mcstackerson wrote: » In my experience, players become competitive in games because they play and enjoy them.
Dygz wrote: » DPS meters don't answer "WTF killed me?"
Dygz wrote: » Players don't need feedback from DPS meters. There are other ways to evaluate skill efficacy. Also... DPS meters don't answer "WTF killed me?"
tautau wrote: » How do we assess the abilities of healers without a HPS (Heals per Second) meter? We seem to have gone fine without this feature.
Noaani wrote: » mcstackerson wrote: » In my experience, players become competitive in games because they play and enjoy them. This is accurate. However, in my experience, players enter the competitive scene in this manner, but they then eventually move on to other games looking for that next competitive experience. There isn't a lot of movement between competitive and non-competitive play within the same genre - it's almost (though not quite) a one way shift. As to whether it matters - that depends on whether or not Ashes is wanting to attract that competitive segment of the population. While I am more than happy to agree that an average MMO doesn't need it to be successful, I would wager that a game like Ashes actually does. This game won't be able to keep hold of casual gamers (they will play for a while, just not long term), and will be constantly losing the tail end of gamers that aren't casual, yet aren't that competitive segment. If they don't have a solid chunk of that competitive set, who do they have?
mcstackerson wrote: » Ok, so with your experience it doesn't seem to matter either since competitive players are just going to leave for the next competitive game.
Noaani wrote: » mcstackerson wrote: » Ok, so with your experience it doesn't seem to matter either since competitive players are just going to leave for the next competitive game. Eventually, yes. However, that is usually after between 5 and 10 years in a given game. Being able to record and replay sieges is likely not going to be that important. If it is important - if there is data that it can show that can make the difference between winning and losing the next siege - then yes. However, I don't see that happening, so no.
mcstackerson wrote: » It tells you exactly what happened. You can see who fucked up, missed opportunities, who got the short end of the stick, etc.
Noaani wrote: » mcstackerson wrote: » It tells you exactly what happened. You can see who fucked up, missed opportunities, who got the short end of the stick, etc. A combat tracker will tell you all of that.
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » It tells you exactly what happened. You can see who fucked up, missed opportunities, who got the short end of the stick, etc. A combat tracker will tell you all of that. Seeing it is a lot easier than reading through a log and trying to understand why everything happened. You are the one that claims that these convinces are needed for the game to be competitive and successful.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » It tells you exactly what happened. You can see who fucked up, missed opportunities, who got the short end of the stick, etc. A combat tracker will tell you all of that. Seeing it is a lot easier than reading through a log and trying to understand why everything happened. You are the one that claims that these convinces are needed for the game to be competitive and successful. I never claimed there is a need to replay sieges, you claimed that I must think that. You are taking what I have said, and dialing it up several notches.
mcstackerson wrote: » You have made the claim that people need these tools to be competitive.
Noaani wrote: » mcstackerson wrote: » You have made the claim that people need these tools to be competitive. No I haven't.
Noaani wrote: » If your definition is that the game attracts people to it that want a competitive top end scene (my definition of a competitive game), then yes, you need those tools.
mcstackerson wrote: » So what are we arguing?
Noaani wrote: » mcstackerson wrote: » So what are we arguing? I never said that people will need a combat tracker to be competitive, I have, however, said many times in this thread that competitive people will not come to Ashes if there is not official support for one. I now people in a few hundred "top end" guilds in various games. Playing in at the top end for over a decade and a half will do that for you. Basically, they are all just guilds that consider raiding (or their games version of it) to be their primary content focus. Virtually none of these guilds are even considering Ashes right now. The game is not showing any signs that it will support the MMO content type that these guilds prefer, so why would they? That accounts for likely tens of thousands of MMO players, just in the guilds I have a direct connection with. Now to address your point about a tool to rewatch a siege, and why your ridiculousness there is indeed ridiculous. It basically boils down to the fact that a combat tracker is better for an MMO, even if it is near worthless for a BR. BR's are not stat heavy, MMO's are. In a BR, you can't really do all that much to alter the ability of your character all that far from it's base, in an MMO that is basically what the game is about. The only thing that a tool like that would tell me in an MMO that a combat tracker does not, is where the enemies that we did not see are - and that is information that I do not believe we should have, we should need to find them ourselves in order to know where they are. Literally everything else you can learn from that tool you can also learn just as easily with a combat tracker.