Azherae wrote: » We are hoping for the game to be good, right?
Noaani wrote: » We will have those numbers. That is the information. The spreadsheet just makes that information easier to understand and digest. It means we can process it in our brains easier and faster. The amount of information available to players hasn't changed at all, the only change is the way it is presented. Edit; at least, this is how it is in most games. In Ashes, the tracker may need to find it's own information rather than rely on developer supplied logs (which is what trackers generally use as their data source).
MaiWaifu wrote: » I'm confused with what direction this thread is going. Is everyone essentially saying: 1) Game is too easy = bots 2) Game is too hard = bots 3) idc about the game, I like programming = bots I would like to hope IS have the foresight to find a good middle ground in balancing encounters and make them enjoyable enough this isn't the case. This brings us back to who they balance the game content around, people using trackers or not; what elements make an encounter interesting; what tools should be available to players to properly prepare themselves and improve. Regardless of it's detectable, I think the game would be garbage and pointless if it's just bots as far as the eye can see. I think discussing the possibility of bots and toxicity is a moot point and just derailing real discussion for the benefits and negatives of trackers; whether any should be added in any form to the game and when should players have access to them. I'm only against trackers because I feel it gravitates most encounters to gear score number checks instead of skill based gameplay. But I can understand the reason for wanting them in some instances.
Azherae wrote: » Until someone does. And then others want to, and if they find tools to let them, they use those tools. But this doesn't mean Devs should give up on designing cool things. It means they should give up on designing what they think are 'hard' things and focus on making those things chaotic and fun so that no one even cares about the fact that using the tracker is part of the game at high levels for non-savants.
MaiWaifu wrote: » I'm confused with what direction this thread is going. I think discussing the possibility of bots and toxicity is a moot point and just derailing real discussion for the benefits and negatives of trackers; whether any should be added in any form to the game and when should players have access to them.
Azherae wrote: » But they can't. So all I want is for the conversation to stop being about 'should we have trackers or not?' and move to being about 'how can we keep toxicity low, given that trackers will exist?'
Azherae wrote: » I hope you find like-minded people who also want to ram their heads against the content tracker-less. I don't know what you will do if you find out your GuildMates are using them and giving you advice based on parsing you, but I believe you will always aim to be... The GOAT.
NiKr wrote: » Azherae wrote: » We are hoping for the game to be good, right? Yes. And my problem with trackers is not the alleged toxicity, I got past that too after reading this thread. My lack of knowledge of hardcore pve just can't let me think of a boss that's super easy for bots, but somehow not super easy for people. Noaani says that half the players will use trackers, even if they're forbidden. That might be the case, just as it allegedly is in FF14, but iirc someone (I think it was Aerlana) said that FF14's bosses haven't really increased in their difficulty too much throughout the years, even though top players all apparently use trackers for them. That leads me to believe that the difficulty of the game doesn't necessarily need to increase, even if people with trackers are able to beat it sooner rather than later. Which in turn leads me to believe that Intrepid's position can remain on the "no addons/meters/trackers" point w/o sacrificing anything really. Ultimately I want Intrepid to work hard in their hinting designs rather than their dps checks designs. Have some patterns in the boss' mechanics that indicate why/how/when/where he will do another mechanic that leads to a wipe. If the tracker people see that hint through their trackers and not through the fight - good for them, they had their spreadsheet fun. But imo the tracker must not be required to notice that hint pattern. But Noaani says that this kind of design is impossible to make truly difficult, so what do I know. Noaani wrote: » We will have those numbers. That is the information. The spreadsheet just makes that information easier to understand and digest. It means we can process it in our brains easier and faster. The amount of information available to players hasn't changed at all, the only change is the way it is presented. Edit; at least, this is how it is in most games. In Ashes, the tracker may need to find it's own information rather than rely on developer supplied logs (which is what trackers generally use as their data source). Yeah, and like I said before, the speed at which the tracker allows you to go through all that information is my main issue with it. W/o a tracker you'd either need to record video pov of all players and then go through each and go through their battle logs and then match them up and probably know all the buff/ability/positioning information on top of that, just to properly reference all that info across each other. The tracker presents all of that in a concise packaged form that lets you dissect the encounter immediately after it has happened. I personally dislike that, mainly because I'm a stubborn ram who wants to bash his head against the content instead, until the content finally breaks. But that's just my opinion on it, which seemingly happens to coincide with Steven's. And as I said already, discussing opinions is an endless activity, with this thread being the biggest proof for that.
Neurath wrote: » There is more than 1% of tracker people. The 1% refers to difficulty, not to the tracker populace.
Neurath wrote: » The only argument I can see that should prevent the use of trackers is the hidden or shielded health in pvp. I see no reason to stop a different display format for the combat log. It's equal to the devs saying 'Ashes will only be 8k at 120hz, Please prepare to spend 25,000 on the lg screen because its the only visual format we support.'
Neurath wrote: » It's equal to the devs saying 'Ashes will only be 8k at 120hz, Please prepare to spend 25,000 on the lg screen because its the only visual format we support.'
Neurath wrote: » There are conflicted references here. The girls often threaten to use trackers either way because girls break rules for the things they love. What has actually been requested is an IS Combat Tracker placed in the Guild Buffs, or, my request of just having an IS Combat Tracker for one and all. You might only get the rebellious side of the equation because you exaggerate the issues somewhat.
MaiWaifu wrote: » Technically they do say this...https://ashesofcreation.wiki/System_requirements I'm still gaming with a GeForce 7100 and 800x600 CRT.
Mag7spy wrote: » We have already gone over combat trackers in guilds and how that is pointless as only a way to push for use of combat trackers int he game overall. People wouldn't use the guild perk and simply use third party trackers now that is already in the game. Which I'm sure they can adjust and improve on it gain even more information if they are locked off knowing certain kinds of information. The back isn't being designed and built for trackers so it doesn't need to be implemented in the game nor supported. Again the point was anyway if it really was the same as the combat log then they can simply use the combat log.
Neurath wrote: » The system recommendations haven't changed. UE5 can be rendered much easier by lower spectrum machines. I wouldn't worry about the requirements until launch period.