Dygz wrote: » If one of the Archetypes is regarded as not what? People will say they have found the meta. That much is true. You don't need to "find the meta". You just need to defeat the challenge. Tank/Tank v Tank/Cleric is irrelevant because all Tanks will be viable. The whole point of the augment design is not needing "the meta". All Tanks will be viable because it's the active skills that are most impactful. The augments allow players to have characters with diversity and still be able to defeat world bosses. In Ashes, especially, "the meta" is inherently "wrong". What you have, instead, is a consistently successful strategy.
Tragnar wrote: » We have almost no information about the actual game balance so there is no reason to take as granted that their implementation is exactly the same as their proposed design goal
Noaani wrote: » Tragnar wrote: » We have almost no information about the actual game balance so there is no reason to take as granted that their implementation is exactly the same as their proposed design goal To be fair to Dygz though, he will play the game as if each class is exactly as he currently assumes it is - as he will not have any information to tell him otherwise.
Dygz wrote: » You don't need to "find the meta". You just need to defeat the challenge.
Tragnar wrote: » How wrong you are - i could very well see a scenario when a fighter-tank is the best tank, because he can survive anything the bosses throw at him, but is actually the best at making threat and subsequently damage We have almost no information about the actual game balance so there is no reason to take as granted that their implementation is exactly the same as their proposed design goal
Dygz wrote: » "Best Tank" is irrelevant.
Tragnar wrote: » mr n0body wrote: » In an ideal game, a warrior using a 2h weapon and a warrior dual-wielding should both do the same DPS when played correctly. When those conditions are true, then the DPS meter is not needed. Those are not the only conditions - what if the DPS difference is different at various skill levels? For example if the ceiling is mathematically the same, but dual wielding has much lower skill floor which makes the average person perform way better with dual wielding spec instead of 2h spec
mr n0body wrote: » In an ideal game, a warrior using a 2h weapon and a warrior dual-wielding should both do the same DPS when played correctly. When those conditions are true, then the DPS meter is not needed.
Noaani wrote: » A two handed character dealing fewer, larger hits should be better against a heavily armored target, while a dual wielding character dealing faster, smaller hits should be better against a lightly or unarmored target.
mr n0body wrote: » Tragnar wrote: » mr n0body wrote: » In an ideal game, a warrior using a 2h weapon and a warrior dual-wielding should both do the same DPS when played correctly. When those conditions are true, then the DPS meter is not needed. Those are not the only conditions - what if the DPS difference is different at various skill levels? For example if the ceiling is mathematically the same, but dual wielding has much lower skill floor which makes the average person perform way better with dual wielding spec instead of 2h spec That is a very good point, well said. As a counterpoint: doing more dps doesn't always mean being a better player. The best example would be players who stand in fire, but then end up doing more dps since they didn't dodge. But maybe in those cases the fire should do enough damage to kill anyone that ignores it.
mr n0body wrote: » Tragnar wrote: » mr n0body wrote: » In an ideal game, a warrior using a 2h weapon and a warrior dual-wielding should both do the same DPS when played correctly. When those conditions are true, then the DPS meter is not needed. Those are not the only conditions - what if the DPS difference is different at various skill levels? For example if the ceiling is mathematically the same, but dual wielding has much lower skill floor which makes the average person perform way better with dual wielding spec instead of 2h spec That is a very good point, well said. As a counterpoint: doing more dps doesn't always mean being a better player. The best example would be players who stand in fire, but then end up doing more dps since they didn't dodge. But maybe in those cases the fire should do enough damage to kill anyone that ignores it. Noaani wrote: » A two handed character dealing fewer, larger hits should be better against a heavily armored target, while a dual wielding character dealing faster, smaller hits should be better against a lightly or unarmored target. that is true. Bigger weapons could also have a higher chance to miss targets that have high dodge.
Littlekenny21 wrote: » mr n0body wrote: » Tragnar wrote: » mr n0body wrote: » In an ideal game, a warrior using a 2h weapon and a warrior dual-wielding should both do the same DPS when played correctly. When those conditions are true, then the DPS meter is not needed. Those are not the only conditions - what if the DPS difference is different at various skill levels? For example if the ceiling is mathematically the same, but dual wielding has much lower skill floor which makes the average person perform way better with dual wielding spec instead of 2h spec That is a very good point, well said. As a counterpoint: doing more dps doesn't always mean being a better player. The best example would be players who stand in fire, but then end up doing more dps since they didn't dodge. But maybe in those cases the fire should do enough damage to kill anyone that ignores it. Noaani wrote: » A two handed character dealing fewer, larger hits should be better against a heavily armored target, while a dual wielding character dealing faster, smaller hits should be better against a lightly or unarmored target. that is true. Bigger weapons could also have a higher chance to miss targets that have high dodge. A combat tracker instead of a DPS meter would show if you were standing in the fire. There is always the danger of people only looking at the DPS and just standing in the fire draining the resources from the healers.
Aerlana wrote: » You can't understand how positiv a combat tracker could be, because, for your experience, all good point are meaningless because you don't care using it... Try, one time, to learn how other players than you will play AoC... There will be many different kind, with totally different expectations.
Dygz wrote: » Aerlana wrote: » You can't understand how positiv a combat tracker could be, because, for your experience, all good point are meaningless because you don't care using it... Try, one time, to learn how other players than you will play AoC... There will be many different kind, with totally different expectations. Uh. Nope. It's because the bad outweighs the good. Just as, for you, the good outweighs the bad. For this game, the devs don't agree with you. Some people can believe that "best Tank" matters. Just as some people can believe that the Earth is flat. What they believe doesn't change reality. And the reality is going to be dependent on the game design. And the game is being designed such that "best Tank" is objectively irrelevant because any Primary Archetype Tank will be viable in upper end raids.
Dygz wrote: » And the game is being designed such that "best Tank" is objectively irrelevant because any Primary Archetype Tank will be viable in upper end raids.
Dygz wrote: » Sure. But if the implementation fails to meet the design, the game fails
Dygz wrote: » Sure. But if the implementation fails to meet the design, the game fails - so that point is moot.
If the devs end up just re-creating WoW, sure, they can include DPS meters. No one will care because no one will be playing that game. Arguing for DPS meters in Ashes is like arguing for separate PvE-Only servers.
dps meters are not at all comparable in importancy with these topics, but are inevitable with big population
Wingtzu wrote: » dps meters are not at all comparable in importancy with these topics, but are inevitable with big population I couldn't disagree more. Easy-access dps meters will inevitably bring about a toxic game culture hellbent on optimizing the fun out of the game. For proof you need only look to the difference in the WoW and FFIV communities. There is nothing "inevitable" about large MMOs and some imaginary need to have hard numbers to crunch.
Wingtzu wrote: » I couldn't disagree more. Easy-access dps meters will inevitably bring about a toxic game culture hellbent on optimizing the fun out of the game. For proof you need only look to the difference in the WoW and FFIV communities.
Tragnar wrote: » Then by your own statement all of the most successful games failed, because they didn't meet the design - you literally are taking design goals for something they are not. Design goals in games is the same thing as sketches for artists - you want to have a general idea for the project you are working on, but you still have a lot of leeway to even change the design goals/sketches as you get further into it.
Tragnar wrote: » You are completely wrong in this - if anything the last few weeks showed is that players want to have in an mmo a lot of content, that respects their time and investment without bullshit whale exploiting monetization - dps meters are not at all comparable in importancy with these topics, but are inevitable with big population
Vhaeyne wrote: » It is naive to think that not having the game's official blessing on DPS meters will remove toxicity. People get toxic AF in "Extreme" FFXIV content (content that is designed to be beginner raid content). Removing DPS meters is just taking tools away from guilds. That is, if you think Intrepid can prevent DPS meters from existing. Which I am extremely skeptical of myself.