DPS Meter Megathread

Post by Ludullu on 2024-01-27 08:55:48

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And so far, to me, there's no indication that Ashes is that kind of game. Which is why I mentioned us not seeing any hardcore pve.
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This is why you have parties and not "a single dude is watching over an entire raid". Every party is its own unit and every party member is responsible for their mates, with PL being responsible for the unit.

Delegation of responsibility, and trust for those delegates, is an important part of party-based mmos. Obviously you have no trust for your team, as evident by this:
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People that want their team to succeed won't be "anonymous and undiscoverable". This is only true in some random pugs or in guilds that invite every person they see. I guess there's also the chance of spies that ruin raids on purpose, but then the absence of a raid-wide tracker simply plays into the inter-guild politics and drama, and requires a bigger managerial skill from every guild to notice those kinds of spies.

Post by rikardp98 on 2024-01-27 11:43:53

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Post by Noaani on 2024-01-27 17:56:00

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Post by Ludullu on 2024-01-28 02:54:50

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I will most likely not play with those people. But considering that open world stuff will supposedly be the stuff that people need to do their best on - we'll have to see how valuable a tracker is in an everchanging pvx situation.

If instances do end up getting the hardest content - I won't care for them for a long time, cause they won't give best gear.
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I'll hope it does.

Post by Noaani on 2024-01-28 03:20:43

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Post by Butkus on 2024-01-29 07:37:13

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Post by RationalThought on 2024-01-29 12:53:04

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Post by Noaani on 2024-01-29 20:07:33

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Post by Lithxd on 2024-01-29 20:23:29

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Post by Aszkalon on 2024-01-30 00:50:27

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Post by Ludullu on 2024-01-30 02:20:27

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And why exactly is it impossible to do the very same thing that an addon would do, but by the devs? If UI is gonna be as customizable as Intrepid are promising, I'd imagine that its backend will also be quite fluid, so Intrepid should be able to fix those "nuisances" fairly quickly.

Addons are only a requirement when the studio is trash and doesn't listen to direct feedback.

But having said that, UI issues are not nearly the same as trackers imo, because one relates to issues of input, while other relates to issues of output.

Oh, and if you were talking about UI addons that do in fact solve output issues, then I'm simply against those :)

Post by Dygz on 2024-01-30 19:07:21

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Post by Azherae on 2024-01-30 23:19:44

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And why exactly can they not do that? You can see mobs not being CCed, you can see people not being healed, you can see buffs not being on when needed, you can see pretty much all the things you've mentioned - especially if they were called out by the party leaders.

The only thing that would be somewhat "invisible" is the personal dps of every character. But that'll be apparent in the result of the encounter. You lost, while everyone played perfectly? Means you didn't have enough dps. And you'd then need to see who does what dmg and see what can be improved (I did this with my L2 guilds even w/o trackers).

And until we see hardcore pve and general encounter design (especially in the context of pvx), I'm not even sure dps tracker would even be important.

I'm passing on some questions to you, here, NiKr. You probably know why.

Does L2 have many sources of DoT?
Can they be an aura around the source?
Can multiple sources of the same DoT aura apply to players in a large PvP fight, i.e. if two different people have 'Inner Fire' or whatever, does their opponent get burned twice?
Can the DoT itself have any random statistical element where it sometimes does extra damage?
Can the DoT damage be altered while the DoT is happening through a buff or debuff?

Thanks.

Post by Ludullu on 2024-01-31 01:30:00

Does L2 have many sources of DoT?
Nope. Maybe like ~10, with half of them being "poisons" and half "burns" (with a very few exceptions). Sources might be different, because they come from different classes and spells (iirc you can theoretically stack them all), but they ultimately do the same thing.
Can they be an aura around the source?
No (unless I'm forgetting a fairly big skill).
Can multiple sources of the same DoT aura apply to players in a large PvP fight, i.e. if two different people have 'Inner Fire' or whatever, does their opponent get burned twice?
I think the same spell, even if coming from different players, will just renew the duration. But considering that there's no auras - no, this can't happen.
Can the DoT itself have any random statistical element where it sometimes does extra damage?
I thiiiiink crits might apply here? But I'm really not sure, cause dots are barely noticeable in fights, due to their dps compared to the dps of any other source.
Can the DoT damage be altered while the DoT is happening through a buff or debuff?
I think there's only one debuff that might influence one type of dots (poisons). But due to dots being barely used (in my experience at least), that debuff is never even mentioned, let alone used.

Some dots were used in 1v1s, because those were more about avoiding as much dmg as possible, so proccing a dot was a nice way to do dmg while you yourself avoid direct one, but even then, only certain classes had such dots, so it was a fairly rare occurrence.

I'd definitely like if Ashes had a deeper system than this, cause I love dem spell/effects interactions.

Post by Azherae on 2024-01-31 02:24:06

Does L2 have many sources of DoT?
Nope. Maybe like ~10, with half of them being "poisons" and half "burns" (with a very few exceptions). Sources might be different, because they come from different classes and spells (iirc you can theoretically stack them all), but they ultimately do the same thing.
Can they be an aura around the source?
No (unless I'm forgetting a fairly big skill).
Can multiple sources of the same DoT aura apply to players in a large PvP fight, i.e. if two different people have 'Inner Fire' or whatever, does their opponent get burned twice?
I think the same spell, even if coming from different players, will just renew the duration. But considering that there's no auras - no, this can't happen.
Can the DoT itself have any random statistical element where it sometimes does extra damage?
I thiiiiink crits might apply here? But I'm really not sure, cause dots are barely noticeable in fights, due to their dps compared to the dps of any other source.
Can the DoT damage be altered while the DoT is happening through a buff or debuff?
I think there's only one debuff that might influence one type of dots (poisons). But due to dots being barely used (in my experience at least), that debuff is never even mentioned, let alone used.

Some dots were used in 1v1s, because those were more about avoiding as much dmg as possible, so proccing a dot was a nice way to do dmg while you yourself avoid direct one, but even then, only certain classes had such dots, so it was a fairly rare occurrence.

I'd definitely like if Ashes had a deeper system than this, cause I love dem spell/effects interactions.

Thank you, I feel like the person will understand your perspective better now.

For your clarity, these DoTs and auras and 'DoT procs' are the primary reason one might not be able to track everything, they're the main thing that one can easily lose track of (without this information, I would not have been able to explain why Predecessor, for example, has a 'Combat Log/DPS Meter in it') and they are a large part of tactics in PvE, comprising a decent amount of the tools available to certain boss designs.

These sometimes don't show in an older MMO's damage log, partially because if they do, they cause the log to scroll too fast.

I will hope that Intrepid knows the better UI options for providing this information to players in large battles, since Ashes has more of these, they are affected by stats on both sides, and the damage was able to crit in Alpha-1.

I ask you in particular to keep it in mind going forward, that when someone 'says that they can't track everything', this may be a large aspect of what they're referring to.

Post by Ludullu on 2024-01-31 02:34:04

I ask you in particular to keep it in mind going forward, that when someone 'says that they can't track everything', this may be a large aspect of what they're referring to.
I'm curious how hard would it be for Intrepid to give us a log filter, where we can assign feedback from our certain skills to only go towards certain log windows (I assume we can have multiple log windows btw).

Also, I'm not sure if you know, but L2's log never shows what other people are doing. It only gives you info about your own actions and the stuff that's happening to you.

I say this, because that ff11 boss video in your new thread had the log print every damn action that was happening around you. And I forgot to mention this fact about L2 waay back when we were first discussing stuff in the context of ff11 videos you provided.

I think that's another huge factor as to why I have such a strong bias against trackers. I didn't have to track my entire party (let alone raid's actions) in my log, so noticing smth like "my debuff failed to land" was waaaay easier than parsing the log from your ff11 videos.

Iirc BDO is somewhat similar, which might also be the reason why Mag is so against trackers. We're both way more visual parsers than reading ones.

And I feel like EQ2 might've also been similar to ff11, or at the very least ACT was so ingrained into the game that Noaani is also a "reader", cause his usual argument against visuals-based bosses is that you can't have more mechanics on a boss if all mechanics gotta have visual (or auditory) feedback. And to me that kinda implies that this info was simply written out to people in some way.

Post by Noaani on 2024-01-31 02:38:03

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Post by Azherae on 2024-01-31 02:49:46

The reason I bring this up, NiKr, is because DoTs, almost by definition, are poor candidates for visual or auditory feedback.

BDO actually does have a few like this, and when some of them were introduced, it made a large subset of the population convinced that a certain class was top tier. Because people were so used to watching for a visual cue, when the strategy of the class was to 'hide and misdirect you from those cues using positioning'. Players would die in fights and assume the class was overpowered in raw damage, when it was literally just 'you're standing in range of my DoT and summons and not noticing, and I'm defending'.

Now, because BDO does not show onscreen damage numbers, and because you can't actually know how the enemy built, some players of that class have very strong DoT that you must avoid, and some have weak DoT that you definitely should tank through, to avoid getting grab-comboed. So the game added a complexity level, but it was too much for certain people.

I'm not gonna name names, but I have information from a certain person we chat with, that they also think this class is strong. See what I'm saying? Or rather, don't?

Post by Azherae on 2024-01-31 05:34:52

I ask you in particular to keep it in mind going forward, that when someone 'says that they can't track everything', this may be a large aspect of what they're referring to.
I'm curious how hard would it be for Intrepid to give us a log filter, where we can assign feedback from our certain skills to only go towards certain log windows (I assume we can have multiple log windows btw).

This would only be helpful if you had any way to determine what was important or not important information at any given time.'

The games we're talking about, have logs, they have log filters, you can be pretty precise with them. It's just that there is so much going on, you'd need nine different windows (yes, I'm serious, and I'm not even talking about an MMO, I'm just talking about Predecessor) if you somehow wanted to filter everything to the point where it could all be 'sorted' in a teamfight.

Even in BDO you'd need 4 or 5 if they offered this. Note I'm not saying 'you can't play the game this way', I'm only appealing to 'the fact that you already understand why people want 'Ricochet' level logs, and therefore I'm assuming you suggested the log filters.

They're nice, but they'd cover your whole screen. And at that point, you still need to be very visual to read them all. Personally I'm not. Regardless of the fact that I read very fast, it's way easier to just remember every effect. That's how 'cluttered and distracting' a complex system ends up being.

There's one other problem that I don't know if you're familiar with, which applies to this as well. When an opponent's DPS is based on their attack speed, the only visual indicator of their attack speed build's power is how fast your log is scrolling or how quickly the numbers are flashing. I'm not saying it's impossible to keep track of that, but it's sometimes very hard to judge effectiveness.

There's a reason why 'building for huge attack' is considered a noob trap in many games. "Bigger number better!" is difficult to dispel when the 'actually bigger number' is 'a smaller number, but more often'.

Post by oOKingOo on 2024-01-31 11:16:35

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Post by Ludullu on 2024-01-31 15:36:21

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But during the fight, are you not watching both the fight and your ongoing log? Or did EQ completely forgo visuals in favor of text?

I could maybe see how ff11 could maaaybe be played through text, though even then it seemed like positioning mattered, so you'll still need to track the target at least with your peripheral vision. But EQ2 seemed way more visually involved (at least from the stuff I've seen from both games).
The reason I bring this up, NiKr, is because DoTs, almost by definition, are poor candidates for visual or auditory feedback.
To me this still comes back to UI issues. Let's say you can have 10 negative effects on you at any given time during a fight. Those 10 icons could be grouped by type, which has its own player-chosen color, and positioned vertically where the player would have that line in their periphery. So when you see a "red" icon pop up in your field of vision - you'll know you're being dmged by a certain type of dot.

Like, I'm still all for logs having good written feedback, but I do think that visuals can be improved as well. The BDO example kinda proves that to me, cause they could've literally just had an icon on the effected targets of "you have this dot on you", and at least some players would notice that this icon disappears once you step away from that "OP" class.

Those who still have problems even with such a mechanic would have problems with parsing logs on the fly as well. Also, was that class' info not anywhere online? Could no one just, like, play that character to the point where you get this ability and literally just see how it works? I know this is a dumb question, but I feel like it applies to dumb people. "Educate yourself" and all that.

I played every class in L2 at least to the extent of understanding what their abilities do, so that I could know not only how to play against them, but potentially help others understand them as well (and have done so on multiple occasions).
Note I'm not saying 'you can't play the game this way', I'm only appealing to 'the fact that you already understand why people want 'Ricochet' level logs, and therefore I'm assuming you suggested the log filters.
Nah, I was just trying to visualize in my mind how I'd prefer my combat log to look. Just several thin windows of incoming dmg (singular hits), incoming debuffs, incoming dot dmg.

Incoming magical dmg would be blue in that first window, phys would be red. Debuffs would be painted rainbow by type, so a glance would give me at least the type of stat reduction I received (and I'd be able to check the icon visually if needed). Dots would just be there, and with time I'd underline names with dangerous dots, so their dots would be more visually apparent in the log.

I know this doesn't cover all the things, but I'd only know which things it needs to cover when we have the final game in our hands.
They're nice, but they'd cover your whole screen. And at that point, you still need to be very visual to read them all. Personally I'm not. Regardless of the fact that I read very fast, it's way easier to just remember every effect. That's how 'cluttered and distracting' a complex system ends up being.
I mean, as I see it, knowing literally all icons and their effects is literally the base level of knowledge required to be even semi-competent at the game.

People who can't keep up with the pve/p pace or the log or the icons or whatever else will simply not be competent. And I don't think anything can help them, not trackers, not meters not anything. I don't really watch Asmon's WoW streams, but I sure as hell constantly hear his complaining of people not doing mechanics or not "walking out of the red". And that WITH wow's insane addons that yell at you what to do. How would one expect those kinds of people to track anything in a fight that might involve pvp on top of pve.

I realize this is probably cruel to them, but I simply don't see how they can be helped in this particular context. If anything, my suggestions of having good visuals is an attempt at that, but both you and Noaani say that visuals can't really do shit in a properly complex game, so then how in the hell would those people even clear content like that?

And if we're not talking about such people, then we're simply back to Noaani's classic argument of "there's literally nothing you can do because I've already ACTed all over your game" :D
There's one other problem that I don't know if you're familiar with, which applies to this as well. When an opponent's DPS is based on their attack speed, the only visual indicator of their attack speed build's power is how fast your log is scrolling or how quickly the numbers are flashing. I'm not saying it's impossible to keep track of that, but it's sometimes very hard to judge effectiveness.

There's a reason why 'building for huge attack' is considered a noob trap in many games. "Bigger number better!" is difficult to dispel when the 'actually bigger number' is 'a smaller number, but more often'.
I know this quite well cause L2's 2 biggest and highest value dpsers were Orc classes, one with a HUGEASS double-hander and the other with knuckles. I'm sure you know what the differences were.

They were somewhat interchangeable, though particular gear pieces made the double-hander just too stronk, so he was usually preferred. But until those pieces, knuckle boy was accepted in most raids.

Post by Azherae on 2024-01-31 15:55:38

The reason I bring this up, NiKr, is because DoTs, almost by definition, are poor candidates for visual or auditory feedback.
To me this still comes back to UI issues. Let's say you can have 10 negative effects on your at any given time during a fight. Those 10 icons could be grouped by type, which has its own player-chosen color, and positioned vertically where the player would have that line in their periphery. So when you see a "red" icon pop up in your field of vision - you'll know you're being dmged by a certain type of dot.

Like, I'm still all for logs having good written feedback, but I do think that visuals can be improved as well. The BDO example kinda proves that to me, cause they could've literally just had an icon on the effected targets of "you have this dot on you", and at least some players would notice that this icon disappears once you step away from that "OP" class.

The problem is not the icon. The icon works fine. The problem is 'recognizing which players you need to move away from and which you don't need to move away from', because you need to also see the precise damage that each tick of the DoT is doing.

That is the 'issue' with audiovisual feedback for DoT in games with a higher amount of it. Once you are in range of both Steel and Sevarog and they both built Fire Blossom, in Predecessor, you have no immediate way to know which one is doing 72 damage per second and which is doing 23 (these numbers aren't real exactly).

Then, you get stunned, and suddenly it's doing 104 and 46 (Fire Blossom DoT doubles when you are immobilized). But also just taking magical damage, in combination with a different item, increased your opponent's Magic Damage Bonus, or reduced your Magical Armor, or something, so actually, the number doesn't even stay the same from moment to moment.

I could get close to someone, and the damage tics look like '40, 42, 84, 88, 55, 121, 140' (these numbers DO appear on the screen). And then someone else nearby with a similar effect does '34, 37, 80, etc'.

Also remember that unless they removed anything similar to Hallowed Ground (the Alpha-1 Cleric ability) and Chains doesn't do DoT, Ashes already has this concern.

Anyways, the involved person has requested that I discontinue attempting to explain it. Your perspectives tend to be unyielding, so, thanks for answering, on their behalf.

Post by Noaani on 2024-01-31 18:58:20

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Post by Ludullu on 2024-01-31 19:19:45

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Ok, so again, how did people play then? If there's so much stuff happening every second, what did ACT do to let people process this? If there's dozens effects at the same time, how exactly did ACT make it NOT dozens of effects at the same time?

Positioning is the simplest part of a raid, so I'd assume people were just looking at ACT instead of the game, cause, as you say, looking at the game was pointless. Is there a video recording of how ACT looks like during an EQ2 raid? Cause I find it hard to imagine how can a program, that supposedly simply reads and parses the log, help a human process that amount of info on second-to-second basis.

Post by Noaani on 2024-01-31 19:27:25

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Post by Ludullu on 2024-01-31 19:36:27

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I think I finally understand why it needed so many attempts. Cause no one new what they were doing, because the game literally doesn't tell you (at least in a viable way).

So ok, then how exactly do you apply ACT's info in the next fight, if you got no way to even know what's going on, cause there's too much info input?

Post by Noaani on 2024-01-31 21:42:41

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Post by Ludullu on 2024-01-31 21:55:16

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Ok, then the only question I can ask when it comes to my attempts at imagining how the direct gameplay of the encounter went is this: are EQ2's bosses fully scripted with 0 changes between pulls?

Cause if they have any kind of randomness, I simply cannot imagine how exactly were people playing the game if they can't physically react to all the info input, the logs don't help because you can't read that fast, ACT doesn't help during the fight because it's functionally the logs and the visuals are literally non-existent because the game is all about telling you mechanics through text.

I can obviously watch a recording of a fight, but that tells me nothing about how people were playing the game. Like, the first point of view of gameplay. I cannot comprehend its flow. Or, to be precise, your description of the game does not allow me to even comprehend it (not necessarily your fault, just the overall design seems to come off that way, from your words).

If I was trying to fight a boss in EQ2, what would I be paying attention to during the fight? Simply positioning and my rotations (in sequence with my party's/raid's)? But if bosses have mechanics with 0 visuals and I can't react to them in text - how am I supposed to play around them during the fight?

Which is why I'm asking whether the fight is literally a carbon copy of itself on every single pull, cause at that point it'd at least be simple memorization, and I can totally understand that.

Post by Azherae on 2024-01-31 22:48:19

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Ok, then the only question I can ask when it comes to my attempts at imagining how the direct gameplay of the encounter went is this: are EQ2's bosses fully scripted with 0 changes between pulls?

Cause if they have any kind of randomness, I simply cannot imagine how exactly were people playing the game if they can't physically react to all the info input, the logs don't help because you can't read that fast, ACT doesn't help during the fight because it's functionally the logs and the visuals are literally non-existent because the game is all about telling you mechanics through text.

I can obviously watch a recording of a fight, but that tells me nothing about how people were playing the game. Like, the first point of view of gameplay. I cannot comprehend its flow. Or, to be precise, your description of the game does not allow me to even comprehend it (not necessarily your fault, just the overall design seems to come off that way, from your words).

If I was trying to fight a boss in EQ2, what would I be paying attention to during the fight? Simply positioning and my rotations (in sequence with my party's/raid's)? But if bosses have mechanics with 0 visuals and I can't react to them in text - how am I supposed to play around them during the fight?

Which is why I'm asking whether the fight is literally a carbon copy of itself on every single pull, cause at that point it'd at least be simple memorization, and I can totally understand that.

I've sort of explained this before, I can find the post for you.

But the short answer is, it's just that hard, and the design of FF11, at least, is not 'react when the thing happens', it is 'react to the situation caused by the thing happening', which you have more time for.

I feel we're in a weird situation here, because you're asking for an explanation of something that by definition of 'being complex to be interesting' is so complex that it can't be explained to you in that way.

It's like how comprehending high level StarCraft play isn't a thing you can do without years of playing StarCraft. Not even the flow will make sense.

But yes, it's that random, it has hidden parts, it has many complexities. FFXI Campaign is sometimes literally the equivalent of undertaking a small military operation (of the Greco-Roman Imperial era).

It's not that the boss has no visual data, it's that it has 'tiers'. I can use Briareus to explain this to you if you care a lot, but the short version, if you remember from the check, is that you can visually see Briareus use Mercurial Strike, and the visual cue of Mercurial Strike tells you to look at your log for a moment to see how much damage it did.

From there it's a mental priority stack like any other high difficulty game.

Post by Ludullu on 2024-01-31 22:52:38

I've sort of explained this before, I can find the post for you.

But the short answer is, it's just that hard, and the design of FF11, at least, is not 'react when the thing happens', it is 'react to the situation caused by the thing happening', which you have more time for.
My memory must be decaying due to my zoomerization (ADDzation?).

@Noaani is EQ2 also simply about post factum reactive gameplay?

Cause I can totally understand that. I don't like it, but if that is how it is - I understand that.

edit: All I was asking is what players pay attention to. If it is simply "smth happened - do a mental tree on how to react" - that's super easy to understand. And I guess the log parsing just helps build that tree at the raid's scale, so that everyone is on the same page.