Ludullu_(NiKr) wrote: » They could have smth like a buff score that's calculated by "time of your buff effect on another person X amount of people affected by it X amount of buffs used". Though I personally dislike the leaderboards themselves, cause they can distract people from doing their damn job in the encounter and instead try to boost their leaderboard stats.
KingDDD wrote: » Not a huge fan of easily padded stats that in reality don't mean anything. Garbage time stat farming is a real thing in the NFL and I'd like to see systems in place that account for that.
nanfoodle wrote: » KingDDD wrote: » Not a huge fan of easily padded stats that in reality don't mean anything. Garbage time stat farming is a real thing in the NFL and I'd like to see systems in place that account for that. I get your feelings on this but here is my point. 1. Classes that DPS as their prime role are getting listed in these stats for what they do best. 2. Healers get some of that with amount healed but thats not all they do. Buffs, Reses etc. 3. Support like Bard classes wont have a focus of DPS or Heals. So they will have very little added to these leader board on how they shaped the battle. This is a mechanic that WILL BE in this game. If thats a fact. Healers and Support (Bards) should have equal showing on these leader bords for what they do. I cant count how many times I have looked at a lead board and said, I really shaped this battle. Looking at this board, in no way did it reflect that. Ashes should do this better if thats the direction they are going. How can we do that???? Thats the point of this tread.
Ergophobic wrote: » I'd like to add that hybrid classes generally get screwed in a lot of these situations, as well, since they end up dealing middling damage and middling healing (for example). Some metrics are easy to quantify, and some aren't. That's part of the difficulty. In a perfect system, I'd prefer an overall "score" that took into account everything that a person did, that mattered (so ignored stat padding). Good luck creating that algorithm!
KingDDD wrote: » You could break it down by time and emphasize areas where key fights take place using graphs and numbers to illustrate cooldown usage, kills, healing numbers etc by player. The problem with this is it's a significant amount of work both from a tracking perspective and in UI display. The time to create this and make it useable will take away from other aspects of the game. I don't think the juice here is worth the squeeze.
nanfoodle wrote: » ... Other then healing done these classes get very little info on the score board. A support class should have information on the leader board for Buffs given, damage % given to them for damage modifiers given to team mates. In short I add 10% damage buff to my team, I should have a score that shows how much damage I added for my buffs. I am sure IS could work this out to just a few stats that show how we participated. ... Healers and Support class players, please speak out. What ideas do you have on the metrics you would like to see posted.
Virtek wrote: » KingDDD wrote: » You could break it down by time and emphasize areas where key fights take place using graphs and numbers to illustrate cooldown usage, kills, healing numbers etc by player. The problem with this is it's a significant amount of work both from a tracking perspective and in UI display. The time to create this and make it useable will take away from other aspects of the game. I don't think the juice here is worth the squeeze. As a tank main, healer secondary, and dps third: The juice is 100% worth the squeeze. It's like saying it wouldn't be worth Intrepid taking the dev and UI time to make freeholds and guild halls placeable on anything but flat land that is clear of vegetation. We'll just ignore anything with a hill or tree because it would take too much time to dev. Just eliminate half the land space as viable. If a feature is going to be in place, it should be fully functional, even if extra bells and whistles aren't there. In this case, it should reflect actual contributions from everyone to the fullest extent the data collection will allow and calculate. Maybe it doesn't update in real time. Maybe it doesn't create a singular weighted score for everyone, based on all the data collected. Maybe it doesn't remain anywhere forever and only shows for that one event. Hell, maybe it doesn't even group people into their respective parties and total the entire raid's contribution, or vice-versa and only shows raid contribution, but not party or individual. But at least it actually shows how non-DPS contributed meaningfully with more depth than simply "healing done" and "damage taken." I'm not sure what roles you tend to play, but I can say that DPS don't typically feel the sadness of KNOWING you contributed heavily to the win while also seeing your name in the bottom 10% because you didn't slay enough of the opposition. 90% of games out there, be they standard multiplayer or MMO, don't truly value contributions of tank, healer, and support classes in any gathered metrics. Or PVP gameplay, for that matter. I know 90% is the arbitrary number, but I can count on one hand the multiplayer/mmo games I've played (or even heard about) that actually made a tank feel like they can/did contribute to PVP combat. Tanks, healers, and supports usually seem to have a sole purpose of helping prop up the damage dealers and only gain the team W without getting their own time to shine as well. If there's a leaderboard that provides winnings from anything and I don't have any way to make myself appear on the top, no matter what I do...Well, I won't be participating unless it is something crucial that impacts my play directly (guild war, node siege, etc...). Even then, I'm going to complain about it the whole time. "Play our game! But no...YOU can't get extra goodies or feel good points. Only people that do enough damage and kill enough other players." Soaks the fun right out of it at the end. If it's something minor, I'll probably just pass. I'll probably get more fun just doing something else.
Virtek wrote: » nanfoodle wrote: » ... Other then healing done these classes get very little info on the score board. A support class should have information on the leader board for Buffs given, damage % given to them for damage modifiers given to team mates. In short I add 10% damage buff to my team, I should have a score that shows how much damage I added for my buffs. I am sure IS could work this out to just a few stats that show how we participated. ... Healers and Support class players, please speak out. What ideas do you have on the metrics you would like to see posted. 100% behind this. Tanks, healers, and supports really do NEED stat collection outside of damage done, healing done, kills, deaths, and assists. If there is going to be a leaderboard, it should reflect all contributions. For tanks: Incoming damage mitigated Damage redirected from friendlies Enemy damage reduced due to taunt Debuff time applied Skill combos Strategic CC (CC that affects an enemy within ~5 seconds of their death) Friendlies saved (shielding and damage redirection that would have killed a friendly target) Critical conflict interrupted by battlefield control abilities (think blocking an attacking force with a wall while you're capping a flag. TOUGH to capture, so this would just be one helluva bonus) Time on objective For healers and supports: Bonus damage provided by buffs Bonus healing provided by buffs Bonus mana regen provided by buffs Hot uptime Buff uptime Skill combos Overhealing (the lower the number, the better) Friendlies saved (shielding or big heal that arrived within ~1-2 seconds of damage that would have killed a friendly target) Strategic CC (CC that affects an enemy within ~5 seconds of their death) Probably more that could be thought of, but a few of those alone would make the experience far more fun and rewarding.
KingDDD wrote: » Virtek wrote: » KingDDD wrote: » You could break it down by time and emphasize areas where key fights take place using graphs and numbers to illustrate cooldown usage, kills, healing numbers etc by player. The problem with this is it's a significant amount of work both from a tracking perspective and in UI display. The time to create this and make it useable will take away from other aspects of the game. I don't think the juice here is worth the squeeze. As a tank main, healer secondary, and dps third: The juice is 100% worth the squeeze. It's like saying it wouldn't be worth Intrepid taking the dev and UI time to make freeholds and guild halls placeable on anything but flat land that is clear of vegetation. We'll just ignore anything with a hill or tree because it would take too much time to dev. Just eliminate half the land space as viable. If a feature is going to be in place, it should be fully functional, even if extra bells and whistles aren't there. In this case, it should reflect actual contributions from everyone to the fullest extent the data collection will allow and calculate. Maybe it doesn't update in real time. Maybe it doesn't create a singular weighted score for everyone, based on all the data collected. Maybe it doesn't remain anywhere forever and only shows for that one event. Hell, maybe it doesn't even group people into their respective parties and total the entire raid's contribution, or vice-versa and only shows raid contribution, but not party or individual. But at least it actually shows how non-DPS contributed meaningfully with more depth than simply "healing done" and "damage taken." I'm not sure what roles you tend to play, but I can say that DPS don't typically feel the sadness of KNOWING you contributed heavily to the win while also seeing your name in the bottom 10% because you didn't slay enough of the opposition. 90% of games out there, be they standard multiplayer or MMO, don't truly value contributions of tank, healer, and support classes in any gathered metrics. Or PVP gameplay, for that matter. I know 90% is the arbitrary number, but I can count on one hand the multiplayer/mmo games I've played (or even heard about) that actually made a tank feel like they can/did contribute to PVP combat. Tanks, healers, and supports usually seem to have a sole purpose of helping prop up the damage dealers and only gain the team W without getting their own time to shine as well. If there's a leaderboard that provides winnings from anything and I don't have any way to make myself appear on the top, no matter what I do...Well, I won't be participating unless it is something crucial that impacts my play directly (guild war, node siege, etc...). Even then, I'm going to complain about it the whole time. "Play our game! But no...YOU can't get extra goodies or feel good points. Only people that do enough damage and kill enough other players." Soaks the fun right out of it at the end. If it's something minor, I'll probably just pass. I'll probably get more fun just doing something else. Your analogy of free hold placement isn't the equivalent, there's so many different systems that touch placing objects in the world and ownership over those objects that that comparison is ridiculous. There's x number of ui engineers/designers working on the game. Do they sacrifice another pass at player UI customization or increased crafting UI functionality in favor of increased leaderboard customization/functionality? The argument that it makes support players feel good is relatively pointless as any guild worth it's salt will pour through videos to see the value of supports. Id much rather see a better UI overall then garbage time stats for gold star seeking players.