Dygz wrote: » Taerrik wrote: » TLDR: Doesnt matter if we want them or not, DPS meters will be there in some format... It matters since I prefer that the devs don't implement them. And Steven plans not to implement them. Also, mods are a bannable offense. That's as good as it gets. Kinda like Corruption.
Taerrik wrote: » TLDR: Doesnt matter if we want them or not, DPS meters will be there in some format...
Otr wrote: » I am against DPS Meters too. Nothing good comes out of them.
Otr wrote: » Players wouldn't have noticed those bugs without DPS meters?
Those who want to test, can organize duels to determine how each piece of equipment and spell works. More difficult is to test the PvE, as you cannot create the controlled environment so easily. For testing purpose, we could get a test server, where combat history would presented better. Do you think we will get that? If not, then players have to find ways to prove occasional bugs, without breaking the ToS.
Otr wrote: » I am not familiar with legal stuff, what is allowed to put in ToS and what not.
But such tools can have bugs and consume processing power too. Having them in game would be an advantage from this point of view, for those who use them.
Raise wrote: » No WoW-style add-ons or nonsense that encourages unchecked elitism and cookie-cutter builds, thanks. Then everyone ends up running around with the same builds. It might happen anyways, but it will happen sooner with nonsense add-ons. All that will do is create a stigma around certain classes and be used against players that just want to have fun. Players should be able to enjoy the game without getting kicked from groups because they aren't playing the way some 17+ year WoW war hero military veteran wants. Signed, 17+ year WoW war hero military veteran
Noaani wrote: » Raise wrote: » No WoW-style add-ons or nonsense that encourages unchecked elitism and cookie-cutter builds, thanks. Then everyone ends up running around with the same builds. It might happen anyways, but it will happen sooner with nonsense add-ons. All that will do is create a stigma around certain classes and be used against players that just want to have fun. Players should be able to enjoy the game without getting kicked from groups because they aren't playing the way some 17+ year WoW war hero military veteran wants. Signed, 17+ year WoW war hero military veteran My assumption on a big part of the reason everyone in WoW had the same build was because everyone had the same gear - or they were at least aiming for it. In Ashes, that isnt likely to be possible. EQ2 had heavy combat tracker use, and people in that game were not all running around with the same build. You could also look at Archeage - a game that is very similar to what Ashes will be. The game had the lowest number of combat tracker users I have ever seen, yet an even greater case of people using and sticking to cookie cutter builds than WoW. The one thing that is assured - even if my above assumption is not correct - is that combat trackers do not result in cookie cutter builds.
ariatras wrote: » Noaani wrote: » Raise wrote: » No WoW-style add-ons or nonsense that encourages unchecked elitism and cookie-cutter builds, thanks. Then everyone ends up running around with the same builds. It might happen anyways, but it will happen sooner with nonsense add-ons. All that will do is create a stigma around certain classes and be used against players that just want to have fun. Players should be able to enjoy the game without getting kicked from groups because they aren't playing the way some 17+ year WoW war hero military veteran wants. Signed, 17+ year WoW war hero military veteran My assumption on a big part of the reason everyone in WoW had the same build was because everyone had the same gear - or they were at least aiming for it. In Ashes, that isnt likely to be possible. EQ2 had heavy combat tracker use, and people in that game were not all running around with the same build. You could also look at Archeage - a game that is very similar to what Ashes will be. The game had the lowest number of combat tracker users I have ever seen, yet an even greater case of people using and sticking to cookie cutter builds than WoW. The one thing that is assured - even if my above assumption is not correct - is that combat trackers do not result in cookie cutter builds. Valid points. It is however an easy access tool that can be used for such a thing. And the less of these tools are available the better off we'll be. Final Fantasy has a interesting middle-ground. Sure, it has dps meters, but those are third party programs, which may or may not inject into the active game session. I don't know how it works. But it's illegal, they're just lenient as long as it's not used to negatively impact anyone else. So keep the numbers to yourself, essentially. Now as for this middle-ground I talked about. There are instances (literal instance) where you can damage a dummy and the game tells you the dps you're doing etc. So you can still try and min-max. But you won't see other players dps (unless you use an illegal tool) Archeage is also a weird example to use, given the nature of the game. (pay to win) It's designed to be annoying for lack of a better word, so you are tempted to go to the shop. As such, you're also far more likely to look up outside sources to minimize the suck. If the game isn't designed to try and lure you to a store with convenience, and the balance is enough so that you're not obviously less able to deal with enemies. (Subscription-based usually) you'll find it used far far less. There are also things dps meters don't quantify too well. You used EQ as an example too. EQ to my knowledge required CC quite often. That being the case, that already allows more flexibility within builds. As a final thought: The MMO landscape has shifted and changed a lot. As much as you might want back the days of old where cookie-cutter builds were far less common, all the information is a lot more readily available now. And people gravitate towards it a lot more now (cookie-cutter builds) people play games a whole lot differently too. When I first started playing MMO's that was it. I played one game. I loved it. But now people play multiple games, often on multiple systems. So games try and keep your attention, dangle the proverbial carrot on stick in front of you. Putting rewards around essentially every corner to keep the serotonin flowing. And, playing multiple games, people will try and streamline their rewards. How would I fix it? Probably not give rewards for everything, but try and make the gameplay itself rewarding (which is hard, because this problem started a long time ago, look at Diablo's loot pinata, for example) Some game genres are relatively untouched by this, thankfully. Look at strategy games for example. Metas are figured out relatively fast, and people will play that meta online, against AI though (which is what most people play in that genre except maybe games like Starcraft which are essentially made for competitive play) People play these games not for reward, because playing and winning is a reward in and of itself. I don't know what MMO's you played, but I am going to assume everyone here has played/tried WoW as it's the biggest MMO that has ever been. When was the last time you ran a Mythic+ dungeon for fun, or any dungeon/raid for run, and not for loot? Even if you go back to old raids, you're there for the loot, the reward. And I think a game would be a lot healthier if playing the game itself was a reward. And try not to fall into the lootmill trap with ever increasing stat points and damage. Tying a player's power to gear has never been my favourite choice. But I went off on a tangent, I apologise.
Noaani wrote: » ariatras wrote: » Noaani wrote: » Raise wrote: » No WoW-style add-ons or nonsense that encourages unchecked elitism and cookie-cutter builds, thanks. Then everyone ends up running around with the same builds. It might happen anyways, but it will happen sooner with nonsense add-ons. All that will do is create a stigma around certain classes and be used against players that just want to have fun. Players should be able to enjoy the game without getting kicked from groups because they aren't playing the way some 17+ year WoW war hero military veteran wants. Signed, 17+ year WoW war hero military veteran My assumption on a big part of the reason everyone in WoW had the same build was because everyone had the same gear - or they were at least aiming for it. In Ashes, that isnt likely to be possible. EQ2 had heavy combat tracker use, and people in that game were not all running around with the same build. You could also look at Archeage - a game that is very similar to what Ashes will be. The game had the lowest number of combat tracker users I have ever seen, yet an even greater case of people using and sticking to cookie cutter builds than WoW. The one thing that is assured - even if my above assumption is not correct - is that combat trackers do not result in cookie cutter builds. Valid points. It is however an easy access tool that can be used for such a thing. And the less of these tools are available the better off we'll be. Final Fantasy has a interesting middle-ground. Sure, it has dps meters, but those are third party programs, which may or may not inject into the active game session. I don't know how it works. But it's illegal, they're just lenient as long as it's not used to negatively impact anyone else. So keep the numbers to yourself, essentially. Now as for this middle-ground I talked about. There are instances (literal instance) where you can damage a dummy and the game tells you the dps you're doing etc. So you can still try and min-max. But you won't see other players dps (unless you use an illegal tool) Archeage is also a weird example to use, given the nature of the game. (pay to win) It's designed to be annoying for lack of a better word, so you are tempted to go to the shop. As such, you're also far more likely to look up outside sources to minimize the suck. If the game isn't designed to try and lure you to a store with convenience, and the balance is enough so that you're not obviously less able to deal with enemies. (Subscription-based usually) you'll find it used far far less. There are also things dps meters don't quantify too well. You used EQ as an example too. EQ to my knowledge required CC quite often. That being the case, that already allows more flexibility within builds. As a final thought: The MMO landscape has shifted and changed a lot. As much as you might want back the days of old where cookie-cutter builds were far less common, all the information is a lot more readily available now. And people gravitate towards it a lot more now (cookie-cutter builds) people play games a whole lot differently too. When I first started playing MMO's that was it. I played one game. I loved it. But now people play multiple games, often on multiple systems. So games try and keep your attention, dangle the proverbial carrot on stick in front of you. Putting rewards around essentially every corner to keep the serotonin flowing. And, playing multiple games, people will try and streamline their rewards. How would I fix it? Probably not give rewards for everything, but try and make the gameplay itself rewarding (which is hard, because this problem started a long time ago, look at Diablo's loot pinata, for example) Some game genres are relatively untouched by this, thankfully. Look at strategy games for example. Metas are figured out relatively fast, and people will play that meta online, against AI though (which is what most people play in that genre except maybe games like Starcraft which are essentially made for competitive play) People play these games not for reward, because playing and winning is a reward in and of itself. I don't know what MMO's you played, but I am going to assume everyone here has played/tried WoW as it's the biggest MMO that has ever been. When was the last time you ran a Mythic+ dungeon for fun, or any dungeon/raid for run, and not for loot? Even if you go back to old raids, you're there for the loot, the reward. And I think a game would be a lot healthier if playing the game itself was a reward. And try not to fall into the lootmill trap with ever increasing stat points and damage. Tying a player's power to gear has never been my favourite choice. But I went off on a tangent, I apologise. While it is true a combat tracker could be used to create a meta where everyone has the same build, it is also literally the only tool available to players to break that meta. People absolutely will say "this build is the best for your class", or " your class is shit, I dont want you in my group". This is essentially unavoidable, because many people are dicks. Even without a combat tracker, without any objective data, people will form opinions, share them, and others will absolutely take that as law. The only way to fight back against this is with hard data FFXIV's answer to this is probably the worst of any game I have seen. In that game, if you even suggested that a player wasnt good enough, you could be banned for it. It may well be that the player in question was literally screwing up the encounter mechanics, but if you said anything you run the risk of getting banned. Same with if you boot them - if they complain and say you booted them for under performing, you risk getting banned. From anecdotal evidence, and from my perspective, they banned more players that weren't using trackers than players that were. FFXIV's stance here could probably be better summed up by saying combat trackers are fine, talking about other players performance isnt. I personally dont think that is healthy. I agree with your last statement about the game being the reward, rather than rewards. I also agree with you on how that is not the case in WoW. However, it is the case in other MMO's. In both EQ2 and Rift, for example, the reward for completing one piece if content was the next piece of content. The gear you got from the first piece of content essentially acted as a key for the second. Many times in both games my guild and I would run old, obsolete content purely because we enjoyed it. There were no rewards of value to us, other than the content. The reason this isnt the case in WoW now is - as far as I can see - because Blizzard convinced people that dont enjoy raiding to get in and raid. When you have a group of people doing a content type they dont enjoy, they expect to be rewarded. They basically said "hey you, you want the best gear? Well, it's overthere in that raid, go get it!" Basically they targetted raid content at people wanting gear, rather than at people that actually enjoy raiding. As such, obviously the raids they made had to reward players with gear, where as other games that left raid content to those that enjoy raiding could leave that raid content as the reward. Keep in mind, Blizzard developed LFR at a time where developers in other games were talking about how your raid would need to work together for weeks to be able to take on the low end raid content. Blizzard were basically telling everyone they had no excuse not to raid, while other games were telling people to only raid if they were committed. Perhaps not surprisingly, you cant use more raid content as a reward if the people running your raid content dont enjoy raiding. Even if you dont agree with my take above, this doesnt have a whole lot of impact on combat trackers.
Dygz wrote: » Yep. They can try that. As long as it's not dev-built into the game...
ariatras wrote: » You're right the last bit didn't have a lot to do with combat trackers, but it does with the mindset of a large number of MMO players. A mindset that incentives-es efficiency over other things. That's where combat trackers become a problem. Because the majority of the players aren't hardcore raiders for example. And if you run the content for fun, rather than reward, someone possibly not playing optimally should not matter too much. Additionally is it not possible to have a damage meter/breakdown just for you, is there a reason the entire raid/group's damage numbers have to show up in the damage logs?
And about Final Fantasy, the way they implement there stuff is meh. It is hard to run into unfriendly people, which was refreshing at the time I came from WoW for example.
But the system I mentioned is the instance where you can test your skills, rotations etc. And it'll give you a breakdown. No add-on required. If you're not going for add-ons and people are dead set on combat trackers. That's a good way to go about it, no? Or what I said before, have a tracker just for you. In an ideal world you shouldn't care about the dps/healing output of others. I find the reason most people muck about in raids, is because they are not there for the fun of the activity but soley for the reward.
Noaani wrote: » In a game like WoW, with the LFG/LFR system, you simply don't get that continual exposure to the same people. You can fairly safely assume that if you run a dungeon, you will literally never see those same people ever again.
Tragnar wrote: » Dygz wrote: » Yep. They can try that. As long as it's not dev-built into the game... who here asked for sims to be dev-build in the game? Did you read what you were responding to?
Dygz wrote: » Some people will try to META. The problem is devs building features to support that.