Dygz wrote: » 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. It's not false. If the devs provide a combat tracker they will design with the expectation that 100% of the playerbase will use them, rather than just the numbers-obsessed players.
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.
Dygz wrote: » They will design as if 100% of the playerbase will max out Crafting. Yes.
NiKr wrote: » It could be argued that the whole artisanal system is quite literally "100% of people crafting" because it's all interconnected in one way or the other. And it's interconnected exactly because Intrepid designed it for the 100% of people.
Aerlana wrote: » akabear wrote: » re-posted in the correct thread! As i said in the post you quoted, tracker is a minor subject that won't change the base philosophy of the game. Or if you go this way, so, no debate should happen on forum about what is already said (so... no debate about corruption ... which is the most common thing here... ) 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. The impact of the game itself would be lesser than, for example... making no corruption in open sea (while all expected it wouldnt be the case as reminder) While, the idea on the topic where my message comes from, which is making some nodes a NPC territory to reconquer is a deep change : like other ideas of this guy, it would transform part of the game world to a "survival game", ... literally another kind of video game. And... this debate is in its place on this forum, after all the first post invite to get all discussion around tracker here, and is from... Steven.
akabear wrote: » re-posted in the correct thread!
Noaani wrote: » I mean, I know a lot of people that never engage with a games crafting system at all - just as I have known many players that never engage with a games raiding content at all, or never engage with a games arenas at all.
GetDatGreg wrote: » 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. I disagree. There are going to be people who parse through the data regardless if there is a tracker available to them or not, and that data will be disseminated to the community through one way or another. People will utilize that information to put out higher performance regardless. Having a combat tracker available merely changes the amount of time needed to put together the data, offering more tools to the average player to improve their performance if they so choose. This leads to less disinformation and more build discussion within the community, not a complete change in design philosophy for PvE content.
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.
Aerlana wrote: » they added some easy difficulty to please the majority of their customer who wouldn't spend time/effort in those high difficult content.
NiKr wrote: » Noaani wrote: » I mean, I know a lot of people that never engage with a games crafting system at all - just as I have known many players that never engage with a games raiding content at all, or never engage with a games arenas at all. How many games required or, at the very least, encouraged those players to partake in those activities though?
Dolyem wrote: » No really Intrepid, we need an unfollow button for individual discussionshttps://www.youtube.com/watch?v=3YYFFeVzmsw
Mag7spy wrote: » imagine protesting this hard for years and like 2 or one person just spamming in thread to push it back to top when no one else cares.
Mag7spy wrote: » I see nothing has changed, still same people makin dumb arguments because they want trackers lmao. Half their arguments go based off their biased assumptions "Hey this is going to happen no matter what because i said so give us trackers" Actually dumb.
Noaani wrote: » People want to say trackers cause toxicity, yet no one can explain why some games with high tracker use have low toxicity, and some games with low tracker use have high toxicity.
Strevi wrote: » Noaani wrote: » People want to say trackers cause toxicity, yet no one can explain why some games with high tracker use have low toxicity, and some games with low tracker use have high toxicity. That's easy. Trackers favor reason. Lack of trackers favor emotions (good and bad). Trackers help to see things clearly, removing the false sense of superiority and possibility to blame others. The word "toxic" is used by those who cannot adapt and cry. They leave and play other MMOs.