arkileo wrote: » It isn't so much the mechanical effect of meters that's the issue, they're great for testing builds, and if that's all they entailed then yeah add them in. It's the inseparable social effect attached to them that's the issue.
Pyrolol wrote: » This reminds me of the new Battlefield 2042 BF Devs “We got rid of the scoreboard, kd and voice chat to minimise toxicity” Yeah that worked out great for a strategy game lmfao
Noaani wrote: » If I lived in a world where I was fighting for my life many times a day (even if I was bring brought back), and where gear increased my success rate in these many fights, you had better believe I would put all the time and effort in to trying to learn as much about all of this as I could. I would want to know what any enemy would likely do, what any item I could get would allow me to do, what any of my friends could do, etc. I would strive for knowledge and understanding at as deep a level as I can for all of this. A combat tracker is how players recieve information that our characters would have - or our collective characters would have in the case of a group or a raid. It is the metaphhorical having a drink after the fight to discuss how things went (in some cases, it is the literal having a drink after the fight to discuss how things went).
Noaani wrote: » Mag7spy wrote: » rikardp98 wrote: » Mag7spy wrote: » I fully understand where Dygz is coming from a rp perspective, meanwhile noaani is trying to make a statement if your character had god powers they would use it RP wise .A statement that is missing the actual soul of rp. No soul = no fun. Looking at tracking numbers to figure out what you need to do to beat an encounter is not engaging. Having more information obviously will make things easier, but trying to make a point about the game design needs to be people using trackers to figure things out to make "hard" content is gross. Why is your RP better than someone else's RP? What if someone thinks that looking at numbers to figure something out is really engaging. Why do you have the right to say that they are wrong? (If its not against the TOS) This sounds like children saying they are rping while holding the monster manual and listing everything off about every encounter and what they are weak to. As I said earlier, if I was my character, in that world, and I was an adventurer, you had better believe that is what I would do.
Mag7spy wrote: » rikardp98 wrote: » Mag7spy wrote: » I fully understand where Dygz is coming from a rp perspective, meanwhile noaani is trying to make a statement if your character had god powers they would use it RP wise .A statement that is missing the actual soul of rp. No soul = no fun. Looking at tracking numbers to figure out what you need to do to beat an encounter is not engaging. Having more information obviously will make things easier, but trying to make a point about the game design needs to be people using trackers to figure things out to make "hard" content is gross. Why is your RP better than someone else's RP? What if someone thinks that looking at numbers to figure something out is really engaging. Why do you have the right to say that they are wrong? (If its not against the TOS) This sounds like children saying they are rping while holding the monster manual and listing everything off about every encounter and what they are weak to.
rikardp98 wrote: » Mag7spy wrote: » I fully understand where Dygz is coming from a rp perspective, meanwhile noaani is trying to make a statement if your character had god powers they would use it RP wise .A statement that is missing the actual soul of rp. No soul = no fun. Looking at tracking numbers to figure out what you need to do to beat an encounter is not engaging. Having more information obviously will make things easier, but trying to make a point about the game design needs to be people using trackers to figure things out to make "hard" content is gross. Why is your RP better than someone else's RP? What if someone thinks that looking at numbers to figure something out is really engaging. Why do you have the right to say that they are wrong? (If its not against the TOS)
Mag7spy wrote: » I fully understand where Dygz is coming from a rp perspective, meanwhile noaani is trying to make a statement if your character had god powers they would use it RP wise .A statement that is missing the actual soul of rp. No soul = no fun. Looking at tracking numbers to figure out what you need to do to beat an encounter is not engaging. Having more information obviously will make things easier, but trying to make a point about the game design needs to be people using trackers to figure things out to make "hard" content is gross.
"Noaani wrote: » It is perhaps worth pointing out that this specific monitor is one of the things I had in mind in the past when I have said there are many ways of running a combat tracker without using the actual computer that has the game installed. Perhaps now that this has been shown to the public, people (Steven) will get the point that there is nonway to stop combat trackers, and so the best thing he can do for his game is attempt to keep all players on thebsame level in regards to the tools they have on hand. [... and many other occasions in this thread where the sentiment was argued that "players will develop those tools (both as add-ons and stand-alone/browser/whatever) anyway, so we shouldn't withhold them from the average player who needs them even more!!"]
Noaani wrote: » If me and my friends decide that we don't really care about the thing you want us to care about, and instead we want to go off and better ourselves so that we are better prepared the next time our node is under siege or attacked by a dragon or we want to kill the guy picking *OUR* flowers, that makes the world more real.
Azherae + Noaani wrote: » [Pages full of explanations about why EverQuest 2 and Final Fantasy 11 had boss fights so complex that you needed to analyse what was happening in DPS meters in order to strategise against them.]
Azherae-c439122 wrote: Making the game less complex OVERALL (not the data heavy type) would just decrease synergies and fun, making individual players irrelevant and replaceable. This is a huge danger, in my opinion. When challenges are too easy (because of low data density), many people don't have a reason to care who they group with, because there's no real adaptation to do. At least with data-complex stuff, people can enjoy just chatting about the data and how it relates to their groups. As it degrades, you get the other situation where people go 'well every Warrior should do the same thing in this fight, so I don't need to talk to you, go watch the YouTube guide on what you're supposed to do, then show up and try not to screw it up'.
Laetitian wrote: » DPS meters/practice dummies take out the excitement from theory-crafting/experimenting/researching the game, because you can just try out everything, get hard numbers, and be done with it. Super boring. More importantly, if people base who they group with on numbers, a ton of player interaction potential gets lost.
Apok wrote: » nanfoodle wrote: » No to a DPS meter. Last time I say anything on this topic. I get people will use 3rd party websites for this. FYI I will report every person I know that does. What's wrong with people knowing how bad you are?
nanfoodle wrote: » No to a DPS meter. Last time I say anything on this topic. I get people will use 3rd party websites for this. FYI I will report every person I know that does.
Endowed wrote: » Apok wrote: » nanfoodle wrote: » No to a DPS meter. Last time I say anything on this topic. I get people will use 3rd party websites for this. FYI I will report every person I know that does. What's wrong with people knowing how bad you are? They don't know, they just see a random number from some computer/software. You may actually be a terrible player that such systems read as great or be a great player that such systems read as terrible.
Noaani wrote: I got this far through your post and decided to reply, as both of these statements are incredibly easy to dismantle. My thinging is that if it is this easy to dismantle the first two statements you make (which I have to assume to be the two points you consider to be the most important), then the rest of your post isn't worth it. If - after reading the following - you feel there is a valid point in the rest of your post you would like me to address, feel free to point it out to me and I will.
Laetitian wrote: » Noaani wrote: I got this far through your post and decided to reply, as both of these statements are incredibly easy to dismantle. My thinging is that if it is this easy to dismantle the first two statements you make (which I have to assume to be the two points you consider to be the most important), then the rest of your post isn't worth it. If - after reading the following - you feel there is a valid point in the rest of your post you would like me to address, feel free to point it out to me and I will. Omg, bestie. That post took me like 5 hours to plow through your conversations and think through my responses. So, fucking ditto.
Noaani wrote: » Endowed wrote: » Apok wrote: » nanfoodle wrote: » No to a DPS meter. Last time I say anything on this topic. I get people will use 3rd party websites for this. FYI I will report every person I know that does. What's wrong with people knowing how bad you are? They don't know, they just see a random number from some computer/software. You may actually be a terrible player that such systems read as great or be a great player that such systems read as terrible. If you are in a group or raid specifically to deal a lot of damage, and a combat tracker reads you as dealing a lot of damage to the intended target at the intended time, then you are a great player (or at least were in this specific scenario). There is no ambiguity in that. If you were off doing things that you thought important when you were not asked to, and as such didn't deal a lot of damage, you are not a great player, because you didn't do the thing you were asked to do in that group or raid. The only people that can look at a combat tracker and not know how good a given player is from the data within it are themselves terrible players.
Laetitian wrote: » Your character-knowledge-implied roleplay research/testing/target dummies wouldn't give your character easily digestible numbers. No matter how impressive your knowledge and how motivated your research would be, you wouldn't have automatic access to perfect information.
Bicycles are gonna get stolen anyway; should we equip every bike stand with a hacksaw for public use? I don't think it's a bad thing that some clans will have access to semi-accurate tracking tools and tightly theorycrafted requirements for their members.
By not hand-delivering perfect tools to every player, you allow casuals to be actual casuals, because the information that gets passed on from the high-tier guilds won't be broadly applicable to the average player
Isn't it feasible to create the same effect without damage meters
In games with damage meters, casuals don't, as you say, "at least chat about the data and how it relates to their groups." There's two very large camps of casual players, both ranging from low to upper medium skill & gear levels. 1) The hivemind-casuals that follow streamerdaddy's guide, expect a positive result every time, and flame each other when things don't work out. 2) The unambitious casuals who are just trying to piece together the information that's easy to research and the feedback they get from the game; probably while trying to express their personal preferred playstyle in the process. No one's having fun here, and everyone's caught in a toxic environment of expectations that never get addressed because everyone who requires more than 3 unique sentences to interact with gets ignored.
After trying to recruit suitable guild/party members with "semi-uber level 89 plusplus gear with defaultDPSRangerBuild#2" and realising 5 times in a row, after applying the same type of standardised expectations to 5 different people, that their skill level is insufficient to get the raid done, they start to realise that they *have* to start talking strategy, getting to know players, adjusting their playstyles to each other, and coordinating with individuals better, if they ever want to get anything done. Because the default doesn't exist. Perfect information and perfect rotations don't exist. Consensus about "the right way" doesn't exist to clear a complex dungeon, or fight a boss fight that uses multiple mechanics where multiple methods of overcoming the obstacle are available and the preferred solution depends on the group you end up with. The "definitive guide" on how to clear a dungeon or boss won't be possible. It'll be approximated, but there will necessarily be more willingness for ad-hoc adjustments and explicit discussions of expectations in order to avoid bad surprises.
Endowed wrote: » You got dps -- that doesn't mean you did anything else right.
Laetitian wrote: » arkileo wrote: » It isn't so much the mechanical effect of meters that's the issue, they're great for testing builds, and if that's all they entailed then yeah add them in. It's the inseparable social effect attached to them that's the issue. No, it's absolutely both. Both are the issue. They're terrible for testing builds. Test your builds in the field and on a piece of paper or a spreadsheet you've made yourself. If you can't do that because there are too many variables to account for, welcome to good game design where min-maxing is a near-unattainable rare achievement, not the presupposed norm.
Noaani wrote: » If you ask if you can join the group, and I look at these numbers of yours and turn you down, I don't suddenly stop looking for someone. The next person, or the person after that whom has those numbers in a manner I find acceptable will get that spot.
Noaani, 2nd reply wrote: » Combat tracker is equivalent to player instinct. No, you wouldn't - but you also don't have immediate access to it in a combat tracker. You still need to disect the information that is there, to look through it, to find things. I've had encounters where myself and others in my guild have spent literal days going through combat tracker data in order to work out what is happening. So, rather than trying to make that feel for the game exist, develoeprs give players those stats that they wouldnt have access to. This is kind of a substitite for the information they would have if they were really playing. What I am able to do with the information I have on players in a computerized version of the game is actually fairly similar to what I can do as a single player on the field.
Noaani, 2nd wrote: » I don't want every player given perfect tools. What my argument in this thread has been is for Intrepid to implement a combat tracker as a part of the guild progression system, in a manner where it only works on members of that specific guild or allied guilds.
Noaani, 1st initial reply wrote: » If you ask if you can join the group, and I look at these numbers of yours and turn you down, I don't suddenly stop looking for someone. The next person, or the person after that whom has those numbers in a manner I find acceptable will get that spot. Thus, it isn't a decrease in the amount of player interaction that happens, it simply means you weren't invoved in that interaction, someone else was. There was no increase or decrease in the amount of player interaction that happened, even if there was a potential decrease in the amount of player interaction you had.
Noaani, 1st wrote: » Taking people along on content that have different expectations of that content is how negative interactions happen.
Noaani, 2nd wrote: » It is worth also pointing out in relation to your comment about being handed that data for free - as I said above there is still a LOT of time involved in making sense of that data. It is in no way free.
Noaani, 2nd wrote: » People that are used to cycling around the city 'could' just avoid that obviously stupid neighborhood, or they could just give them a big fuck you and cycle around there anyway.
Noaani, 2nd wrote: » No. In part because they will always exist, but also in part because they allow for much more complex encounters. Intrepid plan on essentially using animation as the main means of communication in regards to what a mob is going to do. With this, they are able to communicate a specific action about once every 2 seconds. A game developed with the assumption that a combat tracker is in use is able to communicate many times more actions than that.It is worth noting that this doesn't mean they can't make encountres just as difficult - develoeprs are perfectly able to create encounters that their players simply can never kill in either scenario, should they wish. The difference is how much is going on in each encounter of comparible difficulty, and what you are spending your time doing.[/b}
Noaani, 2nd wrote: » A game not having combat trackers does not mean it won't have a meta. Archeage had the lowest combat tracker use I have ever seen (I was the only person I ever saw using one). Archeage also had the strictest meta of any game I have ever seen.
Noaani, 2nd wrote: » It wasn't uncommon for players to be booted out of the main raid (meaning no quest credit, among other things) for not being one of the 4 accepted classes.
Noaani, 2nd wrote: » If the suggestion above were implemented (guild based combat tracker), I see no reason at all why an instance couldn't exist where a pre-requisite for entering is tht no one has that tracker. Thus, if a combat tracker were built in to the game as an optional feature, one game could then have content that is designed for trackers, but also have content that is designed to not have trackers. Best of both - but is only possible if the tracker is built in to the game (there are a few minor considerations that need to also be made in this scenario, but they are fairly minor).
Noaani, 2nd wrote: » I agree that what you are talking about here sucks. Not going to argue that at all. However, what you are talking about is simply not a result of combat trackers.
Noaani, 2nd wrote: » We know this [=DPS meters still allow for multiple possible optimised paths to success.] to be true because we have the data to back that statement up. We also spend a lot of time experimenting - I spent an entire year in EQ2 without using the same build two days in a row, just to experiment.
Laetitian wrote: » Whereas with a perfect dps meter, you know full well after a month 80% of players will be expected to be playing the same builds.
Noaani wrote: » Laetitian wrote: » Whereas with a perfect dps meter, you know full well after a month 80% of players will be expected to be playing the same builds. Without abundant access to combat trackers, this will be the case before the game leaves beta testing.
Laetitian wrote: » Noaani wrote: » @Laetitian I'm putting this in it's own post before I reply to the rest of your above post, as I consider this point to be of supreme importance specifically to you. This is something you really do need to understand. Laetitian wrote: » Whereas with a perfect dps meter, you know full well after a month 80% of players will be expected to be playing the same builds. Without abundant access to combat trackers, this will be the case before the game leaves beta testing. Maybe. I don't think there's something I can say to that that won't just have you calling me naive. My take is that I think you're interpreting past experience that's been influenced by past customs and developments (game studios allowing or enabling/supporting/embracing DPS meters, LFG features, etc.) too dogmatically as unavoidable. I think you can do things to slow down the process, and encourage more flexible adaptation and interaction. Especially in the bottom 80-90% of performers, where a 5% damage increase doesn't get universally get adopted by default, if there are established personal favourites. Source: I've played enough MMOs that didn't have anything like the rigorous meta of ESO/WoW & co. Granted, they were far from mainstream. But aside from the low player count, I think a big defining feature of these games' meta was the difficulty of accessing data and comparing data analyses.
Noaani wrote: » @Laetitian I'm putting this in it's own post before I reply to the rest of your above post, as I consider this point to be of supreme importance specifically to you. This is something you really do need to understand. Laetitian wrote: » Whereas with a perfect dps meter, you know full well after a month 80% of players will be expected to be playing the same builds. Without abundant access to combat trackers, this will be the case before the game leaves beta testing.
Laetitian wrote: » I think the problem of the "one true strategy" for everything that's expected to be known by everyone, expected to work for everyone who does it correctly, and that comes with standardised measures of mechanics (e.g. DPS scores) gets created by perfect information.
In the DPS meter game, the expectations remain implicit. Guilds know they only run dungeons/encounters with players who parse n dps and know how to do xyz mechanics. Everyone else doesn't have to be talked to. They can come back when they know.
Like I said, individual players don't need to use the combat tracker for its perfect information to influence the expectations of a meta standard. As long as a few influential voices use it to make their meta suggestions, it's already going to have a big impact on the community dynamic.
I'd rather the devs start somewhere than just never start trying, and just continue to support the culture of implicit expectations by feeding it perfect information to boost its legitimacy.
Noaani wrote: » I agree. However, those efforts should be put to actual use, rather than being aimed in the wrong direction (I am sure you agree with this statement, you just assume you know the right direction).
Noaani wrote: » If EQ2 didn't have a meta and that is what you want in Ashes, you need to look for something that was present in WoW and Archeage, but not present in EQ2.
Noaani wrote: » As I stated above, in EQ2 I had to relearn encounters for each guild. This wasn't a problem though, as guilds in that game were aware that they would need to teach new members what they needed to do - even those that had defeated the content in question.
Noaani wrote: » The question I have for you in relation to this point is - why do you think that guilds in WoW were against spending any time training new players, yet guild in other games knew it was something they needed to do?
Noaani wrote: » The reason people stuck to the meta in Archeage was simple - they knew it worked, but they had no data to prove that anything else would work. Thus no one wanted to move from what they already knew worked.
Noaani wrote: » In EQ2 by contrast, there was no meta, because we had data. If someone in my guild wanted to run a random build for a raid, great, go for it (be ready to change it if it really isn't working, however). People would change builds because they wanted to play around with a different ability, or to see how a build they used at an earlier level worked at this new level, or to see how builds of two different classes interacted.