NiKr wrote: » Taerrik wrote: » I'm going to be real honest with you, and I dont meant to say this in a toxic or negative way, its just how it is. My numbers were there just for an extreme example, but the point still stands. PvE difficulty will get out of hand much quicker if Intrepid decides to completely accept the existence of meters/trackers. Obviously that existence is inevitable, but it's more about how Intrepid approach that inevitability rather than the sheer argument of what they should do about allowing or prohibiting meters.
Taerrik wrote: » I'm going to be real honest with you, and I dont meant to say this in a toxic or negative way, its just how it is.
Taerrik wrote: » A DPS meter (which is what the title of the tread is) doesnt impact a teams ability to clear as much as some of yall are letting on.
NiKr wrote: » Taerrik wrote: » A DPS meter (which is what the title of the tread is) doesnt impact a teams ability to clear as much as some of yall are letting on. I mainly took that from Noaani's statements about what meters let him do. The example of advanced math and all that shit. If the entire game becomes "advanced math" because that's what the pvers are asking for, then you're excluding majority of players from said game. And if meters don't allow you to make all the encounters easy to clear then why da hell is there 200 damn pages of people arguing for them to be in the game?
Mag7spy wrote: » Back to my argument pages maybe a year ago at this point. These older games they are basing them on have pretty much 0 action combat. When you starting adding more needing to aim, needing to dodge and plenty of movement you are adding a higher skill ceiling and dps meters not being as important as people able to clear the content.
NiKr wrote: » Mag7spy wrote: » Back to my argument pages maybe a year ago at this point. These older games they are basing them on have pretty much 0 action combat. When you starting adding more needing to aim, needing to dodge and plenty of movement you are adding a higher skill ceiling and dps meters not being as important as people able to clear the content. Nah, I'm sure tracker would help in action combat as well. Help with noticing patterns of boss moves and responses, patterns of movement (if they can track it in ashes) and all that stuff. And then on top of that they always allow for better analysis of the fight itself, so that you know who did what wrong and when. All of that will always allow players who use trackers to make the encounter easier for themselves. I'm against that, Steven is against that, but it's inevitable so I think we'll simply see that hardcore pvers will leave the game once they realize that the difficulty won't be there (given that they even play the game in the first place, which is a big IF )
Mag7spy wrote: » It doesn't matter if you know the pattern if you are bad at it, and you make it random and chaotic enough. Its like knowing the mechanic on harder action based based but still dying because of mistakes.
NiKr wrote: » Mag7spy wrote: » It doesn't matter if you know the pattern if you are bad at it, and you make it random and chaotic enough. Its like knowing the mechanic on harder action based based but still dying because of mistakes. I hope we'll get really randomized bosses, but I somehow HIGHLY doubt we will.
Noaani wrote: » There is no real scope (imo) to say this kind of thing excludes players from the game.
NiKr wrote: » Noaani wrote: » There is no real scope (imo) to say this kind of thing excludes players from the game. Were there any stats on how many bosses were cleared by how many people or anything of that sort?
Noaani wrote: » There aren't any over all stats like this.
Azherae wrote: » But, the thing that the 'tracker' would be used for, in that case, is 'for a player who can't focus on fighting and tracking the damage values at the same time', to recheck quickly after the combat without recording and rewatching every fight.
NiKr wrote: » Azherae wrote: » But, the thing that the 'tracker' would be used for, in that case, is 'for a player who can't focus on fighting and tracking the damage values at the same time', to recheck quickly after the combat without recording and rewatching every fight. And this is why I said that "pvpers want the good ol' days". My answer to all those who can't track things simultaneously is "git good". And other pvpers seem to give a similar answer (Steven included supposedly). I know that's toxic and exclusionary, but it just seems to be the brand of toxicity that Steven is ok with (for whatever reason). It is kinda funny to me though. There's two super toxic sides of the spectrum, but even the middle is not really non-toxic, it's just more of a hidden toxicity. One side says "fuck you, weakling, if you can't beat this completely on your own and only in the way that I consider meaningful", the other side says "you either follow the exact steps I tell you to follow or you're never even participating". Somewhere closer to the middle there's "but what if people just tried playing w/o all that stuff" and "let's have this stuff, but just restricted to those who want it". And the middle seems to be "well, the stuff exists either way so let's just pretend that we don't see it". In other words, it's the classic gamer toxicity in all of its glory and colors.
Azherae wrote: » The 'filter' then applies and you have a bunch of people who 'learned to play the game by going online to check recommendations from players who can do both things, when it gets hard'. Whereas if you gave some of them the combat tracker, they would instead 'see where the flaw in their approach with their preferred style is, and improve at it, and maybe beat Baltheus their own way and in the process become even more skilled'
NiKr wrote: » Azherae wrote: » The 'filter' then applies and you have a bunch of people who 'learned to play the game by going online to check recommendations from players who can do both things, when it gets hard'. Whereas if you gave some of them the combat tracker, they would instead 'see where the flaw in their approach with their preferred style is, and improve at it, and maybe beat Baltheus their own way and in the process become even more skilled' Do you speak on this from a personal experience of going over comparative data on both situations? Cause I truly doubt that the crossover between the people, who'd immediately go to guides after a death or two, and the people, who'd be willing to die enough times for the tracker to give them a good read out AND then go through that whole info to properly understand it and gain value from it, is miniscule. I probably got lucky with my initial preference for my mech loadout, cause it let me beat the boss relatively fast (well, at least in comparison to my Elden Ring's "gate" of fighting the Tree Sentinel for 8 hours in starting gear until I beat him), but I'd imagine that most of the people that find that boss hard did so on their, maaaaybe, 10th try? And I feel like those kinds of people wouldn't really be "hardcore" enough to benefit from a tracker that simply tells them that they gotta "dodge to the front at this second after the rockets release". If you are speaking from that comparative data and "normal" people would in fact try to understand the encounter themselves if given the tool to do so easier - well then I just hope that Steven is given the same data and that it MIGHT lead to a change in his views (though I doubt it).
NiKr wrote: » Oh, also, if you're interested in how my thinking about the fight was evolving throughout the attempts here's a shameless plug