MybroViajero wrote: »
NiKr wrote: » Tragnar wrote: » every game is "advanced math" it is a matter of how far the math will be calculated by players, which directly correlates to how big the player base is. I'm sure Noaani would disagree with that
Tragnar wrote: » every game is "advanced math" it is a matter of how far the math will be calculated by players, which directly correlates to how big the player base is.
Depraved wrote: » what if a build has low numbers but not because the build is bad, but because whoever posted it first sucks at playing it. now people probably wont even try it. by giving me what im looking for, you are preventing me from discovering what i wasnt looking for.
Depraved wrote: » hey ive seen terrible builds posted online. also fun to play builds that arent meta. not only top builds get posted.
i wouldnt say data from a dps meter is objective, its subjective.
still, even if "the top build" is posted, people will play this and try to improve it, but they will be missing out on experimentation and potentially discovering a better build. maybe someone will eventually discover it, probably some youtuber trying to make content making something different.
again, if you give me what im looking for, you are denying me the opportunity to discover what im not looking for.
Depraved wrote: » when you refer to subjective like that, yes you are right. but what i mean is, which i think i said, you do more dps than me because you press your buttons faster or have better micro, etc. it doesnt necessarily mean that your build is better.
Noaani wrote: » Give people a combat tracker though, and everyone has access to data to prove their build is good or not, there are more people posting good builds on forums and such, more people using more different builds, and thus more acceptance of a greater variety of builds.
Dygz wrote: » Depraved wrote: » what if a build has low numbers but not because the build is bad, but because whoever posted it first sucks at playing it. now people probably wont even try it. by giving me what im looking for, you are preventing me from discovering what i wasnt looking for. You should make your own builds, rather than using builds other people posted. Especially in Ashes, success should depend less on individual build and more on how well each player synergizes their Active Skills and Augments with others in the group. So... DPS meters should mostly be useless in any case, because it's not about the DPS of an individual player, rather success should be the result of how the players stacked their damage with other players in the group and how they shored up the weaknesses of the other players in the group. Adjustments based on a specific boss encounter should be through trial and error. Also, by design, boss encounters change significantly after each time the boss is killed, so, again, posting builds should mostly be irrelevant. Same with damage tracking on practice dummies. Group combat should be more about learning to stack your damage and synergizing your abilities with the abilities of other people in your group, rather than hitting personal rotations as fast as possible.
Noaani wrote: » Depraved wrote: » when you refer to subjective like that, yes you are right. but what i mean is, which i think i said, you do more dps than me because you press your buttons faster or have better micro, etc. it doesnt necessarily mean that your build is better. Yeah, the pure DPS data from a combat tracker shouldn't in itself be used to come to a conclusion. All it is telling you is that in the above situation, I am doing more damage than you. In our above scenario, it may be that my gear is just better than yours. It may be that my group is giving me better buffs than yours. It may be that my rotation and/or ability priority is better than yours. It may be that I am getting in place faster than you after performing what ever the encounter mechanics dictate. It may also be that my build is better than yours. The thing is, if we go in depth on the combat tracker, past pure DPS data, it should become obvious which of the above is the case. If abilities that you and I have that are the same are hitting for more damage when I use them than when you use them, it is likely that either my gear is better than yours, or I am getting better buffs that increase my damage outright (context should tell us which). If I am simply casting more abilities than you are, then it is likely that I have more casting speed increases than you, which again is probably gear or buffs (again, context will tell us which). If we take our tracker and break it down to individual abilities, and lay your abilities, my abilities and the major attacks from the mob that require us to perform some action over each other on a chart, if I am consistantly getting damage in again before you are, then that tells us that I am getting back in position faster than you. If we have a vastly different ratio of damage from each of our abilities (ie, the ability I deal the most damage with is only dealing the third most damage for you), then your rotation/priority needs work, or your build is sub-par (context should tell us which, though further experimentation may be required before pointing a finger at the build). If you have periods where you are just not dealing any damage, then you are likely either dead, or distracted (have had guild members with somewhat disruptive children - it wasn't unusual for them to have to stop fighting mid fight to deal with an unrulely child). If you are dying often, then that could be gear, your build or the healer assigned to keeping you up (context should tell us which, and the tracker can tell us if it was the healer, and using this same process can help us work out why). A combat tracker, if looked in depth, absolutely will give us the answer to these questions. That is actually what they are designed to do. The problem is - again - most people don't even know a tracker can be that deep. Most people, even Creative Directors of in development MMORPG's, think of them as nothing more than something to measure DPS. Edit to add; I should note that all of the above are real situations that I've been in. I'm not talking hypothetical here. You are right in that DPS in itself isn't going to give any conclusions, and definately not a specific conclusion. However, the deeper data absolutely can provide you with those conclusions.
Dygz wrote: » You should make your own builds, rather than using builds other people posted.
Dygz wrote: » Especially in Ashes, success should depend less on individual build and more on how well each player synergizes their Active Skills and Augments with others in the group. So... DPS meters should mostly be useless in any case, because it's not about the DPS of an individual player, rather success should be the result of how the players stacked their damage with other players in the group and how they shored up the weaknesses of the other players in the group.
Dygz wrote: » Adjustments based on a specific boss encounter should be through trial and error. Also, by design, boss encounters change significantly after each time the boss is killed, so, again, posting builds should mostly be irrelevant. Same with damage tracking on practice dummies. Group combat should be more about learning to stack your damage and synergizing your abilities with the abilities of other people in your group, rather than hitting personal rotations as fast as possible.
Xeeg wrote: » Making builds is not something that everyone enjoys. For some people it is a stressful part of the game; they just want to play, knowing that their character is already balanced, and not stare at tree options for hours. If this wasn't the case, then people wouldn't be copying builds in the first place.
Xeeg wrote: » If you don't want people to look up builds then make very simple, balanced characters without all of these "options" that typically mean just picking something sub-optimal.
Xeeg wrote: » This is a great idea, in theory. As long as we can change out our talents/builds to match out teams easily. Maybe there is a rogue talent that adds a poison which gives +20 frost damage, which they pick because their best friend and duo partner is a frost mage, etc. If that talent choice (build) comes at the expensive of a +20 shadow damage one, and suddenly they both join a 10 man raid group with 3 shadow damage characters, then the rogue should be able to quickly change that talent choice.
Xeeg wrote: » Maybe they do something like only 5/64 classes and augments have +shadow damage talents. Only 5/64 have +frost damage etc. Now we have the ability to build a diverse team and try to hit all of the main spots by talking to each other and synergizing builds.
Dygz wrote: » I mean, we could still have practice dummies with teams practising on them before the boss fights... I don't see why we must ONLY learn how well we are synergizing by wiping on a boss and not even knowing that synergy was the problem to begin with. In almost every game I have ever played, I have gotten better by practising and experimenting in situations that weren't "performance" objectives.
Dygz wrote: » In Ashes, "balanced" is meaningless because encounters are dynamic, rather than static. Also, again, individual build is not as important as how well the build works with the other people in your group against specific mobs in a specific loacation during a specific Season. People copy builds when the gameplay is static. When you can also post the static combat behaviors of individual mobs.
Xeeg wrote: » You keep saying that Ashes is "dynamic, not static", but by this do you mean that it is going to be like a diablo style randomized selection of resistances/abilities for every monster/boss? Like you go into a forest and the first "Grey Spider" is frost resistance and the second "Grey Spider" is fire resistance? How dynamic are you talking about here? Are all the monsters picking from a randomized table of modifiers every time they spawn? Or just the bosses? The devil is in the details here.
For some people it is a stressful part of the game; they just want to play, knowing that their character is already balanced