Noaani wrote: » 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? Simple. Look at the incoming damage the tank recieves, if every AoE is on there, you know he is being hit by them. If the tank is getting hit by larger amounts of physical mitigation than he should, or doesn't have periods where it is substantially lower comparatively, you know they are not using mitigation skills properly. If the tank has a low rate of successful blocks, you know they are not blocking properly. If the healers are using the wrong healing spell, well, you can see the name of every healing spell in ACT, so that's a no-brainer. If the tank has the mob positioned incorrectly, you can see the people being hit by the attacks that positioning is intended to prevent. If only one non-tank group member is getting hit by those same attacks, you know it was that one group member, not the tanks positioning. I mean, these are all basic combat tracker use cases. These are LITERALLY the things a combat tracker is created to communicate to players.
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?
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: » What we do know is that without a means of fast travel, a person in a group or raid can not be easily replaced.
Dygz wrote: » Noaani wrote: » What we do know is that without a means of fast travel, a person in a group or raid can not be easily replaced. All we know is that they won't be as easily relplaced as with fast travel. And that is not enough info for your argument to be convincing.
Asgerr wrote: » I disagree on the principle of what the Tracker does. The tracker automates these things, which you could --as a wise leader of the men in your raiding group -- observe with your own eyes.
You don't need the tracker to see if your tank keeps getting his health bar decimated, or that no one is filling it back up with healing spells.
Thus, what will ultimately remain of the combat tracker is the DPS meter, indicating to you which player to kick for sub-par damage (the standard of sub-par being here a subjective metric).
I agree that replacement of a player whilst in the raid is nearly impossible in Ashes, short of family summons. However raid groups can also call it quits, return to town, kick the players from their group and recruit new ones to try again.
GethOverlord wrote: » Mechanics are more important.
Dygz wrote: » Impossible to do math without a calculator.
Noaani wrote: » 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. @TheClimbTo1 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. Based on this one fact alone, assuming Ashes has no family summons, the phenomenon of groups booting people mid content to replace them simply won't be a thing in Ashes. Any arguments against combat trackers that are based on this are simply unfounded. So, let's just ignore them, shall we? 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?
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.
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 how can a Raid Leader do his job without Meters? Same way we did back in the 90's, before we had all those meters.
You're confusing kicking people mid Raid with Gatekeeping. Raid is done, numbers are checked, names are marked off lists. You don't know the numbers fully until the Raid is done. What I said was, when it's done and numbers get looked at, those under a certain threshold get kicked. You don't kick people for lacking damage MID RAID, you kick people for pulling Mobs they aren't supposed to, or triggering Mechanics they aren't supposed to that lead to Wipes. Because just not doing a lot of damage, that's still more damage than an empty slot, so as long as they aren't actively wiping your group you wouldn't kick Mid Raid.
Also, take this into consideration. I spec my Abilities to lower Defense. I'm casting the same Fire Ball you are. Mine does less damage than yours. But because of this EVERYONE in the Raid now does more damage... more than offsets my lack of damage. But some lazy Leader looks, sees you have more Damage than me, doesn't understand the Team is doing more Damage BECAUSE of me.
You don't need Meters to be a Good Raid Leader. In fact, some would argue if you need Meters you can't be a Good Raid Leader.
TheClimbTo1 wrote: » Dygz wrote: » Impossible to do math without a calculator. I have fingers, fool!
GethOverlord wrote: » Noaani is the kind of person that just micromanages at work based on metrics in a datasheet instead of watching his workers do their actual job and socialize with them to get to know them on a personal level 😮💨
Dygz wrote: » Combat dummies don't help determine much because it's really about how well you synergize your abilities with the other members of your group - as well as the group's tactics vs the encounter.
DaffyDux wrote: » General DPS meters lead to min-maxing and toxic meta gameplay.
Noaani wrote: » Archeage, on the other hand, has very low combat tracker use. I am the only player I know for sure to use one.
Otr wrote: » So everybody knew which is the meta? That could AoC do too. Just show a list with the metas in game and make those 3rd party sites redundant