Galux wrote: » Noaani wrote: » This quoted statement simply does not make sense. I agree, it was badly formulated. English is not my native language.
Noaani wrote: » This quoted statement simply does not make sense.
Galux wrote: » Noaani wrote: » It should take no more than 20 key strokes to achieve this - less than it takes to alter the color of your text. Spend the time with the content of what you are writing before you waste time with the aesthetics of it. Take a breather dear. Now you're just trying to find things to nag on me, completely off-topic.
Noaani wrote: » It should take no more than 20 key strokes to achieve this - less than it takes to alter the color of your text. Spend the time with the content of what you are writing before you waste time with the aesthetics of it.
There's so many ways to design encounters and make them challenging & fun at the same time without locking it behind a need for a combat tracking feature.
Noaani wrote: » Lastly, the developers of any game (assuming competent developers) can create content up to and past the limit of what players are able to take on. It is perfectly possible to create an encounter that is so complex that even with a combat tracker, it is simply not possible.
Aerlana wrote: » The problem i see from people that goes a deep "no for parser" don't understand that there will always people trying to min/max. Just see FFXIV, many people are totally against it. Do a topic with "should devs add in game parser" and you will have people approving... and also some totally against. The reality is "parser exist, FFlog exist and Yoshida/SE can't do nothing against it" Like modding is totally forbidden in FFXIV and... they can't do anything against it.
Galux wrote: » WoW classic is not a good example. Look i understand what you're going for but you also have to think about the incredibly large portion of players who had a very tough time finding a spot for dungeon groups & raids simply due to them not being the optimal spec. Many guilds required their raid members to acquire world buffs. And all of this on content that was very very simple.
Aerlana wrote: » @Galux about "if they want min max, they can, but only with people that also does want it" If you don't want to min/max don't do it. but don't go in a team where some of the people prefer doing min/maxing ! Such sentences are most of time a really bad choice. It consider that "the way i play the game is the good one". the truth is "the min/maxer that goes PU have to accept people not min/maxing" but also "the people who underplays can understand he is not wellcomed everywhere" . . .
bloodandthunder wrote: » - Highly mechanical fights that are more about surviving then dps are not even close to being represented in a dps meter (and most fights should be this way)
Galux wrote: » I can see both ends of the spectrum. I can see why someone would want to min/max and why it's thrilling to do so and i can see why someone just want to have fun and is okay not playing the most optimal way. I just lean more towards the casual side of this topic & i genuinely think that standardizing and designing new content for the few % who needs that new tough challenge is a bad thing for the overall game.
rikardp98 wrote: » So no, killing the boss isn't just what matters, some people want to be the best and the fastest killing that boss.
wrote: This is the proof you don't even know how to read a parser. . .
bloodandthunder wrote: » Knowing how much damage a player is receiving, or their healing throughput, or damage mitigation, or interrupts, or crowd control, it's all relatively funneled through the exact list of cons in my original post.
bloodandthunder wrote: » Why do you need combat meters to feel like you're the best? The best at what? What's the gain?
Dygz wrote: » so Ashes will only have personal combat trackers rather than an in-game combat tracker a Party Leader can access.
bloodandthunder wrote: » DPS meters should not be in this game. The pros do not outweigh the cons. Pros: - I can see how well my build is doing and whether or not my dps is worth taking into a group
Cons: - Elitists will use this as a gate to prevent good dps based on gear alone, because with a dps meter you also have some form of item level that is a precursor to dps. A player that gets boosted into high gear will then get into raids where a person with not the highest gear but is miles ahead of the first player in skill and CAN outdps them will not get picked, get frustrated, and probably quit after a while
- Bad players looking to be carried will flood to LFG channels seeking outrageously high dps/item level numbers all while having low numbers themselves
- Toxic attitudes will ruin any sense of community in the game
- Highly mechanical fights that are more about surviving then dps are not even close to being represented in a dps meter (and most fights should be this way)
- Furthermore, there SHOULD BE MORE THAN JUST DAMAGE IN A RAID ENCOUNTER. With 8 archetypes and 64 classes, there should not be just a simple tank and spank on the meaningful content in this game
- DPS meters absolutely do not foster community, they inject artificial verticality and break immersion
- The only MMO i know of that uses DPS meters heavily is WoW, and look how well that's doing. ESO had DPS meters until 2017 i believe. The devs changed it to personal meters only (no longer able to see other players) because players were abusing it. And even THEN, you are still required to post your "DPS Numbers" in raid discords to verify you can hit certain dps checks before even getting invited to the group, so making DPS just for personal use makes the WHOLE PROCESS even more convoluted.
- DPS meters feel like training wheels, and raiding with dps meters is like riding a bike with training wheels. The reward of defeating a boss on skill alone without keeping an eye on "numbers" is forgotten to MMO players. Look how many people love playing Souls-like games, or any single player game that has no dps meter. These fights are mechanic, and can require a gear check, but mostly it's a skill check. The rewarding feeling of finally taking down a souls-like boss for the first time is unheard of in the MMO community, and even though it's a single player game versus an MMO, it's really not all that different.
Aerlana wrote: » So ... what is important to do your part in a fight against a boss ? mechanics ? But you spoke about souls boss, which is mainly "learn and avoid their move set" (so take as low damages as possible) "drink your potion when needed and time for it" (self healing) "do as much damages as you can during the window you see" (DPS)
Galux wrote: » I just lean more towards the casual side of this topic & i genuinely think that standardizing and designing new content for the few % who needs that new tough challenge is a bad thing for the overall game.
There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel
bloodandthunder wrote: » A ) If you're going to quote me, actually quote what I said and not what want me to have said
Aerlana wrote: » In begining you don't need parser to see what is ok or no, but at one point, the differences are not so easy to see without collecting data.
bloodandthunder wrote: » A ) If you're going to quote me, actually quote what I said and not what you want me to have said
Dygz wrote: » Aerlana wrote: » In begining you don't need parser to see what is ok or no, but at one point, the differences are not so easy to see without collecting data. Yeah. It's not necessarily intended by the devs to be so easy to see.STEVEN: "Back in the day, when MMOs were great, you had to win your encounters through trial and error. You didn't have a DPS meter telling you, "Oh! We need to get up to 67.7% damage in order to achieve the whatever!" It wasn't some mechanical bullshit experience where you got to look at a graph or chart and say, "Oh! We need to do exactly this." Instead, you actually had to be present, you had to watch what was happening, you had to help your fellow guild members learn how to play the game and you had to excel as a group. Now, that is the type of experience we want to replicate: that everybody is in this together type of scenario where we build the teams we are friends with up and we accomplish content together. It kind of also provides this mystery effect, where you're required to actually participate and watch what's going on and not just rely on that DPS meter."
Noaani wrote: » bloodandthunder wrote: » DPS meters should not be in this game. The pros do not outweigh the cons. Pros: - I can see how well my build is doing and whether or not my dps is worth taking into a group Players can use a combat tracker to troubleshoot their strategy with encounters. Players can use combat trackers to discover, review, troubleshoot and report issues with the game (this one issue trumps every con you list below, even without the debunking coming up). Players are able to share objective information on builds with those that are not interested in getting deep in to builds. Cons: - Elitists will use this as a gate to prevent good dps based on gear alone, because with a dps meter you also have some form of item level that is a precursor to dps. A player that gets boosted into high gear will then get into raids where a person with not the highest gear but is miles ahead of the first player in skill and CAN outdps them will not get picked, get frustrated, and probably quit after a while An item level system is not an inherent result of a combat tracker. There are MANY games out there with combat trackers and no such system. Either you have only ever played WoW, or you are making things up here. Further, in every game other than WoW, people know that they are recruiting the player, not the players gear. When I recruit a player, I look at their gear and then judge their performance based on what I expect them to be able to do with that gear. I don't care what their gear is, as if they join my guild they will get gear upgrades in short order. If they are able to perform to a standard that I find acceptable, I will then judge whether or not I think they would fit in with the guild, and if so, offer an invite. Further, if any guilds did take the WoW mentality along to Ashes, they would still make demands of minimum gear requirements for any new recruits. In fact, with an absence of an objective way to assess a players performance, I may do that as well as it is the next best method for quickly working out how good a player is. - Bad players looking to be carried will flood to LFG channels seeking outrageously high dps/item level numbers all while having low numbers themselves How would not having combat trackers prevent this? - Toxic attitudes will ruin any sense of community in the game Where is this toxicity coming from? Either the game allows players to be toxic towards each other, or the game does not allow it. - Highly mechanical fights that are more about surviving then dps are not even close to being represented in a dps meter (and most fights should be this way) It's a good thing a combat tracker also tracks mitigation, resistances, heals, everything. A good combat tracker (or a combat tracker with a good plugin) will also track things like crowd control and buffing. - Furthermore, there SHOULD BE MORE THAN JUST DAMAGE IN A RAID ENCOUNTER. With 8 archetypes and 64 classes, there should not be just a simple tank and spank on the meaningful content in this game See above. - DPS meters absolutely do not foster community, they inject artificial verticality and break immersion If you are looking at a combat tracker during an encounter - or even at all during a days raiding - you are doin g it wrong. I am fully in support of keeping access to combat trackers out of the hands of people that do not know how to use a combat tracker. They absolutely do foster community, but again, only if the game is designed in a way where individual player reputation matters. - The only MMO i know of that uses DPS meters heavily is WoW, and look how well that's doing. ESO had DPS meters until 2017 i believe. The devs changed it to personal meters only (no longer able to see other players) because players were abusing it. And even THEN, you are still required to post your "DPS Numbers" in raid discords to verify you can hit certain dps checks before even getting invited to the group, so making DPS just for personal use makes the WHOLE PROCESS even more convoluted. Every MMO has a combat tracker. At the top end, combat tracker use is fairly even across all MMOs - 100% of players at the top end of each game use them. In games that attempt to limit combat readouts to personal only, guilds tend to set up servers where each member of the raid can upload their data in real time, so that the raid as a while still has the full picture. - DPS meters feel like training wheels, and raiding with dps meters is like riding a bike with training wheels. The reward of defeating a boss on skill alone without keeping an eye on "numbers" is forgotten to MMO players. Look how many people love playing Souls-like games, or any single player game that has no dps meter. These fights are mechanic, and can require a gear check, but mostly it's a skill check. The rewarding feeling of finally taking down a souls-like boss for the first time is unheard of in the MMO community, and even though it's a single player game versus an MMO, it's really not all that different. Using combat trackers on low end content can feel like this, for sure. Trying to take on top end content without one though is more like a bike with no wheels. Again, if you are looking at a tracker during an encounter, you have no idea what you are doing.
bloodandthunder wrote: » B ) Mechanics are important. Lording metrics over people is not.