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Suggestion: in-game threat and DPS meters

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  • shandypandyshandypandy Member Posts: 632 Arc User
    edited December 2014
    cbrjwrr wrote: »
    Actually, ISA is used because of several factors:

    1. Basically everyone knows what it is and runs it, and so performance measurements from it allows meaningful comparison between any player or build.

    2. It is nice, simple, and most importantly is always constant except for player brought variables.

    3. It is quick and one of the more rewarding PvE queues - your Foundry plan would not be anywhere close to it.

    4. It isn't bugged, unlike most of the rest of STO...

    5. The result from your 1 player vs big punchbag is meaningless relative to the actual stuff played, which is teamed content for endgame grinding.


    Starbase 234, Starbase 24, Argala and Jalpori patrols are also relatively common to be used for measurement of DPS.

    6. It gives the biggest numbers.
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  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited December 2014
    6. It gives the biggest numbers.

    Not really, the biggest numbers would be from a teamed run of the Foundry scenario described above if we keep in context.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    dgdolph wrote: »
    I see, it's all about the point of view.

    From my point of view, it's not lying, it's failing to interpret a combat log file on the other side. If someone asks in the 30k dps channel for a player to contribute 30k dps and I bring a debuff ship that contibutes way more than 30k dps everything should be fine even if I have a raw dmg output of about 10k.

    1. It's not subjective. Your ship does not output 30k. You're lying when you say it does.

    2. I highly doubt you're adding 5k to each of the other players. Both my characters do ~35k (StDev ~10%). Even in a run deliberately set up with a two Recluses and going 2/3, I have never seen a +15% increase in damage.
    battykoda0 wrote: »
    I think it's time for support people to call a general strike. Don't heal. Don't CC. Don't buff. Let them do it themselves. Anything you present to them, they are going to hand you a "You Suck" button. Private match with friends and let these people moan at a wall.

    Going on strike only has an effect when your services are actually desired. At the 30k level, it's not necessary for most (all?) content.

    Which is not to say that I personally care what anyone brings, since I run with PESTF as well. The post you quoted is talking about lying.
    A foundry mission with 1 big TRIBBLE ship with almost unlimited hitpoints could even work as a target dummy.
    Fire at it for exactly 5 mins and check dps/dmg.

    This tells us nothing about piloting ability.

    If your ship does 100k parked next to a dummy, but you fly like Mr. Magoo riding a turtle, your contribution to the team is going to be less than someone who does 10k parked next to a dummy.

    My DPS in Guild Wars 2 is pretty good at the targeting dummies. In an actual dungeon I'm pretty useless.
  • bansheedragonbansheedragon Member Posts: 0 Arc User
    edited December 2014
    No no and no.
    I had DPS and threat meters ruin more games for me than I care to think of.
    When these things are added, especially DPS meters it becomes all about the numbers and nothing else.
    You can argue "don use it if you dont like it" all you want, but it dont change the fact that if you dont meet some arbitrary minimum set by a minroty group of hardcore min-max players you are simply not wanted.
    It dont matter how good you are at tanking, healing or CC, if you dont meet their minimum level of DPS you are simply not wanted regardless of how relevant such skills are to the success of the run.

    In my experience with these things, the people arguing for adding these things are on most cases the kind of people who want everyone else to play the game their way regardless of whether or not other people like or enjoy that kind of gameplay or not, because thats how they like to do it and as such everyone else should do the same for their benefit.

    And I frankly consider such meters a cruch for people who cant or dont know how to use proper tactics, an easy mode so to speak so you can just nuke the target instead.
    Personally I find it far more fun to outwit an opponent using clever tactics, than to just steamroll them with massive amounts of DPS.
  • lordcuttersladelordcutterslade Member Posts: 116 Arc User
    edited December 2014
    cbrjwrr wrote: »
    Not really, the biggest numbers would be from a teamed run of the Foundry scenario described above if we keep in context.

    1. that foundry scenario was an alternative....what i suggested was to add a PvP and PvE target dummy.
    (SWTOR has it...why not add it here?)

    2. you would of course shoot the target dummy alone, without debuffing support and if you want to do the same thing with your team then we need a team pve,pvp target dummy^^

    5. The result from your 1 player vs big punchbag is meaningless relative to the actual stuff played, which is teamed content for endgame grinding.

    Nonsense!
    This way you can check your dmg. What your ship is capable of.

    With all the debuffs atm ingame, you can often shoot at a target with an 8000 hit and get a 30 000 hit out of it since it got debuffed like crazy from your teammates.
    (ionic turbulence,beta-stacking,fire on my mark, intel powers.....)


    6. It gives the biggest numbers.

    ^ this right there is the only reason why people would be against a target dummy

    Your dps numbers would significantly shrink on the e-peenometer. :P


    Concerning a dps meter while doing a mission...
    Nope.
    If you want to know your dps then parse/log it yourself. Some people just want to do a mission without being reduced to numbers.
    [SIGPIC]Everything is awesome![/SIGPIC]
  • ktonof1aqktonof1aq Member Posts: 210 Arc User
    edited December 2014
    I HATE this suggestion.

    As a science guy who runs mostly support and crowd control I simply have never put out much in the way of DPS.

    DPS is great and yes, much needed, but so is support. When your little thin hull gets weak, it is my ship that swoops in and feeds your shields or suddenly adds to your structural integrity. If you get sub nuc'ed, It is my ship that clears that. If the mines come crushingly close to you, yep, again my repulse beams that save the day. Oh and my GW pulls the other guys close so you can pop em.

    What no meter for that? See the problem. If all we are measuring is DPS, what about all of our (sci/eng) contributions?
  • sinn74sinn74 Member Posts: 1,149 Arc User
    edited December 2014
    ktonof1aq wrote: »
    If all we are measuring is DPS, what about all of our (sci/eng) contributions?

    the current DPS meter has parsed heals, too, for at least as long as I have used it. It's even very easy to check them. Just as easy as DPS.
  • lordcuttersladelordcutterslade Member Posts: 116 Arc User
    edited December 2014
    It's sad that most people only care about Dps and not about a team effort.
    But that's STO.
    If you're a healer in SWTOR then your "worth" more than a DPSer^^
    Since you can only beat certain missions with a top healer and team player.

    But as i said....this is STO....almost no mechanics, simply have 5 dpsers fire around with 8 beams and FAW.:(


    (talking about PvE here of course....it's different in PvP)
    [SIGPIC]Everything is awesome![/SIGPIC]
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2014
    darkjeff wrote: »
    1. It's not subjective. Your ship does not output 30k. You're lying when you say it does.

    ^^ I've been saying this for ages!

    The only true measure of DPS would be that of a single player, against a single stationary target. Then you can fire at it, for a minute or so, and see how much dmg you output.

    In a team, however, 'DPS' is more a 'Team efficiency quotient.' So, while truly very impressive being able to finish an eSTF in 55 seconds (incredible coordination and discipline at work here), it says nothing about your individual DPS. Like when ACT gives you a 3 second 'stub' at the end of a mission, and suddenly I did 35k DPS. Total bogus, of course.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2014
    It's sad that most people only care about Dps and not about a team effort.
    But that's STO.
    If you're a healer in SWTOR then your "worth" more than a DPSer^^
    Since you can only beat certain missions with a top healer and team player.

    That is because STO is, at heart, a casual game, set up with the intent to solo. Yes, it's allegedly an MMO, and you queue in teams and all, but that's only for the suspension of disbelief: at the end of the day, your ship and your skills are designed for you to be as self-reliant as possible.

    And I like it that way, btw. For example, look at how frustrating Borg Disconnected Advanced is: if you need to rely on others for everything else that way too, most would just storm off, never to be seen again.
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  • dgdolphdgdolph Member Posts: 592 Arc User
    edited December 2014
    meimeitoo wrote: »
    And I like it that way, btw. For example, look at how frustrating Borg Disconnected Advanced is: if you need to rely on others for everything else that way too, most would just storm off, never to be seen again.

    Let's sum it up:
    - you're playing an MMO
    - you prefer to be able to care for yourself
    - you think it's frustrating to rely on others

    I'd like to add that I'm not here to judge anyone, but to me that is just sad to read.

    darkjeff wrote: »
    1. It's not subjective. Your ship does not output 30k. You're lying when you say it does.
    I did not say my ship does output 30k, I said my ship contributes more than 30k to the overall team performance. (Which in the end has the same value than having 30k dps output)
    But if someone refuses to see the bigger picture...
    darkjeff wrote: »
    This tells us nothing about piloting ability.
    And guess what? So does ISA. It's always the same old song with the same old NPCs. If you really wanna know something about your piloting abilities, then queue up for arena where you'll have to adapt to new situations every second.



    But back to dps measurements:
    Parsing ISA runs still is kinda stupid for some reasons...
    1.) You'll never get a real individual performance value since you always benefit from your team
    2.) ISA runs are too fast:
    short measurement -> much small sample size -> such big swings -> very random - wow, doge meme included [x]
    3.) Too much randomness in the game mechanics anyway:
    crit rates, weapon procs, doff procs, set procs, lucky onehits, unlucky timing

    If you really wanna know a value that is close to being acurate, you'd have to shoot the same
    target for several hours.

    A simple STF run is showing a very limited time frame of an non-individual performance only - that's just simple stochastics.


    And that's another reason why people are going to fail on interpreting an ingame dps meter.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2014
    dgdolph wrote: »
    Let's sum it up:
    - you're playing an MMO
    - you prefer to be able to care for yourself
    - you think it's frustrating to rely on others

    I'd like to add that I'm not here to judge anyone, but to me that is just sad to read.

    'Prefer' within the confines of understanding this is, at heart, a casual game, and that I have no control over the parameters. That's not the same as me saying I prefer it that way. :) But yeah, given how you simply *cannot* rely on others in ths game (at least not for the bulk of it), the system is good the way it is. Cryptic knows this, of course; which is why healers are so superfluous in game (PvE). Any change, like the way BDA works, only leads to mass frustration: you simply cannot force people to go against the casual nature of the game itself (I call it the 'Geko Fallacy').
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  • dgdolphdgdolph Member Posts: 592 Arc User
    edited December 2014
    meimeitoo wrote: »
    'Prefer' within the confines of understanding this is, at heart, a casual game, and that I have no control over the parameters. That's not the same as me saying I prefer it that way. :) But yeah, given how you simply *cannot* rely on others in ths game (at least not for the bulk of it), the system is good the way it is. Cryptic knows this, of course; which is why healers are so superfluous in game (PvE). Any change, like the way BDA works, only leads to mass frustration: you simply cannot force people to go against the casual nature of the game itself (I call it the 'Geko Fallacy').

    I do understand you very well and again: I don't wanna judge or blame you for anything - it's cryptics fault that the game and it's players are they way they are.

    I'm absolutely fine with a normal difficulty where anyone can do what he or she likes and still succeed. But advanced and elite difficulty should be something special that requieres a well set up team.
    In the current game, most of the time players are getting tought by the game experience itself that you do not need teamplay.
    All this game teaches you is: Go full YOLO, go full dps, go full ******! You won't need anything or anybody else!

    And that's how most players think, causing an epic fail if they try beating easy content like the no win scenario.


    And once more to get back to topic:
    A dps meter is only going to make players focus even more on their dps while distracting from the bigger picture: a successful team.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2014
    You're talking like DPS parsing doesn't already exist. It does. It's extremely easy to download and use CLR.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2014
    You're talking like DPS parsing doesn't already exist. It does. It's extremely easy to download and use CLR.

    Which is why I think in-game (private) DPS-meters would be a good idea: if ppl are gonna parse, might as well get the best metrics from Cryptic itself (with stats, heretofore not measurable, like Trait procs and such).
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2014
    meimeitoo wrote: »
    Which is why I think in-game (private) DPS-meters would be a good idea: if ppl are gonna parse, might as well get the best metrics from Cryptic itself (with stats, heretofore not measurable, like Trait procs and such).

    PvP matches pop up a window at the end showing total damage, total healing, and kills/deaths for both sides. No reason PvE queues can't do the same.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited December 2014
    PvP matches pop up a window at the end showing total damage, total healing, and kills/deaths for both sides. No reason PvE queues can't do the same.

    Cool. :) Didn't know that. Make it so, Cryptic!
    3lsZz0w.jpg
  • dgdolphdgdolph Member Posts: 592 Arc User
    edited December 2014
    PvP matches pop up a window at the end showing total damage, total healing, and kills/deaths for both sides. No reason PvE queues can't do the same.

    Even if all those reasons I posted in this topic aren't enough for you, there is at least 1 reason for not doing the same like in PvP: The numbers that pop up after arena are total bullpoop. There are things like...
    1) Missing kills and deaths
    2) Way to big healing numbers if you're "overhealing" (Overheal on purpose or simply by using stuff like the Valdore console)
    3) Fake damage (pets, mines, torps) and even friendly fire :rolleyes:

    I'd suggest to never ever trust those numbers that pop up after pvp. Just compare them to the once on ACT ;)
  • pewpewphazorspewpewphazors Member Posts: 90 Arc User
    edited December 2014
    The fact that a simple metric such as dps divides the sto community so much proves how casual this game actually is :) not that I mind since im not actually one of those people who go into pugs and lament at low numbers. I've seen high-dps people do this more often then I would like.The only time I lament low numbers is when a bunch of people collectively bring low dps ships that dont heal their teammates, generate no threat and cause me to draw all the fire and die a lot which I wasnt prepared for since the group was organized in a dps channel. That can get really annoying :(

    Btw, I use the foundry farming missions on elite to test my punching bag single target dps. And I do like it that way because imo it is a nice baseline test for what heals and what damage dealing skills work, especially heals since im just sitting there soaking up all the hits. Unfortunately it usually gets borked sometimes such as whenever I use TBR so it isnt perfect. But whoever thought of this, I like the idea
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited December 2014
    zero2362 wrote: »
    Dont really care about a threat gen meter but an in game dps meter would be steller

    Shhhh, speak for yourself! I would very much appreciate a threat meter. Even though the threat mechanics are totally screwed up at least it would provide some interesting insight into them

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    dgdolph wrote: »
    I did not say my ship does output 30k, I said my ship contributes more than 30k to the overall team performance. (Which in the end has the same value than having 30k dps output)

    All of which is true, and irrelevant.

    The amount you output is what qualifies you for the DPS channels, and anyone recruiting in the 30k channel is looking for a 30k output.

    Which, again, means someone joining from 30k who does not actually output 30k is lying, and anger from the match organizer is perfectly reasonable.

    There's nothing wrong with support ships. There's everything wrong with lying. If the organizer already recruited two support Recluse and is going for a 2/3 split, the liar just ruined his plan, and now he's on cooldown.
    dgdolph wrote: »
    Parsing ISA runs still is kinda stupid for some reasons...
    1.) You'll never get a real individual performance value since you always benefit from your team
    It doesn't matter. Your DPS against a single target or in an arena is irrelevant. The only time anyone cares about your DPS is when you're on their team in an STF.
    dgdolph wrote: »
    2.) ISA runs are too fast:
    short measurement -> much small sample size -> such big swings -> very random - wow, doge meme included [x]
    3.) Too much randomness in the game mechanics anyway:
    crit rates, weapon procs, doff procs, set procs, lucky onehits, unlucky timing

    I have over 100 recorded runs from pre-DR ISE. The standard deviation is under 10%.

    The results are accurate and precise enough for our purpose - to measure your DPS while in a team, in an STF.
    Shhhh, speak for yourself! I would very much appreciate a threat meter. Even though the threat mechanics are totally screwed up at least it would provide some interesting insight into them

    Threat = Damage * Threat Modifier.

    Measuring threat and damage go hand in hand.
  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited December 2014
    1. that foundry scenario was an alternative....what i suggested was to add a PvP and PvE target dummy.
    (SWTOR has it...why not add it here?)

    2. you would of course shoot the target dummy alone, without debuffing support and if you want to do the same thing with your team then we need a team pve,pvp target dummy^^




    Nonsense!
    This way you can check your dmg. What your ship is capable of.

    With all the debuffs atm ingame, you can often shoot at a target with an 8000 hit and get a 30 000 hit out of it since it got debuffed like crazy from your teammates.
    (ionic turbulence,beta-stacking,fire on my mark, intel powers.....)


    6. It gives the biggest numbers.

    ^ this right there is the only reason why people would be against a target dummy

    Your dps numbers would significantly shrink on the e-peenometer. :P


    Concerning a dps meter while doing a mission...
    Nope.
    If you want to know your dps then parse/log it yourself. Some people just want to do a mission without being reduced to numbers.

    Measuring single player metrics when you will actually be doing teamed content is irrelevant data - only by involving the team will you actually have a representative sample that actually covers the variables encountered.



    Plus, 100k DPS vs some punchbag is meaningless - 100k DPS in ISA actually means something. The fact is, you could do 200k DPS plus against a single punchbag running current stuff, but the build required just would not work anywhere else in STO.


    As to ISA itself, is actually very sub-optimal for just generating big numbers - if you just wanted to make big numbers, you wouldn't set up ISA.


    Heck, if all you want is big numbers build a vaper, you can spike well over a million damage for a second or two quite easily these days.


    Of course, while a vaper could spike 4 million damage over the duration of it's shortest buff, it doesn't work in PvE as you can only spike that high every few minutes, so it is better to bring a consistent DPS build as it works better - all that matters is bringing the right tool for the job, and STO PvE just means applied DPS.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited December 2014
    Just as the topic says. I was running Infected The Conduit Advanced yesterday on my fancy new science Fed. Long story short, I run a particle generators build with a tanking emphasis, and netted a not so good 20k dps while still maintaining aggro for the majority of the mission. We failed, and one of my teammates said "we would've won if not for that stupid TBR user! (Me)"

    Obviously it was me who is to blame, not the three sub 6k teammates I had. Clearly.

    Hence, I wish everyone had DPS and threat meters in the game. Then perhaps those of us who still pug would have the tools to point out who is dead weight, and those of us who are dead weight can keep their mouths shut and improve?

    Something like that should not be in-game period and it's very non-Star Trek.

    Anyway, Talk about demi-God mode mentality. There are some good words to know like patience, gratitude, humbleness, and teamwork. Heck two words teacher or mentor.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited December 2014
    warpangel wrote: »
    Looks like there are 2 types of people who object to having an ingame DPS measurement system:

    1. Clueless people who don't seem to realize that there already exists a DPS measurement system for this game, you just have to download it separately. If there is going to be any harrassment of low-DPS people, then there will be.
    2. Elitists who want to deny the average player a useful tool for improving their performance while using it themselves.

    Then there are those who want to talk about the value of healing and gravity wells and whatnot for mission completion, who should start their own thread about that instead of hijacking this one. ;)

    I have a decent build and disagree on both aspects. I think it's bad because it might be exploited by DPS focus players that might lead to name calling, trolling, and rage in-game.
  • priestofsin420priestofsin420 Member Posts: 419
    edited December 2014
    Who do I PM to close this thread? All it is, are people who don't understand the game howling at those who do. Nothing constructive is happening.
    Sardak (Science Officer): Captain of a 23k DPS R'Mor Temporal Science Vessel, R.R.W. Vathos
    Odan Brota (Science Officer): Captain of a 28k DPS Scryer Intel Science Vessel, U.S.S. Kepler
    Patiently waiting for a Romulan Science Vessel
  • dgdolphdgdolph Member Posts: 592 Arc User
    edited December 2014
    Who do I PM to close this thread? All it is, are people who don't understand the game howling at those who do. Nothing constructive is happening.

    though it's quite entertaining :P
  • questeriusquesterius Member Posts: 8,512 Arc User
    edited December 2014
    The whole thing with the pro/con of parsing is that people are going to compare their results anyway either with an ingame attribute or 3rd party attribute.

    I rather have an already available ingame attribute (the one used in PVP and to determine if people are Afk) than 3rd party.

    As for the actual usefulness of parsing, that is another matter.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited December 2014
    darkjeff wrote: »
    Threat = Damage * Threat Modifier.

    Measuring threat and damage go hand in hand.

    Threat modifier isn't listed in the UI, however. Frankly I'd like it to be listed as another bar on an enemy tooltip along with enemy shields and health.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    Threat modifier isn't listed in the UI, however. Frankly I'd like it to be listed as another bar on an enemy tooltip along with enemy shields and health.

    Agreed!

    We have -Th and +Th consoles, along with a Threat skill, yet no clue what actual modifiers we're equipping or putting skill points into.

    It'd be nice to at least see the modifier on our own character sheet.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2014
    Yeah, there's nothing in the UI to show threat. I imagine it could get complicated, since your threat will vary from one enemy to the next based on how much damage you and all of your teammates have done to them.

    Plus your "base threat" value is meaningless by itself since damage modifies it so much, you'll have someone flying a space turtle thinking they're a "tank" while a real aggro tank may have lower threat generation but actually get the job done.

    Then there are a few boss-level enemies that seem to be immune to threat and will target a random opponent, and shift targets randomly.

    The complexity of this may be why they don't seem to even want to explain how it works.

    E: and yeah, healing also affects threat. Especially in the ground.
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