Tragnar wrote: » So you managed to fix 8 slots in 40man raid - the rest 32 is up to meta whoring i guess?
Tragnar wrote: » Indeed it is balanced around active skills, however augments augment gameplay power of those skills thus giving you X amount of variations of the same skill.
Tragnar wrote: » If in wow replacing a person would take several times longer than just doing a longer run with offmeta specs then the exclusion wouldnt be so widespread. It is just a matter of mistaking correlation with causation. It is literally the same situation as those populists were arguing that video games create real life violence, because some people had mental problems and they owned video games at the same time
Tragnar wrote: » @Galux This answer is the reason, why I don't share my "feelings" - today's my weak day i guess.
Dygz wrote: » You are the one talking about your feelings and expecting your feelings to convince others. Unlikely that it is just a matter of mistaking correlation with causation because not only is Steven against DPS meters, the Daybreak devs agree with him. And the devs have actually data and numbers, so... you know.. that wins.
Dygz wrote: » I don't even know what that is supposed to mean. A raid encounter is designed around four 8-person groups. You don't need DPS meters or combat trackers to figure out how to fill those slots.
Augments primarily impact variety rather than power. It's considerably more horizontal than it is vertical. You could try to play the meta if you wanted to but the design won't support that view. Necromancer, High Priest, Shadow Disciple will all be viable. Dungeons and Raids will be successful with any of them.
Unlikely that it is just a matter of mistaking correlation with causation because not only is Steven against DPS meters, the Daybreak devs agree with him. And the devs have actually data and numbers, so... you know.. that wins. You are the one talking about your feelings and expecting your feelings to convince others.
Jxshuwu wrote: » ''In the end I have always a feeling that many players that are against meters are just people that don't want any loose conditions'' > We just don't want a meta to form so quickly each patch that you HAVE to play that specific class or you get excluded from content. Like in WoW, you literally get kicked if you don't play meta, even though you might not enjoy that class. Meta will still exist regardless, just less defined and more broad.
Tragnar wrote: » Like I get - if you have a toxic community it is way easier to blame information gathering tools rather than game systems encouraging toxic environment
rikardp98 wrote: » Steven isn't against combat trackers, he is against Addons like Weakauras and deadly boss mods.
Tragnar wrote: » 5x 8-person groups that coordinate together? This means if there are game mechanics that require a specific archetype then you get the bare minimum amount of players for it - the better the players the minimum amount is lower, because a great mmo player can literally perform up to several times more than your average joe. So if you truly need in every raid every archetype you can scale down few archetypes to a single player and stack just stronger archetypes with stronger builds.
If you horizontally reallocate power to better suit your needs then you've increased the power's efficiency and thus you increased it vertically for what you need it for."Horizontal progression" is spiced up vertical progression
The reason why as a developer you might be against dps meters is simple - it can show players how bad they are and they might stop playing your game. I don't know what Daybreak devs said, but since you are using it as a validation for Steven then I assume they said the exact same thing. And again I repeat myself - correlation isnt causation. To blame tools that show facts for player toxicity is extremely naive or just straight up shifting blame from gameplay systems that encourage toxicity
Taerrik wrote: » If someone is mechanically unable to do an encounter and are not spending the effort to pay attention and learn what the boss mechanics, then yes you will replace them. No meter required here.
Look at it this way, why would you destroy an entire groups enjoyment just for one person who is being negligent by refusing to play at a required level. It may not seem that way on the surface because the person just wants to 'play casually', but raids are rarely designed to be casual content, and are meant to be challenging to complete. You want people who will put effort into it.
Dygz wrote: » Ashes will only have a personal combat tracker. Steven is opposed to dps meters because "they 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."
Dygz wrote: » Steven against DPS meters, the Daybreak devs agree with him.
Dygz wrote: » Well, yeah, if the encounters are designed for groups to use DPS meters, having DPS meters will be a necessity. You don't need meters to figure out how to defeat encounters if the encounters are not designed for relying on DPS meters. You will have a personal combat tracker. You've already conceded that's all you need.
Chronomage wrote: » DPS meters, Raider.IO, GearScore, Item Level etc... Make games toxic.
Dygz wrote: » rikardp98 wrote: » Steven isn't against combat trackers, he is against Addons like Weakauras and deadly boss mods. Ashes will only have a personal combat tracker. Steven is opposed to dps meters because "they 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." Instead, Steven believes, "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." Also, "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." "It wasn't some mechanical bullshit experience" really says all we need to know.