Dygz wrote: » Or, without DPS meters, fights are not designed to be won in 30 minutes.
Dygz wrote: » Perhaps wanting a smaller gap between "topend" players and the larger mass of players is similar to wanting separate PvE servers. You want that, but that doesn't mean the devs want that.
Aerlana wrote: » When you design a fight, the less you underestimate how much a raid can do DPS, the easiest your fight will be. Even with complex strategy. The simple fact you manage to make the fight shorter makes it easier : you will do less error... there is less risk to do 1 error during 10 minute than 1h or 10h. . .
Aerlana wrote: » Find the good time to damage. When you begin to learn those fight, you hit once, or two, the fight is long, and while the fight is long, you have more avoid to do. Then, you try to take risk, to hit the boss and move at the last time available. With managing with those short timing, you get a fight always shorter, so less chance to get hit and to die.
Aerlana wrote: » Also, FFXIV or WoW fight are designed with an enrage (soft or hard) for a simple reason : Do a really really hard fight, with really complex mechanics, strategy. this is what those game have. BUT no time limit, those fight become far more easy. because players don't need to take any risk to win the fight... The simple fact there is time limit, it forces people to throw the biggest DPS they have, but to do more DPS you have to take risk. It is far easier to do boss mechanics when you don't care doing the best DPS you can.
Aerlana wrote: » If you are ok to have guild far stronger than other, and reaching point of "too strong" is fine to you... but this would be a really bad thing for the game. I continue to speak a lot to some big guilds, with players always optimizing their gameplay to insane level. While they love challenge, and would love to have people able to try to fight them, they won't lower their level at all for a false challenge.
Aerlana wrote: » I never found mechanic hard to handle if i didn't have to have the biggest DPS avaible... Even in souls or metroidvania... most of time to train against them, i begin with try where i nearly does no damages, focusing on avoiding their attack, and when i am comfortable enough about it, i begin to hit them, and the more i want do damage, the harder it get. Managing mechanic/avoiding attacks is never hard if it is the only important thing to do.
Aerlana wrote: » There is one kind of game where DPS is not needed to make fight hard : runners (for exemple : meatboy) and similar games (end is nigh) but here, we are on game asking chirurgical precision, does a 0,5 second mistake, or push to hard the input, you are dead.
Dygz wrote: » Ashes is anther game where DPS meters aren't needed.
Dygz wrote: » I didn't say anything about devs "making the fight shorter".
Reodor Felgen wrote: » But make it so each player can choose to share information or stay anonymous
Aerlana wrote: » The problem is not there. just imagine, you train for a marathon. And you are forbidden to use any kind of way to measure time. Good you can congratule yourself to finish. Now how can you know if this second time you finished the marathon you were faster ? Slower ?
Aerlana wrote: » Ashes is a game where DPS matter, where DPS is a thing that will matter. even if Steven doesn't want it... Simply because it exists. 25 years of gaming, with lot of hours each week, i know NO game where there is any kind of DPS, and where DPS was not an important thing. i would be happy to find one, never found it. Steven is making a game where there will be things stronger than others. He is making a game with a balance for PvP, and a balance for PvE. He is making a game with a meta. All those thing will be written deep in the code.
Aerlana wrote: » So, yes, DPS will be an important thing. Not because you say "i don't want people to focus on DPS" that DPS become meaningless. Steven can want people won't care about DPS, he can hope as much as he wants... this dream will never come true untill he discourage enough people so they will just leave. And it would be really tragic to lose the topend player part of community (as would be tragic to lose any part of the community)
Aerlana wrote: » Dont say "the game can't please everyone" i know it. and some bighardcore players won't like this game for numerous reason. but the MMORPG that live well over the time, are those where there is a strong hardcore part of the community. We need them, like we need the most casual part of community.
Aerlana wrote: » Devs will have to use a potential DPS value for a raid to design boss fight. Simple example : you want an add to come every 45 seconds during all fight, and you want him to be dangerous enough to be a way to wipe.
Aerlana wrote: » If you give him far too much HP, he will die the time the next spawn, so no time to damage the boss => was the problem from C'thun on wow, devs did a fight where, even playing in the totally absolute perfect way with the perfect stuff for each character of the raid, the boss would remain unkillable...
Aerlana wrote: » If you give him not enough HP, he will die so fast that he won't be any kind of danger.
Aerlana wrote: » You have to give him the good amount of healthpoint, and how? you have ton consider how much DPS people can output. EVEN if people don't have DPSmeter the problem will exist.
Aerlana wrote: » Now, devs know, "an average raid with perfect gameplay can reach 10k DPS on this fight, but people have a level of gameplay only allowing to do 5k DPS" you design your whole fight with this, you have a fight "hard enough" for now. But when players are able to do 90% or even 95% of efficiency, doing +80, 90% damages from the value used by devs to design fight, the fight become shorter, and easier... (adds dying too fast to be dangerous, shorter fight so people have less time to do mistakes, etc etc) So... lets do the boss more around 8k DPS as base value to design it ? If you don't give them combat tracker, or they will just drop it, or they will work out of game calculation to find the "real" meta your code did define...
Aerlana wrote: » And this is why that without parser, the gap between topend, and the rest of people will be bigger... I want the boss to be tough enough to be a real challenge, and that those who kill boss are not the "everyone" people. But i also want those able to kill any boss in any MMORPG to be not the only one able to do it in AoC...
Dygz wrote: » What you want may not be what Steven wants. Again - there are people who want a separate PvE-Only server. That doesn't mean that's what Steven will give them.
Dygz wrote: » I said that time to defeat the boss is inconsequential.
Dygz wrote: » Dungeons and raids don't have to be speed runs.
Dygz wrote: » The problem is not there because defeating a boss is not inherently about time. How long it takes to reach the destination is inconsequential. You don't inherently need to measure time. Raids are more like climbing Mount Everest than running a marathon
Dygz wrote: » Yep. You don't need a PC to parse that data and calculate the meta so you can speed run that adventure. You can figure out that data with out a digital parser. It's actually just like old raids without combat trackers."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." ---Steven
Tragnar wrote: » Steven's perspective is about rose tinted glasses about a past where everything was a joke and the difficulty was in the fact that players had no clue what they were doing
Dygz wrote: » Bosses are supposed to become tougher the more people you bring to the fight,
so zerging is not really supposed to be a thing. But, especially with augments, meta builds are not really supposed to be a thing, either. There will always be some players who proclaim they have discovered the meta - that doesn't mean what they say is truth.
Steven wants people to fail more often than we are typically used to. Just because you stumble upon a raid boss does not mean you should be able to (easily) kill it. "Growing together is a good thing, and that includes failing together as a means to drive for success together." ---Steven