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From a very very very rough understanding of the ACT thing, I thought it was just a glorified combat log. My only problem with it is that it's omniscient and gives you information that you wouldn't have had otherwise. And the arguments of "have mechanics that can only be noticed through parcing the tracker" only reinforce that for me.
I personally don't want that kind of design. If that leads to a "boring" encounter that can only be made more interesting through pvp (well, more fun for those who even care about pvp) - so be it. But Intrepid have talked themselves into a corner with their current promises so my current position doesn't mean shit really.
It's not information you wouldn't have had otherwise generally, its information that overloads a normal person's cognition.
And here is my problem with that, precisely. Analogy time? This one's probably good.
You can play Chess online. Chess is a very complicated game and sometimes you are 10 moves PAST the point where you made the losing move when you realize you are losing. On a computer you can probably review by quickly loading up and checking the previous few moves (yes, even while the game is going on). But you're still losing.
The 'information that the Tracker gives you' is equivalent to being able to VISUALIZE THE BOARD instead of 'having to do it all in your mind'. Imagine it. You have no board, you have no pieces, you're effectively 'in a room with the log of the game floating in front of you'.
I'm not saying 'this shouldn't be how games are'. I'm saying that someone who watches a Chessmaster figure out the right thing to do due to their ability to just visualize a chessboard, and can't do it, has more incentive to go 'that's unfair, I'm gonna go get a chess set so I can do it without being some kind of savant/spending 5 hours to do what they did in 10 minutes'.
And I BELIEVE that Noaani is saying the equivalent of 'Why would you bother to do it without a chessboard when there's going to be one within arm's reach of everyone else anyway?'
Harder bosses overwhelm 'normal people'. The 'purity' of the game might be retained if you could somehow make all those people unable to use a tool to help them, but you can't. So now you can probably be sure that some subsection of 'normal people who can't do it without the Tracker' will go get the Tracker. Because this is a competition, and they're losing it.
One of the main reasons developers don't ever know how difficult something is to do, is because the human brain is one of the best pattern matching systems we know to exist. So devs make errors like 'Well, no one can consistently do this 1-frame counter' or 'no one could notice the statistical variance structure of this' or 'no one could figure out that there's one frame on which if you stand right here the hitbox for this attack won't get you', and my favorite 'no one could keep perfect track of exactly how much damage they have done to this mob'.
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.