NiKr wrote: » With a dps tracker you're looking for a number within a particular role. And you invite/kick people just based on that number (and I've seen a ton of people complaining about that). While w/o a tracker you're looking for a person who can fulfill that role and, if you think they're not doing their job well enough (which would assume you know how to do it better, instead of just looking at a number), you could discuss their actions with them and teach them to do smth better if you do know how to play their role/class better. And I have done this in L2 too.
If you wanna draw a parallel between smth that I do and the tool that I use to do it, windows is not the best way to do it, cause I can't create my own OS while I can track my dmg if I want to. The better parallel would be a calculator and counting in your head or on paper. And I always try to count in my head first, and only if I completely fail to do so would I go to use a calc.
Noaani wrote: » Since it doesn't happen in EQ2 literally at all (never saw it happen even a single time in a decade of playing, that entire argument falls completely flat.
Noaani wrote: » This is why I am against the family summons - this is the mechanic that will allow players to be replaced mid content - and that does not matter at all on if a combat tracker exists or not.
Noaani wrote: » So, obviously you are fine with using third party programs - and more importantly Intrepid is fine with you using third party programs. Next question - have you ever looked up a piece of information on a game you are playing? Perhaps a map some other player has made, information on mob drops, read forum posts to learn things others have found out - anything at all along those lines?
NiKr wrote: » Noaani wrote: » Since it doesn't happen in EQ2 literally at all (never saw it happen even a single time in a decade of playing, that entire argument falls completely flat. Then I guess we'll just have to wait and see what Intrepid decides to go for and if they do indeed allow trackers, we'll see if it does indeed avoid WoW's issues. I definitely hope it does in that case. I won't be using them, but if Intrepid allows them, I ain't gonna yell at people to "get off my fucking lawn". Noaani wrote: » This is why I am against the family summons - this is the mechanic that will allow players to be replaced mid content - and that does not matter at all on if a combat tracker exists or not. Yeah, that's definitely one of the more questionable design choices right now. Will definitely have to test the hell out of it and all of its consequences in the alpha/betas.
Same as with a calculator. It'll be the last thing I do, after having done everything in my own power to achieve the goal that I set for myself. And even when I do come to that point, I'd first just ask people, then look at forum-like platforms, then YT videos and only then, if all the previous sources fail - some info site/app.
Noaani wrote: » So, if you are using third party programs to gain an in game advantage, I simply have to assume you are fine with others doing the same, even if they opt to do it in slightly different ways than you.
Noaani wrote: » From my own perspective, I have literally never once needed to go to YouTube, forums or other websites to gain any information on a games combat system. Not even once. This is because I stick to the first part - finding it out on my own, with the use of a combat tracker.
NiKr wrote: » Our views on this topic are the same, except I'm the dude who tries to do get the info manually through way more tests and tries, while you just use a tracker.
Noaani wrote: » The difference is, I get more accurate results, and I get them faster. Since I then have objective data as opposed to opinion (which is what you have without data), I am then able to compare that objective data to data others have, and use that to find bugs in the game (I have found many, including rounding errors that would literally be impossible to find manually - I needed 10k data samples and even then wasn't 100% sure), or to help others find what it is they are doing wrong.
NiKr wrote: » Noaani wrote: » The difference is, I get more accurate results, and I get them faster. Since I then have objective data as opposed to opinion (which is what you have without data), I am then able to compare that objective data to data others have, and use that to find bugs in the game (I have found many, including rounding errors that would literally be impossible to find manually - I needed 10k data samples and even then wasn't 100% sure), or to help others find what it is they are doing wrong. Which is why I said that I need to do more tests, because my calculations would have to be done by myself, would take longer and might have mistakes in them so I'd have to recheck them again and again.
Noaani wrote: » Why would you complain about something ("fuck DPS meters") when that thing literally exists primarily to perform a job you are doing, only faster and more accurately?
Noaani wrote: » It would take you years to get the same level of results that I can get in an afternoon, which means over any given span of time I am able to go in to FAR more depth than you are able to.
NiKr wrote: » Noaani wrote: » Why would you complain about something ("fuck DPS meters") when that thing literally exists primarily to perform a job you are doing, only faster and more accurately? Because I've never needed them before and then when I heard about them, all I heard was bad stuff.
Noaani wrote: » I'm curious, are the people you heard these negative things from people you had played MMO's with in the past?
NiKr wrote: » Then I've heard a ton of feedback from FF14 people and while I know that a lot of top lvl players use different kinds of trackers, my main argument against that was the info about ff14 devs only releasing raids that they themselves can clear. And I'm assuming they do that w/o trackers, considering their views on addons overall.
Dygz wrote: » Don't need a combat tracker to determine who is "dead weight". True.
Deliasz wrote: » I read few things: 1. This is no longer a game where you enjoy mindset - just play. It's a highly sophisticated excel spreadsheet. Efficiency over anything. 2. Dps meter or tracker will kill lower skilled(new to genre, gaming, social experience) players from parties. How those people can evolve in game? 3. Killing a social aspect of learning the game - sending people to watch videos, read forums and use dikc meters 4. Why you treat this game like other games you played before? Do you want the end game or level cap in a month time? Need to support it with all the numbers. 5. There is nothing wrong in failing. Not knowing, we can learn and adapt. Also, Noaani. Unless you copy paste devs speaking up for combat meters, please don't use it to support your claim. Also, I will give you 100 hammers for 100 people. We all will get different result from it. Still almost the same experience. Experience matters.
NishUK wrote: » wow this thread is heated.... I don't play "raid" games, due to generally an overcomplex nature + a sickly drive for perfection via strict movement protocols and absolute mastery of rotations. In my view, it's already complex enough in the fact it's a multiplayer team game... But what I've gathered is the determing factor to what makes you a great player in games like Wow/14/EQ is how well you can do a raid as it most likely contains the only conclusive avenues of ultimate reward and merit, that is the competition or you could say "PvP element". If a game is competitive and it exists on PC, there's no getting around a huge demographic of people wanting to employ some if not all forms of tools to ease their progression/mastery/reward. With that said, In the pursuit of a more welcoming and varied competitive world IE a needed and player driven economy and strategy with OW involving many player factors, I geniunely believe a hard focus on complex raiding is huge mistake UNLESS there are other avenues of being a great and respected player without it.
Making PvE+Event elements so challenging and difficult, requiring a passion of precise knowledge of your character's GCD's, damage totals and the raid/event knowledge itself, greatly benefitted with the help of an add on, lowers end game accessibility tremendously and that is bad! Similar to the fighting game genre of which it's taken steps to improve if you look into Street Fighter 6 and Tekken's director talks.Raiding games are enough of a game on their own, it does warrant a different genre for them honestly, a "PvE focused MOBA" in a sense, I really don't see how this benefits a player engagement genre that an mmorpg can be when in raid focused mmo's the skill factor is AWAY from player engagement and almost completely focusing the performance of one's self. From my experience with mmo gaming, there isn't harsh enough complaints towards PvE and event AI/behaviour to warrant enough a high focus on it, as it would come with the price of lowering player engagement, accessibilty and ultimately comfort to how expansive and involving an open world game can be. In regards to add ons, they are always required and unvoidable in a PC game, so it just requires devoloper focus on making the game feel great for everyone or its intended audience without alienating players or catering only to the top 10-5%.
I really don't see how this benefits a player engagement genre that an mmorpg can be when in raid focused mmo's the skill factor is AWAY from player engagement and almost completely focusing the performance of one's self.
Noaani wrote: » As such, even if we both agree with your last sentence above, we should then both agree that the game should have that complicated top end raiding.
Noaani wrote: » As to this, the first thing I am going to address is the use of the term "add-on". While this may seem like a technicality here, it is not. An add-on is something that runs with the game - it is essentially a modification to the game itself. No one is asking for that. Combat trackers are their own application, not add-ons. Next, I fail to see how anything discussed would lower player engagement, accessibility or comfort. I also don't see combat trackers as being for the 5 - 10% (I would wager that 50% or more of all players in EQ2 ran a combat tracker at least some of the time).
Noaani wrote: » First of all, are you saying that you believe skill factor and player performance are not related? I am actually not sure. What I *think* you are saying here is that it would lower player engagement if players were looking at some readout of their performance rather than focusing on the game itself. If this is the case, all I can say is that players that do this are using their combat tracker wrong.