Kihra wrote: » As someone who has created and maintains multiple log sites for MMOs (Warcraft Logs, ESO Logs, and FF Logs), I wanted to talk about various logging approaches and to talk about how logging can be designed to minimize toxicity. ...
Kihra wrote: » As someone who has created and maintains multiple log sites for MMOs (Warcraft Logs, ESO Logs, and FF Logs), I wanted to talk about various logging approaches and to talk about how logging can be designed to minimize toxicity. The three primary games I support (WoW, FF, ESO) all have different approaches to meters/logging: (1) World of Warcraft - Supports in-game events for everyone around you delivered in real time, supports events logged to an external file (not quite in real time, e.g,. for viewing right after a fight is over). (2) FFXIV - Supports nothing officially, leading to an ACT plugin that listens to network events and creates a log file in which events are dumped to a log file for everyone around you in real time. (3) ESO - Supports in-game events only for the player delivered in real time, supports events logged to an external file for everyone, but players are anonymous in the file unless they check the setting in-game to expose their names to logging (file is written not quite in real time, similar to WoW). Assuming that Ashes does nothing to provide combat information, the most likely outcome - assuming the game is popular enough that the engineering interest is there - is what has happened with FFXIV. It is hard to stop someone from building a logging system by using what's sent over the network, since by definition the player's client has to receive this information in order to update unit frames, buffs/debuffs in-game, to show animations of what players are casting and where, etc. This information all flows over the network. A system built on studying network information will work in real-time, allowing for the creation of boss warnings and the like (similar to DBM/Bigwigs from WoW or triggers from ACT/FF). It also won't be anonymous, since it will know player names. My recommendation would be to use an approach similar to ESO. You don't need to support meters in-game (other than possibly a meter just for the player, so they can evaluate their own performance), but you should (IMO) support an external combat log file. The advantages of an external combat log file are: (1) You can choose what gets logged. Maybe you only want to allow specific encounters to be loggable (where it's actually important for raid groups to be able to diagnose what's going wrong). (2) You can support anonymity (similar to what ESO does), so that a player's name never ends up on a log site without their permission. (3) It's not quite real time, so you don't have to worry about someone building DBM/Bigwigs using the external combat log file. Paradoxically if you do nothing, you're likely to end up with a system that is more permissive than you probably want it to be (as has happened with FFXIV), and that has led to things being created for that game that the developers don't like (triggers, real-time warnings, etc.). You greatly reduce the engineering incentive to build such a thing if you provide a combat log yourself.
Neurath wrote: » I should be shocked you require tools for the hardest content, but, I'm not. It is hilarious to hear how many of the self-professed 'Hardcore Raiders' require extra tools, rather than the standard format, to overcome 'The Hardest Content'. I find it quite inconceivable such people should gain the best items. I do not see how anyone can be proud to have achievements based on foreign tools. It equates to someone getting a 1-1 Degree except they didn't get a 1-1 Degree, they used a Cheat Sheet.
Grievousness wrote: » This thread is so funny to read. I can already imagine all the toxic wannabes looking for reasons to ridicule players that are slightly worse. I guess they will just use any other metric that looks halfway decent. I think next will be gearscore. I still don't get why people not simply surround themselves with players which share their views and create their own space to enjoy the game the way they want with the people they want. Instead people write down the most extreme things you can imagine to ensure that the game really enforces this concept on everyone, which won't really help anyways: (Which is why we cannot have nice things.) nelsonrebel wrote: » Meters serve one purpose. To exclude others based on marginal percentage differences. That is it. Syltharis wrote: » NO TO DPS METERS. ANY FORM OF DPS METER SHOULD NOT BE ALLOWED. EXTERNAL USAGE OF DATA PARSING AND DPS METERS SHOULD BE BANABLE OFFENSE. PERMA BAN IN FACT. ogre wrote: » Despite the fact that a meter or tracker can provide unbiased data they would almost certainly be used as a measure to separate and exclude players. Just get more extreme please ask to make everything you don't like a ban reason. Like looking at you the wrong way or sth. Not like that would be toxic as hell. The funny thing is that all those "elitists" some of you hate so much will most likely not even be affected either way. There has still no problem been found that is complicated enough to prevent a motivated gamer from solving it. Therefore I am pretty confident that we will have access to any form of damage simulation, external combat tracker or whatever sooner or later. Also hardcore raiders don't "live" in the same world pugs do anyway. They make the effort to organize themselves in a group of people that share the same ambition and similar view of the game. They basically exclude themselves from all those pugs (and the toxicity) out there and do most of the stuff guild internally since it is simply more efficient and that's why you joined the guild to begin with. The whole problem of toxicity is far more common in a public space than in a guild you have chosen yourself. Though there are for sure bad guilds, but you can just not join them or make your own. If you have problems with toxicity, simply encourage players to commit to social groups like guilds. Cutting features won't help in the least because it is not the root of the problem. It is only an instrumentalized metric used by lazy people.
nelsonrebel wrote: » Meters serve one purpose. To exclude others based on marginal percentage differences. That is it.
Syltharis wrote: » NO TO DPS METERS. ANY FORM OF DPS METER SHOULD NOT BE ALLOWED. EXTERNAL USAGE OF DATA PARSING AND DPS METERS SHOULD BE BANABLE OFFENSE. PERMA BAN IN FACT.
ogre wrote: » Despite the fact that a meter or tracker can provide unbiased data they would almost certainly be used as a measure to separate and exclude players.
Kohl wrote: » ... let the community do the rest.
nelsonrebel wrote: » The problem with your rationale is that you assume that those are the extremes
nelsonrebel wrote: » When in reality they become the "standard" every time a meter is introduced in an mmo You know very well that those meters become the standard that everyone tries to adhere to and enforce on every player including newer players just attempting to learn mechanics.
nelsonrebel wrote: » They then get completely disregarded and then turns to the inevitable cycle every MMO has seen where pve is a wasteland of the same few dozen groups being the only ones who care to do the content because the toxicity from meters permeates everywhere because its all online as the standard.
nelsonrebel wrote: » Dont pretend that you're unaware of this.
nelsonrebel wrote: » I'm okay with a private and personal target dummy parse that an individual can CHOOSE to share and compare with others as a ballpark estimate of damage. I do not want real time meters within content though because then it becomes arbitrary math and metrics instead of a social online game. Thats the reality
IllusionTokomi wrote: » Kohl wrote: » ... let the community do the rest. This is well said. Forcing things on a divided community seems like it won't work out. Maybe letting the community police itself is better. They will never satisfy everyone, they can never prevent hurt feelings, they can not prevent abuse (as I have stated). Mitigate it? Maybe? Hopefully! But at what cost? I am willing to be mature enough to move on in life with no complaint if I am excluded because my numbers aren't high enough to group with a particular bunch of players. Some will not be.
nelsonrebel wrote: » IllusionTokomi wrote: » Kohl wrote: » ... let the community do the rest. This is well said. Forcing things on a divided community seems like it won't work out. Maybe letting the community police itself is better. They will never satisfy everyone, they can never prevent hurt feelings, they can not prevent abuse (as I have stated). Mitigate it? Maybe? Hopefully! But at what cost? I am willing to be mature enough to move on in life with no complaint if I am excluded because my numbers aren't high enough to group with a particular bunch of players. Some will not be. The mitigation of no dps meters will only be at the cost of elitism, and shaming. There are no other downsides. DPS meters are not needed, you can fulfil this by timing people on specific instanced monsters or damage dummies if you want. But this becomes only a "placeholder" because its not indicative of a real time raid buffs/debuffs and monster specific weaknesses and strengths and only gives estimates that will reduce barrier of entry to content for all players new and old. All it does is incentivize player to player interaction by NOT including meters. Its quite literally win/win. Meters have no real function to healthily building an mmo communities pve groups. It serves only epeen folks and elitists trying to use the easiest method of toxicity