Aerlana wrote: » To be honest, personally, i would more about forbidding any kind of build guide, and have a combat tracker. Guides makes people worse and worse.
ykk wrote: » Also: I'd say dps meters allow more for off meta specs than not having one. Who cares if its not the meta pick if you can clearly see they pump damage? If all you have to go off of is word of mouth meta information, you'll be waay more hesitant.
Asgerr wrote: » ykk wrote: » Also: I'd say dps meters allow more for off meta specs than not having one. Who cares if its not the meta pick if you can clearly see they pump damage? If all you have to go off of is word of mouth meta information, you'll be waay more hesitant. I see it the other way around: "Oh you see how this one class seems to now be pumping the biggest damage. Sorry Timmy as the raid leader I'm gonna ask you to go reroll this class, so that we can be optimal. No I don't care that it takes you a week to level your secondary archetype. Do it or you're out of the raid, because this new class we just saw parsing as top 1, is now the meta." Whereas without a DPS meter, it would be: "Well, I have no idea if your class is met or not, because I can't check your numbers, so you play whatever you want, so long as I don't see you slacking off." That's what personal and enough anecdotal evidence to become empirical has shown me over the years.
Noaani wrote: » Asgerr wrote: » ykk wrote: » Also: I'd say dps meters allow more for off meta specs than not having one. Who cares if its not the meta pick if you can clearly see they pump damage? If all you have to go off of is word of mouth meta information, you'll be waay more hesitant. I see it the other way around: "Oh you see how this one class seems to now be pumping the biggest damage. Sorry Timmy as the raid leader I'm gonna ask you to go reroll this class, so that we can be optimal. No I don't care that it takes you a week to level your secondary archetype. Do it or you're out of the raid, because this new class we just saw parsing as top 1, is now the meta." Whereas without a DPS meter, it would be: "Well, I have no idea if your class is met or not, because I can't check your numbers, so you play whatever you want, so long as I don't see you slacking off." That's what personal and enough anecdotal evidence to become empirical has shown me over the years. As that raid leader, I disagree. If someone shows up to a raid with a spec I have not seen, if it performs, why would I care? It literally makes no sense at all for me to ask them to change. Sure, a spec may do 5% more DPS in a testing environment, but I dont care about that 5% from one character, and I am also more than aware that in a non- testing environment that 5% deficit could well go the other way. Whereas without a combat tracker, if I have no idea of knowing if your build is 5% or 50% below what I consider to be par, you had better believe I would ask you to spec to a build I have had success with. The fastest way to waste untold hours worth of player time is to take a raid of unknown builds along on to top end content. From my position, it is actually irresponsible of a raid leader to do this, they risk wasting too much combined player time if things dont work
Damokles wrote: » The thing is that many games already have a damage log, it should be easy for them to implement an easy display for it. They can make it person specific (no one can see the dmg from other people except when you are the group leader). DPS meters have a place in games in my opinion, as long as you dont get isolated because you do mediocre dmg. Group/Raid leaders need dps meters to weed out the weak (people who dont carry their own weight if you know what i mean aka those that dont even do mediocre dmg and bring nothing else to the table)
TheClimbTo1 wrote: » And to be fair, any Group Leader NOT doing that is actively hurting their entire Group.
TheClimbTo1 wrote: » But I thought the idea of Ashes was to kick it a bit old school, breath some fresh air into the Genre, and not be an 'Open Guide, Read How To Dungeon, Then Go Dungeon' MMO... it was meant to be a 'Go Dungeon' MMO. All the Guides and Min/Max were the things people were blaming for ruining MMOs in the first place, for leading to Elitists being Gate Keepers of Content.
TheClimbTo1 wrote: » This doesn't mean Leaders shouldn't be looking to actively improve their group, but maybe the skill in that is being able to see and understand what is going on instead of looking at a meter and kicking everyone under a certain number. Maybe not having such info spoon-fed will separate those that have skill, from those that read spreadsheets prepared by others.
TheClimbTo1 wrote: » There will be losses. There will be Dungeons and Raids dropped and failed.
Warth wrote: » I mean, we both know that won't happen. Organized raid teams will find a way to evaluate the contribution of a player beforehand. With or without a combat tracker.
GethOverlord wrote: » Now here's why I think AoC should not have a dps meter of any kind. Ashes is not a numbers game.
Noaani wrote: » Ashes is set to have a system whereby an encounter has its difficulty increased based on how well you did on previous encounters. This increase in difficulty will also come with an increase in loot. You must know that all metrics that relate to how well you do on content are basic numbers that a combat tracker can communicate...it seems to me that raiding in Ashes is even MORE of a numbers game than raiding in WoW is... - but absolutely no less important in Ashes. I mean, could you imagine running a raiding guild in a game where the loot you receive is based on how well you do, yet you are given no indication as to how well you are doing?
TheClimbTo1 wrote: » Damokles wrote: » The thing is that many games already have a damage log, it should be easy for them to implement an easy display for it. They can make it person specific (no one can see the dmg from other people except when you are the group leader). DPS meters have a place in games in my opinion, as long as you dont get isolated because you do mediocre dmg. Group/Raid leaders need dps meters to weed out the weak (people who dont carry their own weight if you know what i mean aka those that dont even do mediocre dmg and bring nothing else to the table) Yes, but it is the person deciding what 'mediocre' is. And why should they settle for 'mediocre'? All this does is lead to people being kicked in the search for the Elites. Now that doesn't mean this is the wrong perspective, as a Team Leader you really should want the best you have available. What I'm arguing with is, this will never be used to find out who is doing 'less than mediocre'. The bar will be much higher than that, and everyone under it will be getting cut unless they fill a different role/function. And to be fair, any Group Leader NOT doing that is actively hurting their entire Group. But I thought the idea of Ashes was to kick it a bit old school, breath some fresh air into the Genre, and not be an 'Open Guide, Read How To Dungeon, Then Go Dungeon' MMO... it was meant to be a 'Go Dungeon' MMO. All the Guides and Min/Max were the things people were blaming for ruining MMOs in the first place, for leading to Elitists being Gate Keepers of Content. This doesn't mean Leaders shouldn't be looking to actively improve their group, but maybe the skill in that is being able to see and understand what is going on instead of looking at a meter and kicking everyone under a certain number. Maybe not having such info spoon-fed will separate those that have skill, from those that read spreadsheets prepared by others. Maybe not everyone should not be a good Team Leader (though all should strive to be), just like everyone should not have the most Epic Flying Mount. We don't want this to be a Game where everyone does the same 3 Builds over the same 3 Classes, and we don't want this to be a game where every Dungeon is ruled by the same static set up. There will be losses. There will be Dungeons and Raids dropped and failed. And there will be those that find the right people and put them together to make it past such hardships. That's part of what is supposed to set Ashes apart. It's supposed to be tough. Looking at DPS Meters and saying "That video said everyone under this number goes... so, they go" isn't very tough.
Noaani wrote: » As to the basics of the rest of your post, you agree that it is up to a group leader to work out why a failing group is failing. Cool. How do they do that without a combat tracker? I mean, it's rare a group is failing because someone is standing there doing nothing, or not doing something that is easily spotted during combat. If a group leader is looking out for players not performing well, chances are the group failed because the group leader was too busy looking around to actually do what they need to do. The way a group leader finds what is going wrong is by looking at a combat tracker for the issue. So, if we now assume that in Ashes, group leaders will not use combat trackers to boot players mid content because they no real way to replace them, and also that group leaders will use a combat tracker to find what is wrong with a group and attempt to fix it, what are the issues with combat trackers?
Noaani wrote: » Tell me WoW is your only real MMO experience without telling me WoW is your only real MMO experience. First point, a group leader will only kick those under a specific number - as you suggest - if they know they are able to easily replace them. This is why this is an issue in WoW and not in other MMO's - other MMO's simply do not allow for players in groups to be replaced that quickly. This is why it is blatantly obvious that WoW is your only real MMO experience.
Asgerr wrote: » Well failures could be a number of things. Tank didn't use the right mitigation skills, sucks at blocking, has bad positioning, steps into every AoE. Healers don't use the right healing spell. Healers die because Tank pointed the boss the wrong way. Healer simply had bad positioning and couldn't hit his heal from too far away. Now tell me how a DPS meter tells you about this? Non min maxed damage is the least of the reasons why a raid fails, unless there is an absolutely draconian DPS check.
Asgerr wrote: » Noaani wrote: » As to the basics of the rest of your post, you agree that it is up to a group leader to work out why a failing group is failing. Cool. How do they do that without a combat tracker? I mean, it's rare a group is failing because someone is standing there doing nothing, or not doing something that is easily spotted during combat. If a group leader is looking out for players not performing well, chances are the group failed because the group leader was too busy looking around to actually do what they need to do. The way a group leader finds what is going wrong is by looking at a combat tracker for the issue. So, if we now assume that in Ashes, group leaders will not use combat trackers to boot players mid content because they no real way to replace them, and also that group leaders will use a combat tracker to find what is wrong with a group and attempt to fix it, what are the issues with combat trackers? Well failures could be a number of things. Tank didn't use the right mitigation skills, sucks at blocking, has bad positioning, steps into every AoE. Healers don't use the right healing spell. Healers die because Tank pointed the boss the wrong way. Healer simply had bad positioning and couldn't hit his heal from too far away. Now tell me how a DPS meter tells you about this?
Dygz wrote: » Noaani wrote: » Tell me WoW is your only real MMO experience without telling me WoW is your only real MMO experience. First point, a group leader will only kick those under a specific number - as you suggest - if they know they are able to easily replace them. This is why this is an issue in WoW and not in other MMO's - other MMO's simply do not allow for players in groups to be replaced that quickly. This is why it is blatantly obvious that WoW is your only real MMO experience. It happens more in NWO than it does in WoW. So, it's not just a WoW experience. We currently have no way of determining whether no fast travel in shes is enough of a deterrent for replacing unwanted raid memembers who's performance seems sub-par to a Group Leader obsessed with pursuing the META.