ThexBlackxKnight wrote: » Are they banning dps meters because because players will be toxic? I mean this game by its very nature is going to have a lot toxicity in it already, having damage meters is not going to make much a splash on how players will be behaving in a very competitive driven game that Ashes will be.
Tragnar wrote: » In my opinion too much of the toxicity topic has been swept onto the dps meter discussion, when there are literally inescapable pvp mechanics that players will get griefed upon. When you want to play the game with pvp - exactly the way that this game is being designed for then choosing a pacifist role and letting players get corruption is a flawed system in itself. The whole viewpoint that ashes doesnt want to have toxic interactions is entirely baffling to me, because ashes is literally built upon unfair open world pvp that brings inescapable toxicity in way bigger proportions than what instant teleportation and queuing systems have. And dont get me wrong, getting griefed in open world pushes players to create communities with shared goals to protect themselves. That is all good, but it is literally dishonest to point to meters as major source of toxicity when the game is built upon toxic pvp interactions to promote player cooperation in building their own social systems that could protect them from such toxicity
Dygz wrote: » The game is not built upon toxic pvp interactions to promote player cooperation. If that were true, there would be no Corruption mechanic. The game is built upon consensual pvp conflict.
Tragnar wrote: » HOWEVER will players get corruption when they crowd control an enemy? because if they dont then griefers will just never kill anyone and just crowd control those players making it impossible for them to complete their tasks that they wanted to complete
Trax wrote: » IMO, all forms of data mining and meta gaming should be combatted and unaided to the max extent possible. Certain things are of course inevitable, but anything that can be done to delay and prevent it should be done. The longer the game remains mysterious and unknown, the longer it remains magical and not just an illustrated spreadsheet. No combat logging, no meters, no tool tip with raw information, I even think that floating combat text shouldn’t be an accurate representation of what’s going on but rather a visual effect that just provides a sense of feedback (give every player a randomly assigned modifier so that the numbers that appear to them are unique and consistent, but prevents the data from being compared and contrasted).
ThexBlackxKnight wrote: » In a game where looting rights are determine by who does more damage on a raid boss and the fate of a city and node lives or dies on the outcome of a siege. It seems counter productive not to have some way to measure who your best players are in terms of damage. The devs can say they are trying make a carefree fun experience devoid of toxicity all they want but I know better. Players will go to ridiculousness lengths to win at any cost and will use 3rd party programs to record damage numbers.
Dygz wrote: » Most of the PvP combat in Ashes is intended to be objective-based, so... It doesn't doesn't really matter who the best players are, solely based on damage.