Caeryl wrote: » Devs have neither the time nor the resources to do the theory crafting that players do. They genuinely are not capable of testing every combination to the degree players are. What I’ve always seen from balancing is players point out something feels too strong or too weak and why (usually with numbers to back it up), with that feedback, devs take time to test those specific things and make adjustments if they’re needed. Without players giving data, devs wouldn’t magically find it. They don’t test every gear combo and every ability synergy besides for functionality. They’ll catch huge bugs that might make something deal 500x the damage it’s supposed to. But if the advertised damage is 50 damage lower than what it should be, do you really think they’ll catch that without a player pointing it out?
slanderman wrote: » Caeryl wrote: » Devs have neither the time nor the resources to do the theory crafting that players do. They genuinely are not capable of testing every combination to the degree players are. What I’ve always seen from balancing is players point out something feels too strong or too weak and why (usually with numbers to back it up), with that feedback, devs take time to test those specific things and make adjustments if they’re needed. Without players giving data, devs wouldn’t magically find it. They don’t test every gear combo and every ability synergy besides for functionality. They’ll catch huge bugs that might make something deal 500x the damage it’s supposed to. But if the advertised damage is 50 damage lower than what it should be, do you really think they’ll catch that without a player pointing it out? Ofc devs should have time and dedication to test builds, that is why we usually have balance teams. Having combat tracker changes nothing in this regards.In Dota2 Icefeog does all the balance changes himself, he has internal playtesters who give him feedback but all the changes are solely on his whim. Giving more ppl access to the data doesnt make the balance any better. As i see it, it can do just as much harm as it can benefit the game.
Caeryl wrote: » That bolded part right there proves my point. That dev is not testing everything. He is having players do it for him, people with the hours to spend purely on testing. They do the same thing for League of Legends with their PTS players who will test and test and test and then all that feedback is accounted for and adjustments are made based on that player feedback. It is faulty reasoning to equate reacting to player feedback as being dev-testing. It’s not. That’s the whole reason they ask for playtesters. That’s why the have iterative cycles on any test servers. It’s because devs know they can’t possibly test everything to the degree their players can, and so they account for that with internal playtesters, test servers, and forums where player feedback can be given. Objective data is never bad. Ever. Players are entitled to objective data. And they’ll have it in Ashes one way or another, and everyone is going to benefit from the players using it. Every player guide is built on the back of these players parsing for hours, testing strategies for hours, testing group comps for hours. You don’t say speedometers are bad just because a few people honked at you for going slower than they wanted.
slanderman wrote: » There is always internal testing done before giving any build to playtesters and even so more when giving to public testing.
slanderman wrote: » Using your speedometer example: Different cars would have slightly differet topspeed, but we dont see their speed, we can see how they perform in grander scale but not the exact speed. We can enjoy the ride without making it a race.
slanderman wrote: » maybe im not coder so idk what kind of magic it would need.
slanderman wrote: » i see this as something that could happen even without combat tracker. And that is my point, we really dont need to know everything to still enjoy the game
Jamation wrote: » However, I think that was also in part due to the fact it was not a tracker within the game itself and so it was considered an optional experience.
noaani wrote: » This is a fair point, though I personally think it would have the same effect if the combat tracker was built in to the game, but in a way where it took some time and effort to use, and even with that time and effort, most people would opt to take a different guild perk. To me, it means that the whole journey is still an optional one - however, it is one that goes hand in hand with joining a guild that wants to utmost from it's members.
noaani wrote: » To me - as someone that recruits in to such a guild - this would mean the only thing I look at in a new prospective guild member is their personality and playstyle.
Jamation wrote: » You've probably covered this, but for the sake of conversation as I haven't read the entire thread, if they did go with trackers being tied to guilds wouldn't that limit the abilities of players who didn't want to be in a guild? I suppose it could be considered an additional "knowledge buff" but it seems almost a stretch to consider it that way.
rikardp98 wrote: » I read that some people say that meters is not always representative of the action in the fight, and that is true. A healer that helps with the buffs and debuffs may not top the healing meters. However, that person will top the debuff meter. So everything isn't about the dps meters or the hps meters, you can see so much more with logs and meters.
leonerdo wrote: » I don't know if this is a big issue or not, but I want to posit the idea that hardcore guilds might not take the combat tracker perk if it means they can't take another combat-related perk.