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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
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This is also my conclusion.
The top 10% of players are often led by the top less-than-1% of players, the 'shot-callers' in Raids, the 'Moguls' in Econ, etc. There's whole videos for just WoW about World First raid groups where the shot-caller explicitly doesn't even play in the raid because the amount of things you need to do and track is so 'much' that they are better off not.
From that (and massive discussion on the matter from that scene) we have the implication that content 'at limit' had a situation where the pioneers of it 1) had 30+ people, 2) (presumably) chose the one most observationally-endowed and possibly tactically skilled from their ranks to be in that role, in a game where WeakAuras and similar add-ons are a thing, and then 3) still concluded that it would be better if that person was only watching and commanding.
Because that's what the content required.
Go down one tier. Or two. There is a level at which that person 'can do it while playing', or at which 'they can do it in real time no WeakAuras no Combat Tracker'. If Steven's goal is 'I would like to cap everyone at this point, and make it so that the content is limited to groups with the sort of person who can do this with no external assistance' (let's go so far as to assume that me writing a Combat Log parser was off limits)...
Then he's just chosen his 'single digit percentage' by a different skillset than a game that allows Trackers. And this could easily be a functional goal. It 'creates a winner' by a factor that is a population selection based on something that could probably be outright genetic. But some would say skills are a gene lottery, so that's fine.
If anything, the thing I don't like about it, is that Trackers, particularly in games where there is true challenge, are a good way to spread out those 'skilled players', to allow them to form groups with less tactically skilled players rather than 'causing the friction and toxicity that comes with having no objective data'. I believe the latter can ultimately lead to a situation where all the 'skilled players' congregate together for success over time rather than leading and improving their less-skilled friends and counterparts.
I object to this game design style, despite 'being one of those players' with a group that has literally pushed through all that already, It's the sort of thing a more elitist/toxic version of me would design, which is why I usually doubt that Steven's stance is exactly what is presented as a whole. But either outcome is an accusation, either I'm saying 'this is performative (like YoshiP's stance)' where the 'you can't use Meters' is just a way to appease all the people who think they are bad while doing nothing about it...
Or I'm saying 'Steven is a toxic elitist who, as a leader, prefers a scenario where leaders have additional power and control because others don't have access to tools that can rival their abilities'.
But one can take the third option and take it in good faith, in which case, the response (from me at least) is 'see if someone can convince Steven that this will lead to one of the above and he should change stance'.
And that, I leave to Noaani and any staff Intrepid has who hold similar views, one step at a time.
If a mob had that number of abilities, it would mean that basically all mobs have the same abilities (there aren't all that many actual abilities - it is the combination of abilities that makes things interesting).
If a mobs have the same ability set, you will come across that same killer combination at some point, on another mob.
Keep in mind though, we are now well and truly out of any real world scenario here.
Well, I doubt you will see the same three options I do, but just in case you agreed with anything ELSE I said, which is it for you? Doesn't have to be so discrete.
1) Performative, it's impossible to stop trackers, meaning that the winners will be cheaters OR that they will be constantly having to prove they don't cheat (because there's no way to detect it, and the definition of Combat Tracker is confusing in the case of someone like me who can program parsers)
2) Elitism, where the ideal is that people like me form exclusive groups with others like me when it comes to top end encounter content (this applies regardless of the content type, most analysts of the type I mentioned function across disciplines because again... genetic)
3) You hope that Steven has a more permissive stance on the type of tracker that I can write, or perceive that if I write it myself and don't just download it, I'm still being rewarded for my personal skill and should be allowed to do so as long as I don't distribute it (in which case those punished would be those who don't write them).
4) Insert own.
I can see an interesting world in case #3 where my team could 'register their proprietary tracker with Intrepid so that they know how it works and can just ban OTHER people doing it the same way'.
Victory by Verran Patent Law.
Cheaters gonna cheat.
Elitists will strive to be elitists in any case.
The devs should not provide tools to make that easier for them.
Steven should not have a more permissive stance.
FFXIV are fight where there are close to 0 RNG (wow still more with "who will be targeted" that can be source of big mistake if people are not focused).
Skillset of bosses are for hardest boss (in FFXIV, the "really hard" being ultimate and to a lesser but still hard, the 4th/last of a tier raid) hard to deal with, and really unforgivable. putting a RNG without increasing the time you have to prepare could make it close to impossible.
A perfect example are tank bust, skills that can easily one shot a tank. many doesnt have anykind of cast bar, nothing call them (aside "it is the timer where the boss will do it") so if tanks and healer doesn't know "it is time" the tank will die... The "shield" healer cannot keep non stop its shield on tank (not enough mana for the whole fight and... he still needs to do DPS for enrage) and the tank doesnt have enough CD to have at least one activ any second of fight.
But FFXI showed RNG works well for high end difficulty, and even in recent MMORPG, lost ark recently showed it aswell... it is in fact like arena size, size of raid, game with/without healers (or even tank LA got no real tank)
Those are just elements that never avoid to do hard fight, but change how you can make the fight hard but not impossible. Devs knows their game, and have their own experience of previous fight so all those are never a problem.
Have to understand that when we reach top end, the fight design first have ton consider people able to play their class perfectly, so to give close to 100% of their potential DPS. Then those are people that understand well the game mechanic. Those two element won't vary from boss another because bind to the game. so if you want to do tough and really challenging fight, you HAVE TO include the need to be "close to perfect" in both of those point. This is where many games have "easy fight" because quite permissiv about those 2 base knowledge that allow top players to just faceroll the fight.
Also, there are MANY way to challenge the DPS of the raid... The "hard enrage" is the most common and the easiest to do for devs... but this is the only reason we see it everywhere.
In such situation, people also need ways to improve themselves close to "perfect"
edit : holy trinity (or even ... could see up to 4 roles with support like bard in FFXI being not healer, but really strong addition to group)
This is JUST another criteria of design. bind to the game mechanics
You can do a good MMORPG, with hard and engaging fight, with not this trinity,
Now, Ashes will have this trinity and maybe the 4 side (some people consider cleric will be healer, while bard will buff others but not heal... ) so all design have to push each role and not allow a "finalyl, if we play perfectly, we can avoid to take the cleric"
This is something of an interesting stance.
If you assume the combat log exists for players to look at and discuss within a guild, all a combat tracker is, when broken down, is an easier means of doing that.
If the developers see fit to add in a market, then one would assume they will add a search function to that market to make it easier to use. They could just list all items and make players manually search through the market for the item they are after, but they wont, and no one would expect them to.
Same with ability hotkeys. They could make it so you need to type in a / command to activate an ability, but they dont, they give you a more convenient means of doing this.
If you add in a system to the game, you add in basic QoL functionality for that system.
If Intrepid want players having logs, add in basic QoL functionality for them. Basic QoL functionality for a combat log is essentially a tracker - a means to sort and display information from the data in those logs.
Not doing that will lead to cases like is evident in this thread - some people will mistakenly label as cheaters those people that are simply adding that basic functionality that Intrepid should ship with the game.
I mean, if the idea is to lower the level of toxicity in the game...
This is sort of true, sort of not true.
If you look at combat tracker use in most games, it starts off as player driven. I'll use a tracker because I enjoy using them.
However, by the time the developers get to.adding new content, they can either decide to tune it to the capacity players actually have, or to the capacity the developers want players to have.
Every game I have played has done the former. New content has always been added to a game based on the actual ability and capacity top end players have.
As such, if top end players are using trackers , this will be factored in.
If developers want to develop an encounter that they expect a guild to spend 2 weeks on, that encounter will look vastly different based on if the developer is assuming players use trackers or not. If the design is based on players using them, there will straight up be more things to figure out.
A guild without a tracker may get there eventually, but it will take.months rather than weeks, and assuming the developer is even remotely capable of adding content, guilds without trackers will very quickly find themself entire content cycles behind everyone else.
At that point, it absolutely is the content that requires people at the top end to use trackers - but the content is only designed that way because people use trackers.
Nkw, if that new content was made without the assumption.ption of trackers, those using them would breeze through it in days rather than weeks, leaving the developer outright unable to keep up with new content.
People will want to cheat to optimize or look for any gaps they can take advantage of without actually doing the work. Its the same people that will try to ruin games for other people at the end of the day. And the same toxic people that spread that none sense to other players to use it in a even more toxic way.
And why people keep saying they don't want meters, if people find ways to get around and use them anyway, if they are caught you simply ban them. And take certain things into consideration on releasing new content in ways meters aren't as effective and that be relying more on action combat, be it 20% more or 60% more until the difficulty gets where you want it.
To start with, absolutely.
However, players have the right and the ability to play the game using combat trackers, and so many of us just will. As you say, this is not something that will change.
Trying to get us to not use combat trackers in any given MMO is literally the same thing as trying to get someone like Dygz to not participate in RP in any given MMO. It isnt something I would do, it is something that occasionally negatively impacts those not playing the game that way (I've seen someone 'RP' a limp through a dungeon, among a number of other things), and people often do ise out of game tools to participate in RP (especially if using voice chat).
Yet, the game caters to them, and indeed should cater to them. There is no reason it shouldn't.
Same with those wanting to use combat trackers. Sure, some people may not enjoy using them. Cool, dont - just as I dont RP.
The only residual effect you will see in the game if guild based trackers exist and you dont belong to a guild using them is that the games meta will be more varied (assuming the developers do a good job of class design - which I am assuming they will).
I've seen both of these situations happen in L2 servers. Except there it was all based around pvx, so the top 1% would usually just get bored because people would stop fighting them after realizing that they just can't win. I'd assume hardcore pvers wouldn't really care about that because they'll have their super hardcore bosses to farm, while everyone else either leaves or just goes around telling everyone that game is dying, which in turn just manifests it into a fact.
I'm sure EQ2 somehow avoided this issue, but I'd assume that mainly stems from its playerbase being on the older side and not caring about such things too much. While in this day and age it'd already be very difficult to hold your audience's attention. And it'll be waaay harder to do that when said audience start to hear that the game is dying.
So while I completely understand the hunger and drive to push the limits of gameplay, I personally see the presence of trackers as a detriment to the longevity of the game. I'm sure that there's enough people like you who'll use them even if Intrepid tries their hardest to ban that use, so imo the downfall of the game is kinda inevitable. I hope I'm wrong on this, but I've seen this snowballing happen too many times even with oldschool hardcore players, let alone the current gen of "I'll play this game for a few weeks while my favorite streamer plays it and then leave it" gamers.
While i defend combat tracker there, another game where i play high end and don't care tracker is Lost Ark.
How the game is designed, how fights are designed, when you have your build, your cycle, well trained, you can easily know when you are underperforming or not on a fight even when discovering it.
And more than that, the mvp screen after allows you to have confirmation on it. (and soon we will have a more detailed one)
On FFXIV, tracker is less usefull than wow to find out the good build and rotation. Because the secundary stats are not a big deal, and just READING skills is enough to understand how to play each... (yes still lot of people are deeply underperforming... ).
I used tracker on FFXIV to test some rotation in specific part of boss fights, or to see why some friends or guildmate had so low DPS to be able to give them advices as good as possible...
on both, some people are using tracker, FFXIV even have fflogs
Sure it is at first how people want to experience the game with what they have or not, and what do they aim or not.
but in the end, combat tracker, Vocal, guild forums, etc
They are the same things : tool to ease the QoL of players.
Don't say "vocal are mandatory to kill bosses" ... i already did raid lead on some tough fight without it. But yes... A LOT MORE comfortable with vocal
Fair point.
In the construction industry, 30% of a buildings cost goes into making it 2-3% safer.
I would imagine that trying to keep engaging content to the 1% player base would be a similar significant development resource drain.
Why can you not use a combat log to test your damage and gauge?
Everyone jumps through hoops and socialize together, its a experience where you can find cool new effective builds people make. Not using a cheat to find the most optimal thing at a much faster pace and say stats back it up when AoC will work different than mmorpgs in the past as there is action based combat. People don't need to be using trackers to attempt to trivialize content using a dps meter over actually viewing what is going on and understanding it through proper trial and error.
You absolutely do.
The content the 1% is running today is the content the remainder of the top 10% is striving for. Without that carrot to reach, the rest of the content for the 10% is meaningless.
As to the content for the 10%, that is essentially content the 80% will be running either in a few months, or in a year.
A few months if the expectation is that the 80% will just run the content later than the 10%, but a yearsor so if this is not the case. The reason for this one is that top end content is where they introduce new mechanics and learn both how the mechanics work, and how players will react to them. Once a mechanic is established in top end content, it will be filtered down to content for the 80%, and then maybe even on to content for the lower 10%.
What tends to happen - in my experience - is the content gets developed for that 10% (it may be 1% clearing it, but it is 10% attempting it).
The reason for this is fairly simple.
Imagine you are a content developer at Intrepid. You have your 6 monthly performance review coming up in 12 weeks, and have been asked to create a piece of mid tier raid content (target difficulty is usually the first thing known about a potential encounter)⁵. That content is going to go live just before your performance review.
Now, since it is mid tier content in terms of difficulty, you dont want it defeated the day it is released - but you do want it defeated within the week. Obviously, that developer will just look at how complex an encounter needs to be for guilds to kill it in 3 or 4 days - they wont even consider whether that is with or without trackers.
As an aside, the time it takes to kill a mob (assuming there are no adjustments needed) is about the only measure developers have in terms of how difficult an encounter is. If a developer attempted to not use this metric to determine mob difficulty for what ever reason, the games content would be all over the show.
So, since content will eventually be designed with trackers in mind (knowingly or not), players wanting to kill top end content will simply use trackers.
Since it is only a handful of people per guild that even need to use them, many individualnplayera in the 11 - 20% range may not even be aware that their guilds success is built on the back of a combat tracker. This is only more likely to be true if there is any ambiguity as to whether or not a given tracker is against the rules or not.
The notion of a guild that wants to be taking on top end content, but where literally no one is willing and able to use a tracker (that is against the 1aa1wants of the developer, but not the rules) is not something that is actually likely to happen even one time. Not with 40 person raids.
Yes, they want to have content that's only clearable by <10%, but I don't think they've explained how exactly they wanna achieve that kind of difficulty. And my limited experience with top end pve just can't allow me to imagine an open world encounter that's so truly complex that you need a tracker to defeat it. Dearly hope we see such a boss in the earlier stages of alpha2 rather than later ones.
Btw, on the topic of ff14, I forgot to ask @Aerlana . Have you played ff14 from the early expansions or just the recent ones? I was interested in the information about whether ultimates became more complex/harder throughout the expansions. I'd imagine they did, but by how much (at least feel-wise)? And just to cast a broader net, @Azherae do you have people on your team that have played ff14 at top lvl for a long time? Same question for them, if you have.
I only have two friends that bothered, and one of them quit quite early due to being relatively 'bored'.
The gulf created by the style difference of the two games is hard to bridge.
(the EDIT: Zumi poster in that thread is the Mag7 expy)
I didn't receive any information about 'harder', but that is probably because my friends would not count 'react to this in time' or 'move to this spot when you see this move start' as difficulty until they got really deep in, and they stopped before that, so I don't think I have any useful data there.
But the link given is probably a clear enough 'extension' to explain why.
Honest question here - do you think it matters how they want to do it?
If 15% of players are in competent guilds that are using a tracker, how can Intrepid maintain content that less than 10% can kill, and still maintain that trackers are not necessary?
When trackers are picked up by players en masse (my guess is 9 months after release, when people realize bans for using them just aren't happening), what choice do Intrepid have?
I will say that you are correct about encounter complexity in relation to open world content (where PvP exists). You cant have an encounter that is overly complex, expect PvP and expect a kill to ever happen.
However, the other thing that cant exist in that same situation is an encounter that less than 10% of the population can kill.
They may be able to make an encounter that less than 10% do kill, but they could accomplish this same feat with solo mobs and long respawn timers (a solo mob that spawns once a week will see no more than 53 players a year kill it - well below the 10% target). However, that comment was made in relation to encounter difficulty, as opposed to encounter rarity or expected PvP during the encounter.
In a vacuum, I'm sure you can see how an encounter can be made complex enough to need a tracker. I am also sure you can see how any encounter designed to meet Inteepids stated goal of less than 10% of players able to kill it cant be done in the open world.
Obviously, this leads to some speculation that could happen in regards to the form raid content I Ashes could take.
FFXIV is remarkably high in tracker use.
I've seen links for plug ins to trackers for that game with multiple millions of downloads.
All while saying meters aren't toxic lol?
If it is intended functionality to be able to review data from combat, why should they not add tools to facilitate that?
I mean, we want tools to assist in guild management, to assist on keeping track of who our friends are, to make purchasing off other players smoother, to make maintaining a discussion with other players easier - so why should reviewing combat be the one thing where Intrepid dont make tools to assist with?
And if they go with a less complex open world boss - any real pvers like you would say it's boring as fuck (I'd assume) and there wouldn't be a "proper" pve scene.
In other words, currently it's just a mess of promises that tells us literally nothing, which is why I said that I want to wait until they show us a boss that's explicitly "top end".
You defeat the Winter Dragon to end the perpetual Winter; not because you need to be in the top 1% of PvE.
Cheaters gonna cheat. Yes.
The FFXIV devs do not support Guilds using trackers.
And a big part of the pvx spectrum will be looking at such events with huge interest. And if they hear from the pioneers of farming that these events turn out to be dull and boring (for whichever reason), I'd assume this would cast a pretty dark shade on the entire experience. Especially if those non-pioneers can't even get a chance to experience the event for themselves (which will most likely be the case).
Again, I hope this is not the case, but I can definitely see how it could go down exactly like this.
If the design philosophy around 'Raiding' is moreso going to be 'can you play this game at a reasonable level', then I would not bother to write a log parser (hypothetically, because I have no intention of doing this for Ashes).
I would also not feel like 'choosing to not use a Tracker/parser, knowing that many others will' would be a disadvantage, because the only advantage required among the 'high skill gamer population' will be 'show up' and 'make sure you are as coordinated as you usually are'.
I don't think this would invalidate the claim, gaming has become a large spread now, 7% of people being 'coordinated at all and understand mechanics' is valid. It's probably the same NUMBER of people as it has been for years, overall, but there are many more others now.
Raid content being 'inclusive' isn't an issue to me in a PvX game, so if the design goal (I'm trusting you know more than me here) is for it to be 'a way to pass the time' for skilled players, rather than a real challenge, then this is acceptable to me, as long as that is consistent throughout the game.
i.e. I don't want a game where the bosses are easy (to me) and then aspects of actually getting to fight them is quite hard.