Recluse74 wrote: » Toxicity is only enhanced by trackers, not created.
Recluse74 wrote: » Toxicity is only enhanced by trackers, not created..
Saedu wrote: » Would the compromise here be personal combat trackers only? This way I can see what I'm doing and what's happening to me, but I can't see any other interactions?
Inixia wrote: » Recluse74 wrote: » Toxicity is only enhanced by trackers, not created.. Toxicity is enhanced every time a player can kill another player Or beat another player at something, or do something better Toxicity in enhanced by there being a game Turns out there's a small fraction of people in any competitive environment that are toxic. And to focus on that to the exclusion of any benefits (like some are wanting to do) isn't generally a balanced perspective. I've been in plenty of mmo raids without trackers... and you know what? Toxicity doesn't disappear, I'm not even sure if it is dented. Plenty of finger pointing to go around with or without objective information.
Dygz wrote: » Saedu wrote: » Would the compromise here be personal combat trackers only? This way I can see what I'm doing and what's happening to me, but I can't see any other interactions? I think it's not a compromise Steven would accept. He says that toxicity is the first reason he's opposed to combat trackers. In addition to that, he wants players to be evaluating combat strategies from the character's story perspective rather than from the player's spreadsheet perspective. He wants combat analysis to be organic rather than mechanical. And he likes that it provides a kind of mystery effect rather than a focusing on the tracker. I was a bit surprised that Steven referred to DPS meters as "mechanical bullshit" because I feel like I have rarely heard Steven curse. Seems like he feels very strongly about it. Not impossible something could change Steven's mind, though.
Dygz wrote: » Recluse74 wrote: » Toxicity is only enhanced by trackers, not created. Same difference.
Recluse74 wrote: » I think we are pretty much saying the same thing.. The difference being that when toxic players have data to back up their argument, their power of the final word becomes irresponsible at times.
Inixia wrote: » If people didn't subjectively like parsers but were honest about that being the reason, I wouldn't personally agree with that, but I'd respect that. But its that they are framing it as an objective threat that I don't, I think that's more just a convenient pretext.
Noaani wrote: » Recluse74 wrote: » Toxicity is only enhanced by trackers, not created.. Look at the core aspects of Ashes gameplay. Players can attack each other and take their stuff. Players can destroy other players homes and livelihoods (in game ones, obviously). This is where toxicity in Ashes will come from - not from one player noticing that someone in their group is doing 100 less DPS than someone else.
Recluse74 wrote: » PvE content on its own, does not create as much toxicity.
Noaani wrote: » Recluse74 wrote: » PvE content on its own, does not create as much toxicity. This is the part of your thinking that is incorrect. PvE can create toxicity just fine - without combat trackers. If someone is dying to the same mechanic all the time, if someone is continuously behind the rest of the group while moving through a zone, if someone is constantly pulling adds, if a tank or healer isn't doing their job well enough, if a DPS is pulling aggro off the tank. There is as much room in PvE content for toxicity as there is in PvP content - especially at the low end. Your PvP player running PvE to get gear doesn't need a combat tracker to be toxic at all. If anything, a combat tracker will help that player understand what is going on better, and so may actually reduce their toxicity in the unfamiliar situation they find them self in.
Recluse74 wrote: » You are pretending to know exactly how much toxicity is created by both parts of the game.
he wants players to communicate with each other to see how they can perform better or try new things to get past content
Noaani wrote: » Recluse74 wrote: » PvE content on its own, does not create as much toxicity. If anything, a combat tracker will help that player understand what is going on better, and so may actually reduce their toxicity in the unfamiliar situation they find them self in.
Saedu wrote: » Noaani wrote: » Recluse74 wrote: » PvE content on its own, does not create as much toxicity. If anything, a combat tracker will help that player understand what is going on better, and so may actually reduce their toxicity in the unfamiliar situation they find them self in. This thread isn't for discussing combat trackers vs non-combat trackers. It's personal only combat trackers as a compromise between the two opposing viewpoints (of which I'm pro combat trackers). question: Would personal only combat trackers increase or decrease toxicity? personally I agree with Noaani's statement here and by having the personal trackers players could get better... We know Steven's position on combat trackers... he's also stated he's open to feedback. I think this is a legitimate compromise that should be seriously considered. Anybody who doesn't like combat trackers for ANY reason could just turn them off... it would give them EXACTLY the experience they want. The only people that lose out is the people who want full combat trackers... but at least they get something rather than nothing. I'd rather have that so I can at least improve my own gameplay and measure my performance against myself than have no combat trackers and the uncomfortable/ambiguous feeling of not knowing how I'm performing.
Saedu wrote: » question: Would personal only combat trackers increase or decrease toxicity?
Dygz wrote: » Noaani wrote: » Recluse74 wrote: » Toxicity is only enhanced by trackers, not created.. Look at the core aspects of Ashes gameplay. Players can attack each other and take their stuff. Players can destroy other players homes and livelihoods (in game ones, obviously). This is where toxicity in Ashes will come from - not from one player noticing that someone in their group is doing 100 less DPS than someone else. Hmmn. Players can take some resources. That's not particularly toxic. Full loot is toxic.