Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Your plan to make it a Guild perk.. I was all for at first, but the more I thought about it, the more I did not think it fit. Mainly because you said things like you would still use one if the game did not provide it. So basically even if it was a guild perk, you could skip the perk, take the Guild Damage perk, and use your addon and get both advantages. See the issue here? I can see how people not overly familiar with the conversation could see an issue there. I can go in to a longer version of this if you wanted, but the short version is - if the other options to pick are thi gs that assist members of the guild with running group or solo content, or offer up occasional bonus harvests while out gathering, a raid guild simply wouldn't be interested in these things at all, and *ABSOLUTELY* wouldn't consider the effort needed to be worth it for something like that. However, a guild that is all about crafting would probably quite like bonus harvests as one of their guild perks, and a guild that runs group content all the time may well enjoy a buff in that content. Which of these perks helps with the best materials and or gear drops? My guess would be raiding.. I mean... obviously fishing and gathering plants has to be right up there with raid boss drops... right? While I can see there being crafting guilds, or smaller guilds who just party together.. none of them would benefit from their perk like you do. While you are out there getting legendary drops, whether material wise or gear wise.. they would be getting extra carrots on a harvest? Or maybe even double the iron from a vein they found in a mine? Obviously there will be top tier gathering nodes in the world, but you have to get to it first, and with random spawn points... it is not as easy as it sounds. While you get instanced runs where no one can steal your boss, you know exactly where it is and what time it will be there.. Again.. your guild has the short and long term advantage here.
Noaani wrote: » Recluse74 wrote: » Your plan to make it a Guild perk.. I was all for at first, but the more I thought about it, the more I did not think it fit. Mainly because you said things like you would still use one if the game did not provide it. So basically even if it was a guild perk, you could skip the perk, take the Guild Damage perk, and use your addon and get both advantages. See the issue here? I can see how people not overly familiar with the conversation could see an issue there. I can go in to a longer version of this if you wanted, but the short version is - if the other options to pick are thi gs that assist members of the guild with running group or solo content, or offer up occasional bonus harvests while out gathering, a raid guild simply wouldn't be interested in these things at all, and *ABSOLUTELY* wouldn't consider the effort needed to be worth it for something like that. However, a guild that is all about crafting would probably quite like bonus harvests as one of their guild perks, and a guild that runs group content all the time may well enjoy a buff in that content.
Recluse74 wrote: » Your plan to make it a Guild perk.. I was all for at first, but the more I thought about it, the more I did not think it fit. Mainly because you said things like you would still use one if the game did not provide it. So basically even if it was a guild perk, you could skip the perk, take the Guild Damage perk, and use your addon and get both advantages. See the issue here?
Noaani wrote: » Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Your plan to make it a Guild perk.. I was all for at first, but the more I thought about it, the more I did not think it fit. Mainly because you said things like you would still use one if the game did not provide it. So basically even if it was a guild perk, you could skip the perk, take the Guild Damage perk, and use your addon and get both advantages. See the issue here? I can see how people not overly familiar with the conversation could see an issue there. I can go in to a longer version of this if you wanted, but the short version is - if the other options to pick are thi gs that assist members of the guild with running group or solo content, or offer up occasional bonus harvests while out gathering, a raid guild simply wouldn't be interested in these things at all, and *ABSOLUTELY* wouldn't consider the effort needed to be worth it for something like that. However, a guild that is all about crafting would probably quite like bonus harvests as one of their guild perks, and a guild that runs group content all the time may well enjoy a buff in that content. Which of these perks helps with the best materials and or gear drops? My guess would be raiding.. I mean... obviously fishing and gathering plants has to be right up there with raid boss drops... right? While I can see there being crafting guilds, or smaller guilds who just party together.. none of them would benefit from their perk like you do. While you are out there getting legendary drops, whether material wise or gear wise.. they would be getting extra carrots on a harvest? Or maybe even double the iron from a vein they found in a mine? Obviously there will be top tier gathering nodes in the world, but you have to get to it first, and with random spawn points... it is not as easy as it sounds. While you get instanced runs where no one can steal your boss, you know exactly where it is and what time it will be there.. Again.. your guild has the short and long term advantage here. This post has no connection to combat trackers at all. Whether it was your intention or not, it is a straight up anti- top end rant. Literally every point you mention is a point to be discussed with or without combat trackers, and combat trackers do not in any way alter that discussion. If this is a discussion you want to have (raiders are out there getting legendary drops, while harvesters are picking carrots), by all means start a thread on it. However, it has no connection to combat trackers.
Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Your plan to make it a Guild perk.. I was all for at first, but the more I thought about it, the more I did not think it fit. Mainly because you said things like you would still use one if the game did not provide it. So basically even if it was a guild perk, you could skip the perk, take the Guild Damage perk, and use your addon and get both advantages. See the issue here? I can see how people not overly familiar with the conversation could see an issue there. I can go in to a longer version of this if you wanted, but the short version is - if the other options to pick are thi gs that assist members of the guild with running group or solo content, or offer up occasional bonus harvests while out gathering, a raid guild simply wouldn't be interested in these things at all, and *ABSOLUTELY* wouldn't consider the effort needed to be worth it for something like that. However, a guild that is all about crafting would probably quite like bonus harvests as one of their guild perks, and a guild that runs group content all the time may well enjoy a buff in that content. Which of these perks helps with the best materials and or gear drops? My guess would be raiding.. I mean... obviously fishing and gathering plants has to be right up there with raid boss drops... right? While I can see there being crafting guilds, or smaller guilds who just party together.. none of them would benefit from their perk like you do. While you are out there getting legendary drops, whether material wise or gear wise.. they would be getting extra carrots on a harvest? Or maybe even double the iron from a vein they found in a mine? Obviously there will be top tier gathering nodes in the world, but you have to get to it first, and with random spawn points... it is not as easy as it sounds. While you get instanced runs where no one can steal your boss, you know exactly where it is and what time it will be there.. Again.. your guild has the short and long term advantage here. This post has no connection to combat trackers at all. Whether it was your intention or not, it is a straight up anti- top end rant. Literally every point you mention is a point to be discussed with or without combat trackers, and combat trackers do not in any way alter that discussion. If this is a discussion you want to have (raiders are out there getting legendary drops, while harvesters are picking carrots), by all means start a thread on it. However, it has no connection to combat trackers. Man... I must have pushed your buttons so hard you forgot you were the one to mention harvesting and group perks. All I did did was expand why that would not work... and then you come back with a "Start a new thread, your post is irrelevant" mumbo jumbo? Get a grip bro... seriously. A tracker perk trumps all other perks because it affords you better and faster gains. It is that simple...
Noaani wrote: » Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Noaani wrote: » Recluse74 wrote: » Your plan to make it a Guild perk.. I was all for at first, but the more I thought about it, the more I did not think it fit. Mainly because you said things like you would still use one if the game did not provide it. So basically even if it was a guild perk, you could skip the perk, take the Guild Damage perk, and use your addon and get both advantages. See the issue here? I can see how people not overly familiar with the conversation could see an issue there. I can go in to a longer version of this if you wanted, but the short version is - if the other options to pick are thi gs that assist members of the guild with running group or solo content, or offer up occasional bonus harvests while out gathering, a raid guild simply wouldn't be interested in these things at all, and *ABSOLUTELY* wouldn't consider the effort needed to be worth it for something like that. However, a guild that is all about crafting would probably quite like bonus harvests as one of their guild perks, and a guild that runs group content all the time may well enjoy a buff in that content. Which of these perks helps with the best materials and or gear drops? My guess would be raiding.. I mean... obviously fishing and gathering plants has to be right up there with raid boss drops... right? While I can see there being crafting guilds, or smaller guilds who just party together.. none of them would benefit from their perk like you do. While you are out there getting legendary drops, whether material wise or gear wise.. they would be getting extra carrots on a harvest? Or maybe even double the iron from a vein they found in a mine? Obviously there will be top tier gathering nodes in the world, but you have to get to it first, and with random spawn points... it is not as easy as it sounds. While you get instanced runs where no one can steal your boss, you know exactly where it is and what time it will be there.. Again.. your guild has the short and long term advantage here. This post has no connection to combat trackers at all. Whether it was your intention or not, it is a straight up anti- top end rant. Literally every point you mention is a point to be discussed with or without combat trackers, and combat trackers do not in any way alter that discussion. If this is a discussion you want to have (raiders are out there getting legendary drops, while harvesters are picking carrots), by all means start a thread on it. However, it has no connection to combat trackers. Man... I must have pushed your buttons so hard you forgot you were the one to mention harvesting and group perks. All I did did was expand why that would not work... and then you come back with a "Start a new thread, your post is irrelevant" mumbo jumbo? Get a grip bro... seriously. A tracker perk trumps all other perks because it affords you better and faster gains. It is that simple... If a guild is dedicated to harvesting, a combat tracker that only works in raid content isnt of much use to them. On the other hand, an ability that adds an additional regular harvest 10% of the time you harvest (as an example), would be a fantastic boon to people that sell regular harvests as their main source of income. While I am not doing any more than giving examples of what other perks could be, the general idea is that they are boons to the specific playstyle or preferred content type of different guilds. That is why your post is not applicable to a discussion on combat trackers. You are basically saying that one playstyle is better or worse than another, as your points all apply with or without combat trackers - or indeed with or without perks.
Recluse74 wrote: » If a guild is dedicated to harvesting only? Of course they exist... but this is your argument now? You are literally now compartmentalizing every guild into only one type of play to make your point. You assume every guild will have one and only one purpose in game. This has got to be a joke...
What happens if the crafting guild wants to go on a raid? How are they to going to beat this impossible boss the Development team has made for you and your elite raiding guild? Are they supposed to craft something and amaze this beast so much it stuns him while they kill it?
You see.. there are people that enjoy every aspect of the game. Your perk system is asking them to choose one aspect to be good at, and suffer on the rest. How does this even remotely sound like a solid plan to you?
halbarz wrote: » when does Noaani sleep?
Recluse74 wrote: » So in following your request to the devs to make content specifically to your liking.. I would like to ask them for a guild perk in your system, that gives PvP players 20% higher PvP stats against people who have participated in a raid in the last hour. I know sounds silly.. but thought I'd join the fun.
Dygz wrote: » At that point...we just wait to see who ends up being right: Those are confident Steven will cave or Those who think Steven will stick to his guns.
ViBunja wrote: » Noaani wrote: » ViBunja wrote: » The whole idea of not adding DPS meters is to get people to talk and interact with them, it's meant to be a very social game. Combat trackers do not detract from the social aspects of an MMORPG. Raid Leader Looks at DPS Meter after wipe. Looks at the lowest DPS from a player. Kicks player. Player they kicked out was the healer. Genius.
Noaani wrote: » ViBunja wrote: » The whole idea of not adding DPS meters is to get people to talk and interact with them, it's meant to be a very social game. Combat trackers do not detract from the social aspects of an MMORPG.
ViBunja wrote: » The whole idea of not adding DPS meters is to get people to talk and interact with them, it's meant to be a very social game.
Zythtyz wrote: » I am going to make an EXTREME example here, for illustrative purposes. Murder is Illegal
Noaani wrote: » In order for this to work, murder would need to be legal everywhere else, as that is the case with combat trackers.
Noaani wrote: » A better example would be how it is technically illegal to send your friends a surprise pizza in Louisiana. You know what though? People still do it, because it's a stupid law that only applies there, and no one else seems to have an issue with it.
Zythtyz wrote: » FFXIV, one counter-example to disprove your over-generalization.
Vhaeyne wrote: » Zythtyz wrote: » FFXIV, one counter-example to disprove your over-generalization. https://www.fflogs.com/
Zythtyz wrote: » Just because people do it doesn't make it allowed: Pirated Movies, as an example. To the best of my Knowledge, Combat Trackers ARE against TOS for FFXIV, and if you get caught using them in a manner to exclude people you can get banned for it. However, just because they CAN take action against something because it is against TOS, it does not mean they WILL. They do answer to shareholders, unlike IS.