BlackBrony wrote: » Noaani wrote: » BlackBrony wrote: » If the fight itself doesn't revolve around DPS, then you could have a combat tracker without DPS information. Why not have heal checks then? Why need DPS tracker at all, if DPS does not matter, but what matter is positioning, strategy. That could be a nice compromise, you can see everything, except the damage you do. You can still theorycraft and min max all of your raids. All information matters. I am unsure what argument it is that you are trying to get around with this. If it is the false argument of toxicity, this wouldn't impact it at all. If it is the false argument of player exclusion, this also wouldn't impact it at all. I'm offering a compromise. You say toxicity doesn't come from dps meter, some say they do. So, if DPS doesn't matter in a fight, why would you want it?
Noaani wrote: » BlackBrony wrote: » If the fight itself doesn't revolve around DPS, then you could have a combat tracker without DPS information. Why not have heal checks then? Why need DPS tracker at all, if DPS does not matter, but what matter is positioning, strategy. That could be a nice compromise, you can see everything, except the damage you do. You can still theorycraft and min max all of your raids. All information matters. I am unsure what argument it is that you are trying to get around with this. If it is the false argument of toxicity, this wouldn't impact it at all. If it is the false argument of player exclusion, this also wouldn't impact it at all.
BlackBrony wrote: » If the fight itself doesn't revolve around DPS, then you could have a combat tracker without DPS information. Why not have heal checks then? Why need DPS tracker at all, if DPS does not matter, but what matter is positioning, strategy. That could be a nice compromise, you can see everything, except the damage you do. You can still theorycraft and min max all of your raids.
Noaani wrote: » BlackBrony wrote: » Noaani wrote: » Tragnar wrote: » isn't exactly this the goal of anti meter people? to obfuscate weaknesses so you can't find them through data, but only through the epiphany of "being" a superior player? It may well be, but I honestly have no idea what their goal is. I've still yet to see a valid reason to be against all combat trackers. You have never, not a single time, gone back in your arguments. I doubt anyone can change your mind on ANY subject anyway. ...However, as eluded to above, this is a subjective thing. Combat tracker usefulness is objective, not subjective. Players using combat trackers make games better, this is a fact... ...If you want to convince me of something subjective, have at it. I don't tend to have strong opinions one way or the other on subjective things. If you want to change my opinion on something objective, however, you had better bring more objective fact to that discussion than I do - something no one in this thread (Steven included) has managed to do.
BlackBrony wrote: » Noaani wrote: » Tragnar wrote: » isn't exactly this the goal of anti meter people? to obfuscate weaknesses so you can't find them through data, but only through the epiphany of "being" a superior player? It may well be, but I honestly have no idea what their goal is. I've still yet to see a valid reason to be against all combat trackers. You have never, not a single time, gone back in your arguments. I doubt anyone can change your mind on ANY subject anyway.
Noaani wrote: » Tragnar wrote: » isn't exactly this the goal of anti meter people? to obfuscate weaknesses so you can't find them through data, but only through the epiphany of "being" a superior player? It may well be, but I honestly have no idea what their goal is. I've still yet to see a valid reason to be against all combat trackers.
Tragnar wrote: » isn't exactly this the goal of anti meter people? to obfuscate weaknesses so you can't find them through data, but only through the epiphany of "being" a superior player?
Shoelid wrote: » I've only briefly scanned through the recent discussion, but it seems like people are still talking about how they bring toxicity. This is probably based on subjective, anecdotal evidence. They see a couple people get kicked from a group with "low dps meters" cited as a reason, and make up their mind that combat tracking is bad.
Szaas wrote: » Also, to be able to tell "what killed the tank", he can just use his combat log.https://ashesofcreation.wiki/Combat#Combat_logs
Tragnar wrote: » trackers are to combat log like librarians are to library you can of course find what you want in a library that was never organised by knowledgeable librarian question is - how long did it take and was it a good experience using the library?
rikardp98 wrote: » Tragnar wrote: » trackers are to combat log like librarians are to library you can of course find what you want in a library that was never organised by knowledgeable librarian question is - how long did it take and was it a good experience using the library? And the developers are the architecture and the Library software. It's up to them to make it easy for the librarians and the public to find what they want
Dygz wrote: » People can try - they might get banned, if caught using an add-on.
Noaani wrote: » Shoelid wrote: » I've only briefly scanned through the recent discussion, but it seems like people are still talking about how they bring toxicity. This is probably based on subjective, anecdotal evidence. They see a couple people get kicked from a group with "low dps meters" cited as a reason, and make up their mind that combat tracking is bad. The thing is, players in WoW treat others as disposable purely because the game allows them to do so - encourages it even.
ogre wrote: » Imo boss/enemy difficulty should primarily rely on mechanics rather than being punching bags requiring X dps to take down before “time runs out” or the boss enrages or something. DPS should have more to worry about during fights than simply moving out of circles and pressing the same 5 keys on cooldown. A theoretical group of level 5 players should be able to kill(obviously more slowly) a theoretical level 15 “boss” if they execute mechanics flawlessly. Not only does relying on mechanical difficulty reduce the need for gear/stat checks but opens up difficult content to more players overall while also vastly reducing the importance of needing to run a meta DPS build/setup to appease the people obsessed with looking at their DPS meter. Ideally the game should just flat out not have DPS meters…want to show off how big your DPS is? Just beat the boss and you’ll have the gear to show it
Shoelid wrote: » Noaani wrote: » Shoelid wrote: » I've only briefly scanned through the recent discussion, but it seems like people are still talking about how they bring toxicity. This is probably based on subjective, anecdotal evidence. They see a couple people get kicked from a group with "low dps meters" cited as a reason, and make up their mind that combat tracking is bad. The thing is, players in WoW treat others as disposable purely because the game allows them to do so - encourages it even. That's true, and is something that people talked about when comparing modern WoW and classic WoW. Lobby style "queue and wait" gameplay seems to encourage that behavior. My hope is that the node system takes the game even further from that type of gameplay, with citizenships and all that. Like you said: " it is so much harder to replace that player if you boot them, and almost definitely means going back to the start of the dungeon and doing it all again". In addition to that, treating people as disposable will likely dispose of your relationship with them. If node citizenships cause people to play in the same general area, you will see the same people a lot more and it'll be better to have a good relationship with your neighbors than a bad one.
ogre wrote: » Imo boss/enemy difficulty should primarily rely on mechanics rather than being punching bags requiring X dps to take down before “time runs out” or the boss enrages or something. DPS should have more to worry about during fights than simply moving out of circles and pressing the same 5 keys on cooldown.
Dygz wrote: » You don't have to defeat the boss perfectly. The strategy doesn't have to be perfect, just successful.