Dygz wrote: » And still the 1% raiders will be 1% raiders
Recluse74 wrote: » @Noanni Do you play GW2? EDIT: Just saw your reply to the other.. Stopped reading after you told me to shut the fuck up.. so waste of forum space.
Neurath wrote: » Must we degenerate into written abuse on a topic already stated to be a toxic addition. You don't assist the counter argument when you do indeed promote toxicity in the argument for inclusion of a system that often adds toxicity.
Neurath wrote: » If we give in to irritation then we suffer. The whole point of someone being irritating is to make you lose composure. I do not agree with the arguments the same as you but you could maintain the correct procedures and dance through the dares. It is prudent to stop an argument for sure but there are ways to do it without giving cause for grievance.
Noaani wrote: » Recluse74 wrote: » @Noanni Do you play GW2? EDIT: Just saw your reply to the other.. Stopped reading after you told me to shut the fuck up.. so waste of forum space. I mean, you tell me what I would do all the time. I've lost count of the number of times you have said "top end raids/raiders would", as if you know. I simply told you to stop telling me what I would do and listen so that I can tell you what I would do - as it is clearly not something you have any clue about - just as I have no clue about what you would do in any given situation. Not my problem if you can't take that.
@Noanni A top end raid guild will put a lot at risk for a combat tracker - up to and including our accounts. This is because, without a combat tracker, top end raiding will not exist. There may be a hierachy of content, but the content at the highest point will be comparible to the content at the mid-point of a game with a combat tracker. So, players that are not familiar with top end content will likely not even know that the game doesn't have an actual top end. Players familiar with top end content, however, will be playing a game with top end content. So basically, we are fine putting our account at risk for a combat tracker, because without a combat tracker we don't really care about our account - or the game (this is why I am about the only top end raider still posting here, the rest stopped looking at this game when Steven said no trackers).
Recluse74 wrote: » You are willing to risk your account because you basically do not care about your account if the game does not have content to fit YOU.
Recluse74 wrote: » If you are willing to risk your account for a tracker, how I am supposed to believe that when it comes to picking that guild perk offered to you, you will say to your guild "You know what guys, we already have an advantage due to us breaking the EULA, let us skip the guild perk so we keep it sorta fair".. doubt it.
Tragnar wrote: » Argue what you want, but trackers have found a gigantic amount of bugs in released encounters that just slipped through the dev testing.
Noaani wrote: » Neurath wrote: » If we give in to irritation then we suffer. The whole point of someone being irritating is to make you lose composure. I do not agree with the arguments the same as you but you could maintain the correct procedures and dance through the dares. It is prudent to stop an argument for sure but there are ways to do it without giving cause for grievance. Being told to shut the fuck up and listen is not cause for grievance. Anyone that takes it as such is the root cause of the problem, not the person telling them. Being told to just shut the fuck up is valid cause for grievance, however. I will add, being told to shut the fuck up and listen, and taking it as being told to shut the fuck up - that is providing justification for the person telling that person to shut the fuck up and listen was absolutely correct in telling them to do so.
Dygz wrote: » "We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring."
akabear wrote: » Perhaps these 3rd party learning tools might help bridge the gaphttps://education.com/games/data-and-graphing/
Noaani wrote: » BlackBrony wrote: » Saedu wrote: » ALL of the good leaders use data to help make decisions. Yes, this is true. But if you read what @Noaani said, they want a Combat tracker because they want a harder challenged. I don't understand this. If you want something so complex that you need a Combat Tracker for it, then is not that complex, you're just assisting yourself. The more data you have, the more complex a problem you can solve. I assume this is a statement everyone agrees with. Now, based on that, the more data we have with combat in Ashes, the more complex encounters the developers are able to make for us. Now, the developers of an MMO are able to make content difficult enough for it to be impossible to kill - even with trackers. Based on this, the notion of actual difficulty is a pointless discussion in relation to trackers. However, what is worth discussing is how much more enjoyable a complex encounter is to take on than a simple encounter - and again, data is key to solving complexity. So, combat trackers = more complex encounters = more fun. Sure, sometimes we do talk about difficulty, but complexity is what we )or at least I) actually mean. The two do go somewhat hand in hand, however, Complex encounters will be harder than simple encounters, all other factors being the same. The reason calling them complex rather than difficult is more accurate is because all other factors need not be the same. However, it is that complexity that makes encounters fun, not raw difficulty. You could have an encounter that requires 100% perfect DPS and healing, but if that is all there is to it, you have a hard, simple, boring encounter.
BlackBrony wrote: » Saedu wrote: » ALL of the good leaders use data to help make decisions. Yes, this is true. But if you read what @Noaani said, they want a Combat tracker because they want a harder challenged. I don't understand this. If you want something so complex that you need a Combat Tracker for it, then is not that complex, you're just assisting yourself.
Saedu wrote: » ALL of the good leaders use data to help make decisions.
Dygz wrote: » " IMO when you choose to exclude someone due to their performance or build (which happens often, not always) you are choosing the easiest path to success. This path is more easily available to groups that parse combat data through dps meters."
Dygz wrote: » " The desire to obfuscate (or make less prevalent by not offering this feature) so that groups are encouraged to grow together and help one another become better by more old school/organic methods of trial and error, efforts in watching other people during the raid, by failing repeatedly until success is possible. "
Dygz wrote: » " Now, could people use meters to aid in this task? Yes, but in my experience it isn’t used in this way..more often it is an exclusionary tool designed to separate players."
Dygz wrote: » " So to conclude, My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that includes failing together as a means to drive for success together."
Dygz wrote: » " My stance on dps meters, these help automate the encounter, provide an easier way to complete content, creates less failures by eliminating the less experienced or less optimized players, defeat becomes less bitter tasting because it is experienced less often, and the reward is now glancing at a chart and eliminating the lesser players.