Noaani wrote: » Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Reactive combat would fix the DPS meter debacle. Instead of rotations we get the proper skill in the proper moment. TERA was like this, worked out well. Reactive skills and rotations have no correlation to combat trackers. There was a TERA pluggin for ACT. And they weren’t necessity in TERA. Because the combat was reactive. The notion of reactive combat has no bearing at all on the usefulness of a combat tracker. In any game system (combat or otherwise) in which players have two or more options, a combat tracker is of use. No one needed a combat tracker for TERA. Could you use them? Sure. You just reacted accordingly. So, I never played TERA, my understanding of tracker use in that game is second hand (though from someone I trust without question). Are you suggesting above that in your experience, players never had any actual viable decisions to make in combat in that game?
Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Reactive combat would fix the DPS meter debacle. Instead of rotations we get the proper skill in the proper moment. TERA was like this, worked out well. Reactive skills and rotations have no correlation to combat trackers. There was a TERA pluggin for ACT. And they weren’t necessity in TERA. Because the combat was reactive. The notion of reactive combat has no bearing at all on the usefulness of a combat tracker. In any game system (combat or otherwise) in which players have two or more options, a combat tracker is of use. No one needed a combat tracker for TERA. Could you use them? Sure. You just reacted accordingly.
Noaani wrote: » Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Reactive combat would fix the DPS meter debacle. Instead of rotations we get the proper skill in the proper moment. TERA was like this, worked out well. Reactive skills and rotations have no correlation to combat trackers. There was a TERA pluggin for ACT. And they weren’t necessity in TERA. Because the combat was reactive. The notion of reactive combat has no bearing at all on the usefulness of a combat tracker. In any game system (combat or otherwise) in which players have two or more options, a combat tracker is of use.
Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Reactive combat would fix the DPS meter debacle. Instead of rotations we get the proper skill in the proper moment. TERA was like this, worked out well. Reactive skills and rotations have no correlation to combat trackers. There was a TERA pluggin for ACT. And they weren’t necessity in TERA. Because the combat was reactive.
Noaani wrote: » Solvryn wrote: » Reactive combat would fix the DPS meter debacle. Instead of rotations we get the proper skill in the proper moment. TERA was like this, worked out well. Reactive skills and rotations have no correlation to combat trackers. There was a TERA pluggin for ACT.
Solvryn wrote: » Reactive combat would fix the DPS meter debacle. Instead of rotations we get the proper skill in the proper moment. TERA was like this, worked out well.
Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that. But by their designs to create the difficult content however they do it and balance passes for what they expect. You are getting to hung up on 10% and i feel you are making the assumption when you say "tuning" they will make it more difficult dmg / stats wise. There are other ways to up difficulty of content not revolving around a tracker using skill based methods. Tops guilds also aren't the top 10% of population that is a faction of a faction them using trackers wouldn't effect anything. Further more not being able to view your teammates dmg means such trackers aren't going to be useful taking away from your point on these top guilds using trackers when they can't get the full picture. The more hoops they add of difficulty the les people will be using them or have a care for them at the end of the day. Your reality is really based on assumptions, it is more fantasy until the game is out and we see how the game paly is, amount of people and what happens exactly.
Azherae wrote: » Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that. But by their designs to create the difficult content however they do it and balance passes for what they expect. You are getting to hung up on 10% and i feel you are making the assumption when you say "tuning" they will make it more difficult dmg / stats wise. There are other ways to up difficulty of content not revolving around a tracker using skill based methods. Tops guilds also aren't the top 10% of population that is a faction of a faction them using trackers wouldn't effect anything. Further more not being able to view your teammates dmg means such trackers aren't going to be useful taking away from your point on these top guilds using trackers when they can't get the full picture. The more hoops they add of difficulty the les people will be using them or have a care for them at the end of the day. Your reality is really based on assumptions, it is more fantasy until the game is out and we see how the game paly is, amount of people and what happens exactly. So, just to be clear, you would prefer that the game did not make it possible to see your teammates' damage numbers at all (or that they could turn it off so that you couldn't see them while in their group)?
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that. But by their designs to create the difficult content however they do it and balance passes for what they expect. You are getting to hung up on 10% and i feel you are making the assumption when you say "tuning" they will make it more difficult dmg / stats wise. There are other ways to up difficulty of content not revolving around a tracker using skill based methods. Tops guilds also aren't the top 10% of population that is a faction of a faction them using trackers wouldn't effect anything. Further more not being able to view your teammates dmg means such trackers aren't going to be useful taking away from your point on these top guilds using trackers when they can't get the full picture. The more hoops they add of difficulty the les people will be using them or have a care for them at the end of the day. Your reality is really based on assumptions, it is more fantasy until the game is out and we see how the game paly is, amount of people and what happens exactly. So, just to be clear, you would prefer that the game did not make it possible to see your teammates' damage numbers at all (or that they could turn it off so that you couldn't see them while in their group)? What is what id expect if they said there will not be damage meters else if you can see all information about your team and the people around you it is going to be apparent meter or not.
Azherae wrote: » I hope this doesn't seem like I'm trying to insult you, I promise not, but I really couldn't parse this line at all.
Mag7spy wrote: » That is what I'd expect, if they said there will not be damage meters. Else, if you can see all information about your team and the people around you, it is going to be apparent, meter or not.
NiKr wrote: » Azherae wrote: » I hope this doesn't seem like I'm trying to insult you, I promise not, but I really couldn't parse this line at all. Yeah, that line has a CRITICAL lack of punctuation. I think this is roughly correct? Mag7spy wrote: » That is what I'd expect, if they said there will not be damage meters. Else, if you can see all information about your team and the people around you, it is going to be apparent, meter or not. And I think he means that we won't see out mates' numbers, because Intrepid don't want meters. And even if we did see all those numbers, meters wouldn't be required because... well, we see all the numbers. And if I'm right in that assumption, I think your reply applies.
Azherae wrote: » Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that. But by their designs to create the difficult content however they do it and balance passes for what they expect. You are getting to hung up on 10% and i feel you are making the assumption when you say "tuning" they will make it more difficult dmg / stats wise. There are other ways to up difficulty of content not revolving around a tracker using skill based methods. Tops guilds also aren't the top 10% of population that is a faction of a faction them using trackers wouldn't effect anything. Further more not being able to view your teammates dmg means such trackers aren't going to be useful taking away from your point on these top guilds using trackers when they can't get the full picture. The more hoops they add of difficulty the les people will be using them or have a care for them at the end of the day. Your reality is really based on assumptions, it is more fantasy until the game is out and we see how the game paly is, amount of people and what happens exactly. So, just to be clear, you would prefer that the game did not make it possible to see your teammates' damage numbers at all (or that they could turn it off so that you couldn't see them while in their group)? What is what id expect if they said there will not be damage meters else if you can see all information about your team and the people around you it is going to be apparent meter or not. I hope this doesn't seem like I'm trying to insult you, I promise not, but I really couldn't parse this line at all. I don't want to make assumptions, but I'll just derail in a specific way. Combat Trackers are for checking statistical level interactions without manually putting every datapoint into a spreadsheet. This is why I mentioned Accuracy and Evasion earlier. Those are the things I am referring to. ACC and EVA in a game with 10+ minute TTK on a boss becomes statistics, not 'observation', in terms of build changes and adaptations. You can ignore the paragraph above if it seems like I'm trying to make a point that isn't relevant to your line.
Solvryn wrote: » I think some people are confusing DPS meters and Combat Trackers.
Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that.
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that. But by their designs to create the difficult content however they do it and balance passes for what they expect. You are getting to hung up on 10% and i feel you are making the assumption when you say "tuning" they will make it more difficult dmg / stats wise. There are other ways to up difficulty of content not revolving around a tracker using skill based methods. Tops guilds also aren't the top 10% of population that is a faction of a faction them using trackers wouldn't effect anything. Further more not being able to view your teammates dmg means such trackers aren't going to be useful taking away from your point on these top guilds using trackers when they can't get the full picture. The more hoops they add of difficulty the les people will be using them or have a care for them at the end of the day. Your reality is really based on assumptions, it is more fantasy until the game is out and we see how the game paly is, amount of people and what happens exactly. So, just to be clear, you would prefer that the game did not make it possible to see your teammates' damage numbers at all (or that they could turn it off so that you couldn't see them while in their group)? What is what id expect if they said there will not be damage meters else if you can see all information about your team and the people around you it is going to be apparent meter or not. I hope this doesn't seem like I'm trying to insult you, I promise not, but I really couldn't parse this line at all. I don't want to make assumptions, but I'll just derail in a specific way. Combat Trackers are for checking statistical level interactions without manually putting every datapoint into a spreadsheet. This is why I mentioned Accuracy and Evasion earlier. Those are the things I am referring to. ACC and EVA in a game with 10+ minute TTK on a boss becomes statistics, not 'observation', in terms of build changes and adaptations. You can ignore the paragraph above if it seems like I'm trying to make a point that isn't relevant to your line. I'm simply saying if they are preventing the use of such tools being effective hiding all stats / skill use on allies should be the reality. Meaning the tool is only effective for yourself, but not a grand picture of all details. Without more hoops someone has to jump through increasing the barrier to entry to attempt it.
Azherae wrote: » Honestly if I thought for a minute that a better game would result from 'not showing damage' I'd be all for it.
NiKr wrote: » This is why I stepped away from the toxicity argument. Toxic people are always toxic. A tracker would just be another tool for them to apply toxicity with.
NiKr wrote: » I guess I should've been more clear in that comment. I'm saying that trackers do not make toxic people, they can just be used by them, but only if those people were already toxic. I agree with both of you. Which is why I said that I no longer use "toxicity" as a counter argument against meters. I still dislike meters because they speed up the difficulty curve of the game and soon enough either lead to the majority of content being completely unclearable by your normal player or the top skill players leaving the game because devs can't keep up with their demand, at which point the initial difficulty spike that was supposed to keep those top skill players was kinda pointless and a waste of dev time. But we've already discussed this in this thread before, so I don't think that repeating that discussion would bring us to any new place. Which is why I avoided bringing this up in that initial comment.
Solvryn wrote: » Devs will always decide how difficult their game is, which I'm hoping for advanced AI.
NiKr wrote: » So the only true solution imo is Intrepid removing the promised difficulty from the game