that is the correct response, if you get bashed by your friends over a video game score you need new friends.
I’m only in favour of dps meters because theres a must know on how much damage or healing is done on certain events. It helps us to plan things or gear accordingly when doing new content and trying to push things.
Im all in favor of people playing how they want, but to some extent especially if its a key or war which costs the players starting it, we want to see the results of people who want to be there and are seriously trying, and those who don’t try at all and let everyone else down (invasions are really really bad for this)
This is Required for hardcore players we have to know who did well and who didnt a live dps meter will let us be better and learn why our dps is low for example.
I was doing Dynasty M8 last night. As a tank, during the barrel fights, I pull and kite the adds around until the timer runs out and the barrel explodes.
Had a DPS tell me that it is easier to kill them. On the next fight, took us FOREVER to kill any of the adds. If we had a Dps meter, He would have known his DPS is trash and I was using a strat to help us get to Gold instead of Silver because of his incorrect ideology.
What is wrong with AGS being transparent and letting us know what we are doing?
There may be some way to create a alternative to the situation instead of creating actual readouts. A conversion of damage, healing, and damage taken to score ratio displayed on a score screen will provide players with some “idea” of how well they did vs others. I would also tack on some sort of “improvement” based score saying something like “you have improved X % of what you do on average” so people know they are improving.
Why I am against damage meters
fundamentally people want this meter to decide or find out how well they are doing and how well they did previously as forms of ways to decide if changes to their gear or build. The problem with all of this is that we have an issue that new world’s system designers are not implementing or aware of one of the key principles of balance, power in is instability out.
There is some more complex related discussion around this but basically what this means is that the game has lots of power (stat) variance; Due to the nature of these large diversities in perks and stats we will see significant gaps in damage, healing and so on by players.
This will provide issues later with raid encounters, so its probably best that the system designers do design passes on the classes and gear and work to bring down that variance to no more then 12% from bottom performing classes to the top.
The reason i mention this is because if the damage meters displays one person doing 10,000 dps, and the other person doing 2,000 dps we will see the rise of a great amount of toxicity and player exclusion in content.
For this reason the meters must not be added to new world, espeicially and specifically before such balance passes are done in the game. A score screen could simply make due for now, but make sure you do not include any “damage done” or similar stats. Just something like the initial score screen in opr (nouri score: 8321, bob’s score 7831 and so on).
having a meter would allow us to clearly call them out on their BS of balancing weapons. It is understandable that an IG mage will deal less dps than a STR Melee build. This is due to the fact that we will also be able to get a bunch of utility from the IG.
But if you have a player and he is in the negative of improvement, people wont want to take him with them. If you are #1 DPS in the Server and you run with a bad tank, You will out put less dps to not take aggro. This will show as a negative in improvement. When in reality it isn’t true.
We need a Dps meter, Healing Meter, Threat Meter, Damage Taken per second Meter, & effective healing per second meter as well.
The meter, would be a great way to call them out on it. Because of the lack of Balance and power, at the moment is not transparent. Having a meter will make it so. Imagine all the youtubers making content and calling out AGS on how unbalanced the classes are.
How will we as a player base determine this? Trust in AGS? probably not. This is why we ask for transparancy.
In reality, the player doing 2,000 dps will now know his dps is low and probably learn something from the player with 10k dps. As well as be able to set a goal to progress.
Why allow players to live in a lie?
I feel like if the meters were implemented, the outrage from the community would force a faster balance.
the positives of damage logs/meters heavily outweighs the negatives
participation medals are a silly thing that everyone laughs at. Other player feelings is the last thing on my mind when I spend 5k gold crafting an orb and someone in my team is sleeping through it and we don’t make it on time. For now, we use a blacklist and refuse to run dungeons with people that die too much since thats the only way to ensure value out of our orbs. Is this a better way to do things?
Wish this game didn’t just listen to pure casuals. They always complain that they wouldn’t be taken on hard runs knowing that they do not deserve to be there.
It is simple, If AGS released a $10 Addition to the game with the Dps Meter, I would pay for it at this point. But do something.
I had to do hours of testing last night between Spear (Rogue vs Vicious) to see which would work better. I ended up crafted 10 595-600 Spears with Rogue on it.
This would have been way easier with a Dps meter that can break down damage and crit chance for each ability.
if ya dont mind me asking which worked better. iv been curious about that.
also this whole casual/non casual thing.
really the biggest issue is the limited sources for gold that isnt dependant on holding 1 or more of the 3-4 major territories.
its really sad too. we have a bunch of sweats and legacy players holding on to ef ww and bw. they have all the money.
not a single one of them helps out anyone besides their in group and whats worse a good chunk of their top members got caught duping… like why you have all the money.
a serious rework is also going to be needed and a path for NON territory owners to get enough good gear to actually compete with top owners to push them off territories for a while.
Anytime. It is the same as the people that like Vault Kick over Sweep.
I am a utility man, I run Sweep + Bleed over Vault Kick any day.
I’d rather be able to CC a large group of enemies to reduce the enemies output in Dmg and to give the Tank a chance to hold aggro rather than Vault kick with a higher chance of missing or Stunning 1 person instead.
"Also I do not care for the Vault kick “Increases random Crit chance” because I always position myself behind the adds/Boss.
I totally agree. Some feedback loop would be nice, and also it could help us spot bugs.
It would be nice to have both in-game visual feedback on this, but also an API way to get at log events would be most helpful.
For the latter, there are numerous open-source tools that can do this, the data doesn’t have to be saved, but those advanced power user categories that know things like Prometheus can scrap the metrics/logs and use the data to help understand our character builds.
after extensive testing, many perks don’t function in this game as intended. (go figure)
-put a flawed elemental gem in a void gauntlet instead of a pristine and see 15% more damage on players for free
-bonus element damage perk on rings does not function with gems
-Vicious doesn’t work with headshot crits from dex weapons (maybe back crits too havnt tested)
Im far to lazy to test things on dummies all the time. Need damage meters to keep AGS honest