as possible, and just leave the best loot, mounts, etc. for the hardcore guilds via the loot/difficulty scaling system, but I can understand and respect that some people would want only a small percentage of the population having even a chance at experiencing the higher tiers of content. It does make that stuff more meaningful if you're the only doing it. edit: mistype Well, i theory all content will be available to all players, nothing will be actually locked out its just a fact that not all players are skilled enough and some simply don't have the time as some others, so its possible that everyone could experience all content, just the ones who are skilled and have more time will beat that content sooner. Others behind might only be able to do it a year after, some might leave the some without ever doing it. I am all for it and i think its fair that a nolifer beats content and gets better shit that me sooner, than me
Tragnar wrote: » Not allowing numbers in any game works only if you don't allow players to customize their build and that they should only focus on what they have and improving themselves. If you want to transform Ashes (they currently have numbers) into a game without numbers then you basically doom the whole project, because you either make the game super easy so every build is viable and the only thing you can improve on is speedrunning. Or you just doom the playerbase, because nobody will play from frustration on not knowing what the customization does. Customizing a character goes hand in hand with numbers. I definitely enjoyed RPG's that didn't have numbers, because they were never about creating a character build, but about improving your own gameplay and consuming the content it provided. MMO without numbers just doesnt work, because most difficulty in the genre is about a static numerical obstacle with a baseline skill level requirement that you eventually can overcome with time. Hiding information about decisions that you present the player with is just objective bad design. You don't give players 2 choices and say to him that one will help him overcome the coming obstacles, but you will not allow him to find out which one it is. It is literally the same decision as gambling on slot machines - the outcome doesn't depend on the player or his choices
Marcet wrote: » You just casually disrespect the person who makes all of this project posible from his own pocket??
Xbet wrote: » So I dont really post much on anything, but i have to say my part here; I have played 2 mmo's the most wow, and ArcheAge, AA 4 years, and wow since 2nd week it was released, and the contrast from what wow has become to what it was is shown in all the damage meters true min max pure insulting people based on a stat sheet, when i have played with people who were support roles, always interrupting, ccing, buffing the group and helping in anyway they could, and there damage was lower than average, and these people got pointed at (wrongly) from people looking at a single sheet first is X 2nd is Y etc and if your not high up then your not good, the contrast ArcheAge, quite possibly the best mmo i played no damage meters no mods no need for any of that, you proved your worth with your ability to play the game, make gold, live in pvp combat 1v1 fighting over recourses, and this is how proved my worth into the top nation on the server that dominated for years, not a need for a damage meter or a heal meter from what i see and know from AoC it is to be the more evolved living and experiencing MMO like ArcheAge was, not the raw math game of wow, and dont get me wrong there will be cookie cutter builds and rotations, but this was found in ArcheAge with out the need for a damage meter, you learnt who was with you when you won and lost fights, you felt the game you experienced it and your fellow players, there is little need to see on a damage meter who is preforming and who is not based on that metric, i know this is a touchy subject for a lot of people, and i spend my time going through wow logs even today, but just because its there and i use it, doesn't mean its the best way to do it, because its there you have to use it, or you are left behind, just to also add, from all i see from AoC they are taking the mmo back to roots, and trying to remove the p2w model of so many games that only lives from whales, take it back to the original point where we can all remember the first time we went into an MMO how big the game was how it was so much info you had to try and figure out, not relying on a data base to check you are jumping through hoops correctly, not just on boss mech, but also rotation which is all wow is now, its not fun for me a serious mmo no lifer, there is a reason wow classic doubled wow subscriptions, and i think AoC dev's understand why. I think the first few comments here that said no dmg meters one even being a creator are the ones i hope this follows, it stays true with all i know and have seen from AoC keep up the good work and ty for making what looks to be the best MMO iv ever seen. ty for reading.