Laetitian wrote: » Sorry, that's too simple for me. I think it's fair to consider that the faults of ESO and WoW attracted a more hiveminded crowd, but tools like the DPS meter further manifested their dominance.
Yes, teach. But would they have been open to figuring out how to play with you without adjusting your gameplay to their preference?
Why do they deprive themselves of fun challenges and human interactions just to save some time in order not to talk to people, learn from each other, and adapt their playstyle by a hair?
Noaani wrote: » I'm just going to state that if it is true, then having a combat tracker but not having that instigator that caused the hivemind crowd to initially form is not going to lead to the same situation.
Noaani wrote: » I am unsure I understand the question, but I will answer it as best I can. When joining a guild in EQ2, the implicit (though often explicit) understanding is that you are joining them to do things their way. You don't change the way 30 players run content in order to accommodate 1 new player.
Noaani wrote: » The guild isn't going to look for a Wizard and expect them to be an AoE DPS specalist, or be a tank, or anything like that. Likewise, that Wizard is not going to expect to join that guild as a Wizard and then expect to do anything other than single target DPS. If they wanted to do something else, they would be a different class.
Noaani wrote: » Where the differences are is in things like where the mob is pulled to, what methods the guild is using to deal with different abilities the mob has, things like that. It may well be that I am expected to joust an AoE in some guilds (run out of its range, then back in once it has gone off), while in other guilds the expectation is that the healers can heal through it, or AoE blockers can prevent it. All are valid, all are built in to the game as viable ways to deal with an AoE, different guilds have different methods for how they wish to go about things.
Noaani wrote: » Laetitian wrote: Why do they deprive themselves of fun challenges and human interactions just to save some time in order not to talk to people, learn from each other, and adapt their playstyle by a hair? I can't believe that players want to be that bound by convention. There's just no advantage to it besides saving time. If you hate spending time interacting in a game so much, what are you doing playing it? They'd literally rather save extra time to sit at the auction house afking than risk having to talk to a player that might not turn out optimal for their dungeon run because they don't conform directly to their comfortable expectations. A better question is, why would they? If what they do now works, why change it?
Laetitian wrote: Why do they deprive themselves of fun challenges and human interactions just to save some time in order not to talk to people, learn from each other, and adapt their playstyle by a hair? I can't believe that players want to be that bound by convention. There's just no advantage to it besides saving time. If you hate spending time interacting in a game so much, what are you doing playing it? They'd literally rather save extra time to sit at the auction house afking than risk having to talk to a player that might not turn out optimal for their dungeon run because they don't conform directly to their comfortable expectations.
Noaani wrote: » If what they do now works, why change it?
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: » 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.
Laetitian wrote: » Noaani wrote: » I'm just going to state that if it is true, then having a combat tracker but not having that instigator that caused the hivemind crowd to initially form is not going to lead to the same situation. Yes, but the opposite isn't guaranteed. If the hivemind is already there, the DPS meter might make it worse, and I'd rather avoid that potential where possible.
Laetitian wrote: » What about when not joining a guild, but just a scenario you referenced earlier, when you're trying to run a dungeon with them because they got 1 missing? That's more what I was referring to. Same for scenarios where no guilds are involved.
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?
Laetitian wrote: » I'll reserve my answer for when you've responded to the question above.
More opportunities for fun interactions. You know. Enjoying a game.
In a game where you might run into a dozen players every day who are trying out a new build, you don't have to be the one exploring a new build, the question is about why you're rejecting them by default instead of finding out where your priorities overlap, and where you'd have to make concessions, and whether they're acceptable.
Depraved 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. and that wont be the case with combat trackers? when people figure out the best builds using the combat trackers, they will play those and expect others to do so.
Noaani wrote: » However, not having trackers will guarantee the above.
Noaani wrote: » Endowed wrote: » You got dps -- that doesn't mean you did anything else right. If you are in the group or raid for DPS, you shouldn't be doing anything else.
Endowed wrote: » You got dps -- that doesn't mean you did anything else right.
Endowed wrote: » Noaani wrote: » Endowed wrote: » You got dps -- that doesn't mean you did anything else right. If you are in the group or raid for DPS, you shouldn't be doing anything else. Bullshit.
Noaani wrote: » Endowed wrote: » Noaani wrote: » Endowed wrote: » You got dps -- that doesn't mean you did anything else right. If you are in the group or raid for DPS, you shouldn't be doing anything else. Bullshit. If you want to give me a scenario in which you have asked to be DPS, and the right thing to do is something other than dealing damage, I'd be happy to point out how you are wrong.
Endowed wrote: » Noaani wrote: » Endowed wrote: » Noaani wrote: » Endowed wrote: » You got dps -- that doesn't mean you did anything else right. If you are in the group or raid for DPS, you shouldn't be doing anything else. Bullshit. If you want to give me a scenario in which you have asked to be DPS, and the right thing to do is something other than dealing damage, I'd be happy to point out how you are wrong. You mean like switching targets and positioning to do interrupts. You mean like going into cleanse so healers dont have to. You mean like pulling agro to kite something special off the tank and party/raid. You mean like locking down stuff with your banish or root or fear. You mean like getting the fuck out of X/fire so your dps drops and you dont eat up the healers attention. Like not over-dpsing and drawing agro. Your statement was complete BS. From UO in '97 to today. Unquestionable BS.
Noaani wrote: » Endowed wrote: » Noaani wrote: » Endowed wrote: » Noaani wrote: » Endowed wrote: » You got dps -- that doesn't mean you did anything else right. If you are in the group or raid for DPS, you shouldn't be doing anything else. Bullshit. If you want to give me a scenario in which you have asked to be DPS, and the right thing to do is something other than dealing damage, I'd be happy to point out how you are wrong. You mean like switching targets and positioning to do interrupts. You mean like going into cleanse so healers dont have to. You mean like pulling agro to kite something special off the tank and party/raid. You mean like locking down stuff with your banish or root or fear. You mean like getting the fuck out of X/fire so your dps drops and you dont eat up the healers attention. Like not over-dpsing and drawing agro. Your statement was complete BS. From UO in '97 to today. Unquestionable BS. There is nothing more frustrating as a tank than being ready to taunt an add the moment it is in range, only for some upstart DPS to CC them out of range. Mobs should never be CC'd in group content unless it is [?] The notion that a DPS should ever kite something in a group situation is ludicrous. Doing so of your own volition without any suggestion thst it is what the group wants - that is the fastest way to get yourself booted from a group.
Laetitian wrote: » Every game I've ever played forced DPSs to be able to fend for themselves in order to take pressure off of the tank and healer.
Laetitian wrote: » I just also know that that's simply not an option I am allowed to depend on in well-designed games.
In order for there to be content where it is expected that one player may make use of their full spectrum of abilities as you are saying, you would need content designed for 3 or 4 players at the most - once you hit 5 players, you are at the point where everyone has a specific role.
Laetitian wrote: » Do you ever make concessions in discussions btw? All that has been said is that it might be possible for non-hyperspecialisation to be a viable advantage, and you can't even give that much ground?