Otr wrote: » If they want, they can make DPS Meters impossible. All they have to do is to remove exact numbers completely out from the game and show the health bars only with segments: 10%, 25%, 50%, 75% and 100%. Then you will not know if you have 99% health or 76%, until it changes. You will also not know how much damage you deal and you will have to figure that out playing the game. If they don't remove the numbers from the game, then they are pro DPS Meters.
Asgerr wrote: » 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."
Dygz wrote: » Only for folk who highly value being as efficient as possible. For those for whom group cohesion is more important than uber-efficiency, obsessing over efficiency actively hurts the entire group.
Otr wrote: » Fun is important!
GethOverlord wrote: » This MMO has a design philosophy in mind to be a social first MMO and a majority of social players derive no enjoyment out of having numbers shoved in their face to play a significant portion of the game. Yet, because you want to have numbers it's encroaching on your fun if it isn't there.
Aerlana wrote: » But... this is where you forget one thing : a group is a GROUP... not a leader and his minions. If the GROUP want to be at the top , one of those able to kill the hardest boss that only a single digit % can kill, they have to be as efficient as possible...
Aerlana wrote: » And so, for the group cohesion, the leader have to be sure that all 40 members are in the single digit % top players...
Aerlana wrote: » You want group cohesion ? some group cohesion is based on their capacity to get higher. And fight stronger boss always. If the group slow down, some of members leave to find group that want to progress higher...
Aerlana wrote: » You consider that the leader who wants efficiency is against group cohesion... but this way you consider the group doesnt want to be in top groups... but in such situation, the leader will leave, or be removed...
Aerlana wrote: » You just showed that the problem is not the quest for efficiency, neither tools used to get efficient but... that in a group, you have to gather people with close objectivs on the game, and a close mentality.
Otr wrote: » Once again: fluctuations would need to either be minimal, or noticeable. There isn't really a third option. andif combat trackers exist, you can prove to those people that they are wrong. So, without combat trackers will not be possible to notice differences between various choices? The third option is uncertainty.
Otr wrote: » if combat trackers exist, you can prove to those people that they are wrong. So, without combat trackers will not be possible to notice differences between various choices?
GethOverlord wrote: » Alright, I've just spent far too much time going through the first 100 pages of this thread to validate and put numbers to anything you've just claimed @Noaani and I've come to the conclusion that even after 3 years you're just a selfish serpent peddling lies in this thread and talking over anyone with long-winded, cyclical and bad-faith, arguments. I went through the previous pages completely expecting to find your claim that the predominant opinion for a guild tracker and/or personal tracker was a completely valid one. Expecting the people on the forums to, at the very least, be mostly comprised of those that track the project most closely and were likely to take the game and performance in it very highly I at least expected a majority to be in favor of any trackers.Imagine my surprise when I went through and found an overwhelming number of people wanted no tracker to speak of. Not only do a whopping %50+ of people not want any trackers but half of the people that state they do want trackers stated they wanted them to be personal. For them to share at their discretion to guild members and raid leaders only. People that did not post a definite one way or the other were present but even among them, the sentiments leaned toward not having a meter. So even if it is the "predominant" opinion of discussion from before, which it isn't, the only reason it is brought up is a majority of the time as a concession of the vocal majority to an extremely vocal minority mainly consisting of you and like 7 other people. So go ahead and throw that a majority of people want trackers' stuff out the window. They don't even want them here and this is where the highest concentration of people would voice that opinion. Noaani, I'm not even going to argue with you anymore because you've been doing this for 3+ years at this point and I can only assume it's because you have a vested interest in making these meters successful for one reason or another. I was done with you when I saw you say that Steven, who this game wouldn't exist without, should have reconsidered his hiring practices if he was hiring people that agreed with him on this topic as if that has the slightest impact on how good they are as a developer and if they were right for the team.This next bit is my address to the other prevalent arguments for the use of metersThe Metagame There will always be a metagame. There's no reason to create the game around the metagame because it will exist with or without these tools. It will exist with or without the input of Intrepid. There will always be people out there striving to be the best of the best. But for the everyman, the majority of the player base for this game, it will be objectively less stressful and easier to be social without systems like a meter. And also, the social element of players figuring out the best build and the top DPS and everything that happens in those best of the best groups...it happened before meters existed and those groups will be just as social without those meters. It's part of the reasons MMOs took off in the first place.It will make the jobs of raid leaders and guild leaders harder. Raid and Guild Leaders will always have a hard job. It isn't easy organizing so many people and it never has been. However the right people when put into these positions will be insanely creative and come up with other, typically more social, means of tackling an issue. And in my experience, the best leaders know when their group can push through and get something done and when they need to maybe pull back and restrategize. They don't need tools to micro-manage every aspect of their raid team. They need communication skills. If your raid lead knows that last pull was as good as it's going to get and you're still %10 off on the boss, they will call it and get people geared for the next try, and that's okay. That's progression. Also, when your members don't feel like they're doing up to snuff they will come to you and ask for help if you're a good leader. If people aren't coming to you for help in the first place and you still aren't where you want to be then maybe you should be raid lead.Games were simple "back in the day" we need more information now. Sure game mechanics might have extended to "Don't stand in the fire" back in the day, but that doesn't mean that there have been plenty of cases of very complicated and rewarding encounters across the genre that haven't needed meters either. "How will I know what mechanics my group is wiping to?" You pay attention. You know the fights. It's part of the job of leaders for years and will continue into the future. It doesn't matter if you have all the tools in the world, if you can't teach the fight DPS will never matter. Know what the tank, healers, DPS, and fight needs.People will make and use trackers anyways. I am not going to even argue this point because that has been stated to be straight up against the ToS and should be a bannable offence. And quite frankly the number of people in this thread alone that have mentioned that they will be using them regardless disgusts me. But yeah, people will use them. Don't group with them. I'm sure there's more but this is long enough. I'll probably edit more later to just make this a comprehensive quote of 'my opinion'.
GethOverlord wrote: » Noaani, I'm not even going to argue with you anymore because you've been doing this for 3+ years at this point and I can only assume it's because you have a vested interest in making these meters successful for one reason or another.
I was done with you when I saw you say that Steven, who this game wouldn't exist without, should have reconsidered his hiring practices if he was hiring people that agreed with him on this topic as if that has the slightest impact on how good they are as a developer and if they were right for the team.
Dygz wrote: » Otr wrote: » if combat trackers exist, you can prove to those people that they are wrong. So, without combat trackers will not be possible to notice differences between various choices? I have not seen this to be the case. What I've seen is the leader looks at their combat tracker, basically says, "WTF? You suck because xxx..." And then kicks the person. There is no opportunity to rebutt the leader's assessment.
CCC_HAN wrote: » Another point is to show each other how far apart they are. When someone consistently does more damage than another person with the same gear and skill tree, the other person/group knows they're doing something wrong.
Otr wrote: » Mag7spy wrote: » Also devs should have a DPs meter for obvious reasons on testing, not players. Also hope there are plenty of action elements as well that require movement and actually landing your skills Yes. Years ago, developers built testing features into the game, hidden by simple pass keywords. Players call the cheat codes. Now cheaters demand them as features.
Mag7spy wrote: » Also devs should have a DPs meter for obvious reasons on testing, not players. Also hope there are plenty of action elements as well that require movement and actually landing your skills
Otr wrote: » Noaani wrote: » Otr wrote: » Once again: fluctuations would need to either be minimal, or noticeable. There isn't really a third option. andif combat trackers exist, you can prove to those people that they are wrong. So, without combat trackers will not be possible to notice differences between various choices? The third option is uncertainty. You're taking two statements from different scenarios and combining them here. In the scenario where Intrepid add daily variation to mobs, players do not have control over that. As such, unless that variation is large (which would be bad) it will be ignored. Players do have control over what build they run, and (to the chagrin of many), what build others in their group or raid run. As such, they will attempt to control this. The more factors that are out of player control (such as daily variation in mobs), the more tightly they will control the aspects they are able to control. Lets say we have two cases: Meta A and Meta B (or more) You say that only with a DPS meter I can prove that Meta A is better than Meta B. I came with the idea to have a variation (daily, regional, server based) where the two cases are swapped 1) So without DPS meters, we would not notice the change. 2) With DPS meters we would notice it. You said, If the effect is minimal, then people would just ignore it. So it is better to not have DPS meters because that will bring variation to the game. Right?
Noaani wrote: » Otr wrote: » Once again: fluctuations would need to either be minimal, or noticeable. There isn't really a third option. andif combat trackers exist, you can prove to those people that they are wrong. So, without combat trackers will not be possible to notice differences between various choices? The third option is uncertainty. You're taking two statements from different scenarios and combining them here. In the scenario where Intrepid add daily variation to mobs, players do not have control over that. As such, unless that variation is large (which would be bad) it will be ignored. Players do have control over what build they run, and (to the chagrin of many), what build others in their group or raid run. As such, they will attempt to control this. The more factors that are out of player control (such as daily variation in mobs), the more tightly they will control the aspects they are able to control.
Otr wrote: » It is not a bad thing to strive to improve the status. Bad is using tools where they should not be used. It is like playing chess against your opponent, using a specialized chess engine. Or playing a shooter using an aim assist software. Using a DPS Meter is like being a cheater.