IcipherV wrote: » Noaani wrote: » Combat trackers dont work like that. what? Of course they do. Combat trackers give you a detailed breakdown of everything that happened during the fight. Number of casts, fight duration, dmg breakdown, the sequence and frequency of the skills used, mana/resources used, to allies healing you and buffing you. In WoW it even shows you players talents. Would you care to elaborate why is it that it wouldn't work that way in AoC?
Noaani wrote: » Combat trackers dont work like that.
IcipherV wrote: » In WoW it even shows you players talents.
IcipherV wrote: » Would you care to elaborate why is it that it wouldn't work that way in AoC?
Saedu wrote: » I'd recommend keeping the meters in game only. I find things like raider.io and drustvar.com lead more to a pre-judging someone before they get a chance to actually group with you. In particular it can make it tough for people to get into games when they are new cause players making the group don't want to take the risk. Yes, I use these external tools in WoW, but I think the game would be better with only in-game meters.
Azryil wrote: » It would simplify making builds but it wouldn't automate it, you would still need manually test any build changes with the combat tracker running to compare the results. Most the the build testing done in wow is done using SimulationCraft to quickly iterate over changes in a build not Advanced Combat logging.
Noaani wrote: » However, if fireball does 100 damage as standard, and this player is hitting you with fireballs that deal 120 damage, a combat tracker has no inherent way of knowing if that fireball spell has skill points added to it, if the additional damage is from better gear, if the additional damage is from an augment (I am assuming augments won't change the name of abilities), or if the additional damage is from a buff the player may have.
IcipherV wrote: » Yes but if the 20 dmg is in the form of a DoT, I will know that it is an upgraded version of a fireball and DPS meters do tell me if the damage taken is DoT or not. Then using simple deductive reasoning I can know whether you were running an upgraded version of fireball, based on taking DoT or not. Sure, in a 1v1 I can see that for myself, but in a 40v40 or 100v100 or 250v250 it isn't nearly as easy. Also don't forget that I can see damage taken for my grp/raid as well.
Gentle Snow wrote: » Not a fan of having a huge amount of data on my screen
Noaani wrote: » Gentle Snow wrote: » Not a fan of having a huge amount of data on my screen Neither am I. I don't use combat trackers to give me real time information on player performance - I don't find that to be overly useful information to have. I use them to analyze fights after the fact. I will sometimes use them to give me specific data on an encounter if needed by that encounter, but this is about it. The point to more/better data in a game is that the more data players have, the more they know what is going on, the more intricate encounters are able to be made. With detailed information, the developers are able to add in mechanics that have very small room for error, and very major consequences should those errors occur. If the developers have to rely on more generalized information feedback to players, those mechanics can't be as finely tuned and/or the penalty for them needs to be significantly lessened.
Gentle Snow wrote: » As far as planning encounters goes players would not need to have access to the data that the devs do, so they can still plan/create encounters ?
One issue I have is if I get to look at any data after a fight to help me figure out a more efficient way of going about it, it will take away from a more trial and error approach of just feeling things out. Probably a bad example to give but if I play Dark Souls and I look at the pattern of the boss after dying once then this is enough for me to probably beat it within the next 1-3 tries otherwise I would slave over the boss figuring out how exactly he attacks and how much damage each attack deals etc.
Noaani wrote: » Gentle Snow wrote: » As far as planning encounters goes players would not need to have access to the data that the devs do, so they can still plan/create encounters ? I don't follow. No, players don't need access to the data developers have in order to take on encounters, but combat trackers do not provide that information. One issue I have is if I get to look at any data after a fight to help me figure out a more efficient way of going about it, it will take away from a more trial and error approach of just feeling things out. Probably a bad example to give but if I play Dark Souls and I look at the pattern of the boss after dying once then this is enough for me to probably beat it within the next 1-3 tries otherwise I would slave over the boss figuring out how exactly he attacks and how much damage each attack deals etc. Without a combat tracker, you are engaging in trial and error blind. With a combat tracker, you are trying out a thing, getting data, assessing that data, determining where any issues may be, working out a way to deal with those issues and then trying again. Both are trial and error - one is just far superior to the other.
Gentle Snow wrote: » Noaani wrote: » Gentle Snow wrote: » As far as planning encounters goes players would not need to have access to the data that the devs do, so they can still plan/create encounters ? I don't follow. No, players don't need access to the data developers have in order to take on encounters, but combat trackers do not provide that information. One issue I have is if I get to look at any data after a fight to help me figure out a more efficient way of going about it, it will take away from a more trial and error approach of just feeling things out. Probably a bad example to give but if I play Dark Souls and I look at the pattern of the boss after dying once then this is enough for me to probably beat it within the next 1-3 tries otherwise I would slave over the boss figuring out how exactly he attacks and how much damage each attack deals etc. Without a combat tracker, you are engaging in trial and error blind. With a combat tracker, you are trying out a thing, getting data, assessing that data, determining where any issues may be, working out a way to deal with those issues and then trying again. Both are trial and error - one is just far superior to the other. You also get data if you don't have a combat tracker it is just not as accurate as the combat tracker, I suppose if I was fighting a fire resistant mob I'd rather see for myself that "Hey the fireball seems to be dealing less damage than usual" rather than getting actual numbers that tell me so. I guess it comes down to personal preference at the end of the day, I'll leave it in Intrepids much more qualified hands to figure out things based on the testing we do.
Noaani wrote: » Honestly, I am not saying combat trackers are needed for base population, or even for easy boss content. I am saying they are needed if the game wants to have complex, intricate encounters.
Vhaeyne wrote: » Noaani wrote: » Honestly, I am not saying combat trackers are needed for base population, or even for easy boss content. I am saying they are needed if the game wants to have complex, intricate encounters. "IF the game wants to have complex, intricate encounters." Maybe we can all hyjack the Q/A thread like the guild of pirates and ask the DEVs for an examples of fights from other MMOs that will have a similar intricacy to the ones they plan for Ashes?
Noaani wrote: » It would be more useful - though I don't expect them to really have an idea yet. The kind of content I am talking about can't be create by the developers until the combat system is developed, tested, implemented and understood. This means that this content type won't be in the game at release. It actually can't be developed and ready for release. If you look at most games with good raid content, the best content is added to the game 2 - 5 years after the game is released.
VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Wasn't the design goal of MMORPGs to create a world for people to adventure in? Having access to data doesn't preclude adventure. @Noaani You're missing the point... Did you read the description of that person's game session? An instanced battleground where he/she has multiple data trackers on the screen at all times. That does not sound like an orc hunting in a fantasy world (or whatever other adventure you would embark on)... which is what MMORPGs were designed for. An adventure to partake in. An instanced battle that is heavily tracked by spreadsheets and data analyzers is nothing close to what a MMORGP is supposed to be. Just think about what he/she described. It's literally a screen full of numbers and data... that's not an adventure in a fantasy world.
Noaani wrote: » VmanGman wrote: » Wasn't the design goal of MMORPGs to create a world for people to adventure in? Having access to data doesn't preclude adventure.
VmanGman wrote: » Wasn't the design goal of MMORPGs to create a world for people to adventure in?
Warth wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Wasn't the design goal of MMORPGs to create a world for people to adventure in? Having access to data doesn't preclude adventure. @Noaani You're missing the point... Did you read the description of that person's game session? An instanced battleground where he/she has multiple data trackers on the screen at all times. That does not sound like an orc hunting in a fantasy world (or whatever other adventure you would embark on)... which is what MMORPGs were designed for. An adventure to partake in. An instanced battle that is heavily tracked by spreadsheets and data analyzers is nothing close to what a MMORGP is supposed to be. Just think about what he/she described. It's literally a screen full of numbers and data... that's not an adventure in a fantasy world. Seems like a rather arbitrary point to draw a line at. Thinking like that, you might as well start removing every piece of the UI that might distract from the adventure including party and raid health bars, your own/enemy health bar, pop up damage numbers, tooltips, buff and debuff indicators and your Ability Hotbar. In the end, all those parts of the UI are mere numbers and data. None of those sound like a orc hunting in a fantasy world either.