



What are some examples of games where the developers have implemented systems to prevent players from "carrying" others through difficult content solely based on overwhelming DPS?
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what is dps mean
- How does the design of a game's inventory management system affect a player's ability to quickly swap gear or consumables to optimize DPS for different situations?
- How does the integration of crafting professions allow players to create gear with specific stat combinations that are optimal for certain DPS builds?
- How does the integration of replay analysis tools with detailed combat logs allow players to meticulously examine their DPS performance and identify even minor areas for improvement?
- How do different game engines and server architectures potentially impact the reliability and consistency of DPS?
- What are some examples of games where the developers have implemented systems to normalize the impact of latency or network conditions on a player's ability to execute precise DPS rotations and maintain consistent damage output?
- How do tanking mechanics interact with DPS?
- How does the design of a game's reputation or achievement system include rewards, such as titles or cosmetic items, that serve as visible indicators of a player's dedication to mastering high-level DPS play?
- What are some examples of games where the developers have implemented systems to normalize the effectiveness of different gear levels in specific competitive modes to focus more on player skill in DPS execution?
- How do different forms of player interaction (e.g., trading, auction houses) indirectly affect access to gear that improves DPS?
- What are some examples of games where the developers have used in-game cinematics or character interactions to emphasize the importance of dealing high damage in critical moments?
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