Noaani wrote: » Mag7spy wrote: » MrPockets They will argue with you for 100 pages, trust me when i say you won't change their mind. Their goal is only to get you to agree to give them trackers or guild ones so they can push for for information given tot hem so they know everything bosses do and can beat it easier, and/or push for thirds party trackers. See, this is your problem. You are ore focused on "winning" than on discussing. You actually don't care about the discussion - which is why you often cut out a little part of it that may be totally irrelevant to the larger picture, just because you think you can get a "win" out of it. MrPockets is - it seems to me - more interested in discussion.
Mag7spy wrote: » MrPockets They will argue with you for 100 pages, trust me when i say you won't change their mind. Their goal is only to get you to agree to give them trackers or guild ones so they can push for for information given tot hem so they know everything bosses do and can beat it easier, and/or push for thirds party trackers.
Mag7spy wrote: » Downloads isn't a metric for the amount of players that have and use it, you are making up things about information as you don't know how the stats work as per download. That is pointless information.
Mag7spy wrote: » You are only concerned with getting trackers in the game, you do not care that people continue tot ell you they don't want trackers.
Mag7spy wrote: » Still with this BS trying to assume people won't take any other guild perk when they seek trackers are normalized for guilds. Manipulation tactics as usual.
MrPockets wrote: » Are there players that treat encounters as competitions? sure. Is that the average player? I don't think so. I find it much more likely they view it as a challenge to overcome --
MrPockets wrote: » If there is a smaller subset of players that wants to speed run content and optimize it, fine...but why do the devs need to go against their design principles to make content specifically for that subset of players? Are they not allowed to make their own design decisions? (for better or worse).
Noaani wrote: » Mag7spy wrote: » Downloads isn't a metric for the amount of players that have and use it, you are making up things about information as you don't know how the stats work as per download. That is pointless information. It is indeed a metric. It isn't a 1 for 1 metric, but it is a metric. Similar downloads, from similar years, that also show unique downloads as well as total downloads usually have a 3/5 ratio. This means for every 5 total downloads, there are 3 unique downloads. Now, we could be generous that even a third of those total downloads are people downloading it a second time and being flagged as a unique download - but that still means 2/5 are unique. This means that 7,200,000 people have used that one tracker in FFXIV - and there are other trackers with higher downloads. You keep underestimating the penetration that combat trackers have made in to the MMO player population. Mag7spy wrote: » You are only concerned with getting trackers in the game, you do not care that people continue tot ell you they don't want trackers. You are right, I am not concerned with people that say they do not want trackers in the game - because that point is not up for debate. Trackers will be in Ashes. There is nothing you nor Steven can do about it. Saying you don't want trackers in the game is about as pointless as saying you don't want PvP. Both will exist. Deal with it.
Mag7spy wrote: » Sorry but that information can't be guessed on in either way and not reliable
Aerlana wrote: » Mag7spy wrote: » Still with this BS trying to assume people won't take any other guild perk when they seek trackers are normalized for guilds. Manipulation tactics as usual. I get on simple basis : there will be lot of guild perks, far more than what a guild could take all. What i think it ? The max member on a guild is 50, and guild perk can rise it to 300. And it was clearly said that rising to 300 will be at cost of other guild perks that can be usefull. So, the guild will have to do choices. And another point : for ashes of creation, i will mainly go on RP side of activities... so probably join a RP guild, and try to get enough contact to do some casual PvE content. I will probably be in favor, in my guild to NOT have it, in favor of other guild perk that will be more beneficial (don't know what we will have so can't really predict) because, our efficiency in high end PvE won't be a thing. Yourself would fight against this guild perk in your guild. And i think dygz too, and some people totally against it (or ok with guild perk tracker but still dislike trackers) In fact, i love it being a guild perk for another reason : it will make people do choices. and force them to have a better view on their objectivs... And so, each guild will have the members have a close mindset, because the different perks will be defined by what the guild want to do, and will also fix their way on this choice they did... Many guilds crashed because they began a friendly group, began PvE funny, and then some people came in conflict because some wanted just to have fun, and others wanted results... And not any part of this problem considered they were out of place in this guild now. MrPockets wrote: » Are there players that treat encounters as competitions? sure. Is that the average player? I don't think so. I find it much more likely they view it as a challenge to overcome -- If we read wiki, they didnt define a challenge, but a competition. They did spoke about content that only a single digit percent can kill. so top 10% only can do it. Devs also have NO WAY to figure out the difficulty out of how many players who tried it killed it, and how fast. So just saying "no need to make more difficulty, because they used tracker" is just dumb. So goes for guides. A fight can still be hard to win even with guides... for others, the difficulty is only to figure out the strategy then applying it is easy. If you want really tough fight, it has to be really tough even when people know strategy. MrPockets wrote: » If there is a smaller subset of players that wants to speed run content and optimize it, fine...but why do the devs need to go against their design principles to make content specifically for that subset of players? Are they not allowed to make their own design decisions? (for better or worse). There you are totally true. BUT you forget one point : it doesn't change anything. Nooani spoke about 1) chose difficulty 2) see how previous content with theorical similar difficulty were done... There are various way to judge the difficulty and also how your community is reaching it. After all, there is an easy way to have only 9% people killing a boss... having 9% people trying it. Do some requirement insanely hard or long farm, and the boss insanely easy : 100% killrate, but only few can do it. Personally, i think that they will go on a more logic way : single digit out of people really engaged in PvE content... So yes, it would be a competition, and the only thing that will say if a fight was difficult or not is the global progress of those PvE players in the content. Some MMORPG claimed to have engaging, hard PvE and all... players went in, destroyed content, got bored because was not difficult FOR THEM, left. Because in the end, the problem is not what YOU think about how the content has to be done, but how players do it... If you want to seduce PvE people, you have to give them strong enough bosses, and not "strong only if you do it the way we want you to do it" but... strong... people kill it as they want, but it have to be a really tough fight. And for player rentention, it is easier to begin with really tough fight AND if you think it was maybe too hard for what you wanted as difficulty, get a little more brutal for next contents. than begining too easy and lowering it. Hard fight creates myths, which is good for the game's reknown (except if "stupidly hard" for sure) and in PvE no difficulty is eternal. Easy fight will juste bore people doing it. you will fast lose the PvE part of community, and will be hard to make it comeback after. With a problem : you have no more hardcore PvE, so if you manage to do content as hard as you wanted, not enough people will be able to do it. this content being "far too hard" for your current community... Frustration, people saying it would need nerf, but if you nerf it, your game still has no difficulty, and you also show that "if too hard, we will nerf it" so people think there will be never high end difficulty... On FFXIV : First endgame boss Asclepios, at one point, divide itself as 2 part, you have to spread (one per tank) and each part gain damage buff every X seconds. there is a mechanic, not so easy to lower this buff. How player killed it ? doing this tricky mechanic ? nope... burst DPS one then another brainlessly to kill them before they are too strong, ignore the mechanic. Players ignored strategy thought Second boss : players literraly waited the enrage to begin to pull bosses again because the enrage was not so strong, and removed a tricky mechanic. 5th boss (1st of second raid) Rafflesia, players litterally used the in game latency to avoid a mechanic ! (frontal conic, if at the good timing you pass thru the boss, you avoid it) 4th boss Twintania, had dive... you could close to ignore with some safe spot. SE learned, they didnt blame players to use those easy way. in fact... they said "oh, nice, players are smart, congratulation" fixed nothing, but made sure people couldnt use those trick in later fights. Also, people uses a lot combat tracker and are close to "perfect DPS" ? no problem, lets set up enrage timer with this in mind. (remember, the stance about tracker is the same as here... but enrages timers are, imo, harder to deal with than wow's one) And still with strategies to find out, hard to apply even if you read guides, etc etc.
Noaani wrote: » Mag7spy wrote: » Sorry but that information can't be guessed on in either way and not reliable It isn't supposed to be reliable, it is supposed to show people that have a brain that combat tracker use in a game many thought was very low is in fact quite high. Again, the tracker we looked at is one of many. The people it represents are a fraction of the people that have used trackers in FFXIV. We aren't even necessarily trying to transpose those numbers to Ashes, nor that ratio. The point was - and is - simply that tracker use in FFXIV is quite high. This is what I mean by you trying to "win". You are so focused on winning you aren't even actually paying attention to the conversation, you are just trying to find that path to the win.
Mag7spy wrote: » It isn't high its a download number not a player number that isn't' reliable information.
Noaani wrote: » Mag7spy wrote: » It isn't high its a download number not a player number that isn't' reliable information. It is incredibly reliable - as a number for total downloads of that plug in. Find me a more reliable number for downloads of that plugin - if you are so convinced that it is not a reliable number.
Mag7spy wrote: » Second like i said it doesn't matter if people downloads it, it doesn't relate to what people want nor game design.
Mag7spy wrote: » It isn't a choice, that is a cop out to get trackers into the game to allow people to use their own third party trackers and attempt to make them standard. Any competitive guild will simply ignore the perk get something else and use a third party tracker since the game allows for trackers.
MaiWaifu wrote: » Just out of curiosity, do you guys use DPS meters in all games?
But like I said before, DPS meters should either be available for everyone as an inbuilt function or make all meters/3rd party tools a hard ban on usage.
take a look at Path of Exile's current ongoing issues with loot and game balance for end game. They are currently trying to balance around their top end players that use external tools and this is causing issues for everyone else.
Noaani wrote: » The developers develop the top end content to match top end players. This is just how it works. The issue arises when people that are not top end players think they should be able to take on top end content just like top end players do. Obviously, this is not how it should be. If non-top end players can take on top end content, then actual top end players have no content.
Noaani wrote: » This means making them available to all - which is what I have been saying for a few years now (via a guild perk).
MaiWaifu wrote: » The balance creep isn't limited to just endgame. It means early content can be trivialised and cannot be balanced appropriately for the same reasons endgame cannot.
I only disagree with making a guild perk. If it's in, just make it for everyone so it's clear what the game is being balanced around.
Noaani wrote: » The potential issue that I am sure you will bring up about top end players trivializing content designed for low end players due to having a tracker is a non-issue - that content is already trivial to us, which is precisely why it is low end content.