What happens when the 'average' player knows that a competitive opponent has an advantage of this type? I can see that you would be fine 'just losing repeatedly because your opponents use their trackers and you prefer to do it the hard way', but we are not talking about you. We're talking about all the people who 'don't have time or the will to keep being at a disadvantage, but would still like to compete'.
I think I get what you and Mag are saying, that you don't care enough about the higher levels of competition to care if they exist or not, and believe that others don't either. That's fine, I think I just 'prefer that Ashes isn't ruled by those who are willing to have them' on average, and I expect that those who are not willing to have them, but are also not willing to just keep losing, have hard decisions to make.
Imo their main decision would be at the point of choosing whether to even play a game like Ashes. I definitely get your point, but imo it gets absolutely diluted in the overall "issue" of uneven player power in pvp mmos. Which usually is the biggest argument against having owpvp in the first place. There's always gonna be a nerd with more free time than you. There's always gonna be a nerd who delves deeper into the game's mechanics (w/o even considering trackers). There's always gonna be someone who has more friends than you and can bring backup.
All of those things might (and definitely will) push away people who can't handle repetitive defeat. Hardcore players with trackers would just be at the top of that huge pile of potential "casual abuse". But then we could look at Noaani's example of him using trackers in AA, while barely anyone else did. He figured out a more powerful build and was demolishing everyone else around. And iirc some people even avoided fighting him because of that. I've seen the exact same thing happening with powerful players in L2. Except they were more powerful just because they were in a better guild or spent more time powering themselves up. Yes, some people avoided fighting them purely because their reputation preceded them.
But when you look at the overall population of the game there'll always be a pyramid of power. And if the current generation of gamers can't deal with that kind of situation - well, I guess Ashes is doomed. But what else is new. This fact was known literally the moment Steven decided to go with owpvp design, because he himself played game where this pyramid was shining the brightest.
In other words, I really doubt that trackers will impact other players' attitude towards dying in pvp anywhere near as strongly as smth like gear tier or class RPS, or guild size/perks, or pure mechanical skill, or any other factor that I'm forgetting rn. And this is why I consider trackers to be a purely pve thing. Because their influence is seen the most there. Especially if the difference in rewards for clearing dungeons faster will be very tangible.
In a heavy PvP game, sure, but again...
"Stronger Guild'.
"Gear Tier".
"Mechanical Skill".
The first two of those are directly influenced by PvE, that's literally the point of Ashes. The third... well, as I said, fighting games have trackers. Street Fighter's measures literally down to 'Percentage Accuracy using your crouching Medium Kick'. Literally every attack a character has, you can look back at 'how many times you have successfully hit with it in a match', which in turn can lead to 'finding obscure ways to improve or understanding that goes beyond what others have'.
I don't think I will manage to convince you, here, of the levels of technical functionality that people go to, or use... but I've lived through this 'argument' before on the FGC side. At that time it was about 'frame data', then it was about 'visibility/ability to check hitboxes'.
I guess I just don't understand your point, in the end, but I will clarify mine.
"If Intrepid doesn't want people using Trackers to win, they must reduce the effect of knowledge/builds on the outcomes of contests and amount of gear that flows towards players who will inevitably use them."
I care about winning being decided by skill, and I would prefer it to not be 'programming skill'. I don't mind if you don't care about winning. I would still, given that, prefer that the game is both complex enough that I care, and yet not unbalanced toward people who can write Perl parsers or C++ Image Detection code (I use these moreso as my marker for how far back you can go, this does not require modern languages or powerful processing at all).
I only know one way to achieve this.
Assume I never play. I literally just want to WATCH it unfold. I still have the same concern. I 'know' that the one 'winning' most likely is winning because they have the better programmer. Pushing trackers underground guarantees this more because now 'downloads' are not a thing.
I understand that there's a concern that the game environment as a whole, the 'other 80%' will be affected negatively by the existence of the tracker. I believe this doesn't have to be true, that's the only argument being made in the end. To me, I'd be trading a possibly 'fake' benefit (lower toxicity) for a 'real' one (ingame skill mattering most to anyone who aims high).
So one more time for me, is it that you don't think it will have this effect, or that you just don't care what the 'top 10% outcomes' are based on?
I suppose you could also assume that PvP isn't decided by these sorts of things... and that will be the balancer I don't know any games where that's true at the MOMENT, but I don't feel like I could convince you anyway.