Sapiverenus wrote: » Just have an "Inspect Player" sort of thing where you see their damage and self-healing lol Then anyone can tell what their damage output is. It's like looking at someone hit something. It's generally pretty clear whether they hit hard by seeing them move and seeing what happens to what they hit. Alternatively damage and healing could have some visual feedback. Super strong hits have more dramatic animations or something. Super fast/ Agi hits hit faster (whether strikes between attacks have some downtime or not it can hit fast). Speed and enhancement of animation would be based on weapon inertia and their agi. Damn this is quite a mega thread.
akabear wrote: » re-posted in the correct thread!
Nightcorey wrote: » Maybe there should be some combat logs after the instance that can be checked and uploaded (like warcraftlogs), to be able to analyze other players efficiency. I cannot see how we can evaluate why we wipe a Raid without being able ot analyze any sort of logs from all players. There could be that some players are no up to the challenge for a certain encounter, which would just slow down some competitive Guilds progression.
Nightcorey wrote: » I think there should be a way to track the effeciency of players in Raids / Dungeons. That is if AoC will put emphasizes on clearing Raids / Dungeons, meaning they will drop most valuable items. If not, it does not matter, but then the game really needs something to satisfy competitive players.
We decided to focus on mechanics that bring the idea of community to the forefront. To get people to interact with each other meaningfully – not just to conquer a raid boss, or to get some coin from a faceless auction house, but to maybe save a city. ... Or building a world together as a community choosing our own fate with our friends.
Aerlana wrote: » If you really think that have a in game tracker would be a change of the philosophy of the game... i would be interesed about your arguments this way.
Dygz wrote: » Aerlana wrote: » If you really think that have a in game tracker would be a change of the philosophy of the game... i would be interesed about your arguments this way. It would change the design philosphy signifciantly because the devs would design encounters with the expectation that everyone is relying on combat trackers to succeed.
Dygz wrote: » It would change the design philosphy signifciantly because the devs would design encounters with the expectation that everyone is relying on combat trackers to succeed.
Dygz wrote: » Not just the top-end ones. That's like assuming that PvPers will rarely gank if there is no Corruption.
Dygz wrote: » Yep. And those people can parse through the data all they want. The game will be designed as if 1% of players do that instead of as if 100% of players do that.
Mag7spy wrote: » Sapiverenus wrote: » Just have an "Inspect Player" sort of thing where you see their damage and self-healing lol Then anyone can tell what their damage output is. It's like looking at someone hit something. It's generally pretty clear whether they hit hard by seeing them move and seeing what happens to what they hit. Alternatively damage and healing could have some visual feedback. Super strong hits have more dramatic animations or something. Super fast/ Agi hits hit faster (whether strikes between attacks have some downtime or not it can hit fast). Speed and enhancement of animation would be based on weapon inertia and their agi. Damn this is quite a mega thread. No
GetDatGreg wrote: » Interested players will pursue high performance metrics regardless if they have a tracker on hand or not. People are always searching for guides and tips to improve. The tracker isn't the deciding factor in content completion. The quality of the content and the skill of the community is. The claim that a tracker will change how content is made is just a false one.