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The beauty of pvp is that it doesn't really need expansions. I've seen L2 servers live for years with the same content, but it wasn't an issue because people just pvped with each other for castles and for the super rare loot that this content had. And if you keep adding pve stuff for the players who don't find pvp fun - you'll have yourself a game with high longevity.
One of the things most important here is a thread common to both PvP games that are fun and PvE games that are considered fun (let's exclude people who don't like challenge AND ALSO don't bother to understand mechanics from the 'fun' aspect, mainly because we already know that Ashes is supposed to be challenging, and there's some implication that you will need to understand actual mechanics).
Just doing the content has to be fun, somehow. Not just socially fun, and not just 'Woo I got a reward' fun. Complexity and randomness of a certain type (This Or That) is reaction-based fun for most players who enjoy challenge, and adds depth for players who want to understand mechanics.
Idk about PvE players in general but as you know, Noaani and I both react positively to 'this boss is doing random-ish things, the combination of particular random things it can do is itself an emergent challenge'.
The tracker 'measures how well you adapted to the randomness'. Why is this important? Because the 'am I having fun' part is sometimes not decided by if you win or lose the encounter or even how quickly you downed it. It is a way to measure your own goals or synchronization, in retrospect, quickly.
In a weird way, I don't see how, in a good enough game, people who want a Combat Tracker for any OTHER REASON make sense. Toxicity 'doesn't make sense' in the realm of trackers. I can absolutely believe that 'at the high end of EQ2, Noaani never encountered Tracker-based toxicity', because EQ2 top-end would probably have been raiding for fun somewhat moreso than for reward.
An example is the ZNM system in FFXI which I remember celebrating the most 'getting the item from the first tier boss to unlock the second tier boss', yet at the moment I cannot remember a
single reward
for any of them.
I would go over combat logs to see why we lost. I would go over them to see 'why did we win extra hard today, did we do something cool that we can learn from for others?'
I would go over logs to see why I had too MUCH MP and what we did that made it so I did not need to heal as much.
I don't remember or know the DPS of any of my teammates because FFXI DPS is complex and 'shared' anyway (Skillchains) so all I really care about is 'did my DPS time a damage burst correctly' and not necessarily 'how big was it'?
That's therefore another point on the pile. I don't so much MIND if the game somehow explicitly blocks tracking (no Combat Log for example) but the association of these tools with toxicity when in certain designs they are explicitly 'fun multipliers' is the issue I have here. When I think "I'll just write a parser" it is so I can have more fun, the fight is the reward.
If one doesn't understand this, once again, Monster Hunter. I don't think most of the 'people who play that game a lot' play it for any 'reward'. You play it because Fighting Giant Monsters In Crazy Terrain Is Fun. The 'Meter' users in that game are usually playing in the 'Time Attack' mode and raising their DPS to compete with each other for that type of fun (in contrast to the other, because the more damage you do, the less the monster gets to fight back, the more it 'stops feeling like an opponent')
If Ashes drove away every player who didn't think PvE was fun for just the sake of it, and every player who didn't think PvP was 'fun for the sake of it', it would probably be a better MMO. But if it did that, and then made the game a specific type of competitive race (PvP in most designs is inherently this) even those people will stop, I think.