Mag7spy wrote: » Lazy, casual, modern age mmorpgs, used to not ever using ones brain, use to not communicating with other players. Actually sums up with how much is wrong with this mentality and why you see in this modern mmorpgs everything dumbed down to appeal to these types of players. Which does more harm than anything.
NiKr wrote: » Mag7spy wrote: » Lazy, casual, modern age mmorpgs, used to not ever using ones brain, use to not communicating with other players. Actually sums up with how much is wrong with this mentality and why you see in this modern mmorpgs everything dumbed down to appeal to these types of players. Which does more harm than anything. Eh, this depends on the game's design. L2 was simple as nails. The most basic sets of gear with the most obvious choices for what "best set" is. And I do agree that just knowing that you can enjoy the gameplay itself and not always lose, cause you didn't spend 20h going through spreadsheets and/or YT guides, is quite comforting.
Depraved wrote: » i never said they are useless, and at a personal level they can be useful so you can see which build you are performing better with. maybe an easy to play build is better for me than a hard build with top dps because i cant play it right. but its hard to say online, unless you have the info of all players, but then most players arent good players, only a small percentage of players is, so most people might have the right build but cant use it. and some builds can go unnoticed because they are too hard to play, even though they are good.
Mag7spy wrote: » I mean more so the argument of player don't want to think for themselves / communicate with others so they need dps meters if combat isn't simple.
NiKr wrote: » 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. We got no clue Dygz just goes off what Steven promised years ago and keeps alleging, but we've yet to see/hear how exactly varied the encounters will be. I highly doubt it'll be completely different
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.
Noaani wrote: » Depraved wrote: » i never said they are useless, and at a personal level they can be useful so you can see which build you are performing better with. maybe an easy to play build is better for me than a hard build with top dps because i cant play it right. but its hard to say online, unless you have the info of all players, but then most players arent good players, only a small percentage of players is, so most people might have the right build but cant use it. and some builds can go unnoticed because they are too hard to play, even though they are good. This is absolutely true, but isn't a mark against trackers. In EQ2 I was in a guild with someone that was a fairly good player. Was about where top end players of her class should be. As the game progressed though, she started falling behind. We looked jn to why, and it turns out that the better builds for her class was improving over time mostly due to becoming faster, and she had hit the point where the latency in her connection just wasn't up to standard (Australian internet in the mod 2000's - if you know, you know). So, we did some work on exactly how fast her build could be before she hit those issues, and then created a build for her that was at that pace, and added other improvements for the rest of her build. She wasn't quite at the same level as others of her class, but she got Close. Nothing in that is a mark against a combat tracker. It allowed us tor know she was a good player, it allowed us to know she was falling behind, it allowed us to work out why, and it allowed us to build the best build we could for her. Now, some guilds in some games would have booted her for poor performance - this is usually where people start to think negatively about trackers. The problem is, the tracker isn't the thing that made such guilds boot the player in question. Generally, in games where the game treats players as disposable, players also treat players as disposable. In games where the game treats players with respect, players trest other players with respect. Both WoW and Archeage treat players as disposable. In WoW, you would get booted for under performing, and in Archeage you would get booted for being the wrong class. EQ2 (and other games, we just both know EQ2 is my primary experience of this), players were treated with respect - no automated group systems, no stupid daily quests or login rewards etc. As such, it was normal for guilds to try and work through issues as per thr above. In all of that, I fail to see how anyone can point at combat trackers as being a negative.
KashQuests wrote: » As a min-max player myself, I both love and hate DPS meters. They can refine your skill in a game, prove you're contributing to the group and assure your group is filled with strong players. However, they can also alienate players and create a divide. Some players may be great at certain aspects of the game, but just not skilled in parsing a training dummy. I've spent too much time in games beating on a dummy to increase numbers and practicing perfect rotations (looking at you and your silly light attack weaving, ESO). It definitely feels like lost time. Time I could have been spending exploring lands and learning lore. What's more, I'd rather organically learn my class and help others learn theirs. This is a much more cohesive way to make friends and build community. I'd rather play with friends of all skill levels and get better as a group. I am personally very happy DPS meters will not be in Ashes
NiKr wrote: » 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. This still supports my issue of "game is cleared faster/easier". Though it's obviously dependent on the pve design and we got no info on any of that, so it's hard to say how builds could be influenced by it.
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.
Depraved wrote: » Noaani wrote: » Depraved wrote: » i never said they are useless, and at a personal level they can be useful so you can see which build you are performing better with. maybe an easy to play build is better for me than a hard build with top dps because i cant play it right. but its hard to say online, unless you have the info of all players, but then most players arent good players, only a small percentage of players is, so most people might have the right build but cant use it. and some builds can go unnoticed because they are too hard to play, even though they are good. This is absolutely true, but isn't a mark against trackers. In EQ2 I was in a guild with someone that was a fairly good player. Was about where top end players of her class should be. As the game progressed though, she started falling behind. We looked jn to why, and it turns out that the better builds for her class was improving over time mostly due to becoming faster, and she had hit the point where the latency in her connection just wasn't up to standard (Australian internet in the mod 2000's - if you know, you know). So, we did some work on exactly how fast her build could be before she hit those issues, and then created a build for her that was at that pace, and added other improvements for the rest of her build. She wasn't quite at the same level as others of her class, but she got Close. Nothing in that is a mark against a combat tracker. It allowed us tor know she was a good player, it allowed us to know she was falling behind, it allowed us to work out why, and it allowed us to build the best build we could for her. Now, some guilds in some games would have booted her for poor performance - this is usually where people start to think negatively about trackers. The problem is, the tracker isn't the thing that made such guilds boot the player in question. Generally, in games where the game treats players as disposable, players also treat players as disposable. In games where the game treats players with respect, players trest other players with respect. Both WoW and Archeage treat players as disposable. In WoW, you would get booted for under performing, and in Archeage you would get booted for being the wrong class. EQ2 (and other games, we just both know EQ2 is my primary experience of this), players were treated with respect - no automated group systems, no stupid daily quests or login rewards etc. As such, it was normal for guilds to try and work through issues as per thr above. In all of that, I fail to see how anyone can point at combat trackers as being a negative. let me ask you this, would you guys have booted her if none of you had had a tracker? would other guilds had booted her if no one had had a tracker?
with no tracker, other guilds wouldnt have thought about kicking her, and with no tracker would have had to actually experiment and improve and figure things out, instead of having a tool telling you what to do, which is the intent of this game.
Not having a tracker would also mean (in that game) that we simply were not working on top end content like we were - straight up not possible in EQ2.
Noaani wrote: » But that same combat tracker allows developers to develop more intricate content, meaning good developers should be able to produce content that takes players as long to clear as those developers want it to take.
Noaani wrote: » EQ2 (and other games, we just both know EQ2 is my primary experience of this), players were treated with respect - no automated group systems, no stupid daily quests or login rewards etc. As such, it was normal for guilds to try and work through issues as per thr above. In all of that, I fail to see how anyone can point at combat trackers as being a negative.
NiKr wrote: » Noaani wrote: » But that same combat tracker allows developers to develop more intricate content, meaning good developers should be able to produce content that takes players as long to clear as those developers want it to take. This is the exact content distillation I was talking about. Devs either have to increase their workload to make enough content for the entire spectrum of players or they have to forget about one of the extremes. Also, I guess it's cause I'm not a competitive pver, but wouldn't "encounters that require trackers because devs made them with trackers" mean that there's only one way to beat the encounter, which means there's only one "raid build", which then comes back to the toxicity of "you either adhere to this build or you can't raid with us on this"? You say that AA guilds kicked people for not having the proper class, but wouldn't trackers just support this, and the only reason why you'd be ok with that is because tracker is objectively correct so it's fine to filter people through it instead of for subjective reasons? Also, if it isn't just one build then couldn't a non-tracker guild just beat the boss sooner or later through trial and error?
Azherae wrote: » Seriously, this time at least, just trust the UltraGymLords on this part, because if we wanna reach 200 pages, dis is not da wae.
NiKr wrote: » Azherae wrote: » Seriously, this time at least, just trust the UltraGymLords on this part, because if we wanna reach 200 pages, dis is not da wae. I still haven't gone back to AC so I got nothing else to talk about I'm either too dumb or just so damn entrenched in my bias that I simply cannot understand tracker use. Even though I seemingly understand what they do and how they work and how people are supposedly using them, but when I say "trackers make the game ultimately easier and progression faster and if they can figure out the objectively best build that means that people can objectively tell you to use that and disregard anything else" - yet I'm told I'm wrong in that assumption. I like to understand things, which is why I keep going in circles on the same damn topics again and again, but my inability to understand this frustrates me to no end. And I guess there's no way to simply do smth that would make me understand. Well, nothing except for spending like a year in EQ2, grinding the game and its knowledge and relationships with people until I manage to get to the top and try the bosses that Noaani refuses to tell us about (if there are any of that type even left in the game at this point). Or at least I'd hit the wall that makes me understand why trackers are so valued.
Azherae wrote: » See where this goes?
Azherae wrote: » So what happens? If you say 'no trackers and can enforce it' all the people who enjoy progression end up gravitating together. They want to progress and enjoy the content, every person who has a problem is just slowing them down even if they really want to help. So then not only does nothing get cleared any slower, you basically made your game more elitist. It's so elitist that no one is even 'bothering' to 'kick a stubborn Dumbass Casual out of their guild'. They never even got to join the guild with the people who tend to do the analytics. Then next stage (in this era) is 'well there's no competition and we already did everything first so we're bored so let's take all that data and make some guides or something for clout'.