#Leaderboard build breakdown

1 messages · Page 1 of 1 (latest)

grave igloo
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No idea if it's been mentioned before, but one thing i personally loved about Diablo leaderboards was being able to see the talents and gear that people were using when they completed the rifts. Would be sick to be able to do this with Fellowship too!

(Obligatory beg for OCE servers too 😛 )

grave igloo
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Filtering by region would also be a neat feature

shrewd coyote
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This is already visible in great detail on fellowship logs

past snow
# shrewd coyote This is already visible in great detail on fellowship logs

and it kinda takes away the "mystery" which old games had where u could only "think about" how the other player got to this damage numbers, which makes modern games more or less a "paint by numbers" because everyone will play the simulated bis path of each hero (except the ones that are theorycrafting for all the others).

warped pilot
shrewd coyote
# warped pilot Should be an in game menu not a website

The amount of detail in fellowship logs is incredible, you can even watch the replay see the route compare rotations openers, cds, dr cycles and etc.

IF it was in game you would have to launch the game anytime you wanted to see this + the dev work. That would be insanely lame and a waste of resources. Right now you can just open your phone and get all the details while on the bus or waiting in line or w/e when you're bored.

warped pilot
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I know what fellowship logs are

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I agree it’s nice. Doesn’t mean it shouldn’t also be available in the game

shrewd coyote
shrewd coyote
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Just have a team that already does it well and out source to them. Makes it available on all platforms also, solves so many issues.

past snow
warped pilot
shrewd coyote
# warped pilot They already file every log your ever make when logging is on, unless you delete...

Resources as in dev time.
Your right your local game does log it to a local file on your pc.

However if you load this into the game you would be filling out tables and having your game do more compute and overhead increasing the surface area for issues and more dev work.

It makes no sense to take on that extra work just to have it be more limited in visibility.

You would want it on a website so you can build the website to be accessible on all devices/platforms. Your local game cannot load on all devices/platforms and that would be crazy work to make it do that or fill that with a solution, so a website is the easy solution. Then the question is... why would you build new tools that are going to take your team a long time to roll out when you can just partner with a 3rd party that has all those tools built out and your player base is very familiar with?

So this makes the in-game idea actually insane in practice to commit to.

warped pilot
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Thanks for the breakdown minus the condescending verbiage. I don’t make games nor do I understand the backend so that makes sense why it would be a “dumb idea” or “insane”. Simply agreeing with the guy who liked rift leaderboards too.

shrewd coyote
grave igloo
shrewd coyote
# grave igloo So, similar to warcraftlogs, this relies on someone actually logging the run, wh...

Yeah you can always not log to keep what you're doing private to some extent.

If you play fellowship it takes incredible effort not to become aware of the toools for the game. Enough so that your probably to casual for any of that data to matter anyways an you should just learn the game with out being bombarded with useless info at that point. So no, it should not be in the game. I think this would take away from the user experince if it were in-game not be an advantage.

past snow
# shrewd coyote Yeah you can always not log to keep what you're doing private to some extent. I...

the problem here is: it doesnt matter if you want to keep it private, if one of the group logs and uploads you can be found by playername on fellowshiplogs.com, which i personally dislike in case of data safety because for some people its the steam login name. each player should have to opt-in for this or else be anonymized in logs before the logs land on the disk (i know that people willing to harm can also post-alter the logfile and add your name, no way to stop this fully but some people seem to like childish behaviour and stalk you there and use it for nameshaming/trolling in this discord. i shouldn't gaf because who cares what some foreign alpha-kevin on the internet thinks but the steam name is maybe a little more delicate when spread in public because if you dont know it and dont change your public steam name, its default to the same as your login name which can be abused for bruteforce or fishing attacks.
fellowshiplogs, unlike warcraftlogs where playername is def. not the same as login name, is a big database of potential steam login names.

shrewd coyote
# past snow the problem here is: it doesnt matter if you want to keep it private, if one of ...

This is the only good point i've seen, this should be layered by alias and verified in your fellowshiplogs account as authorized uploads.. only because others will mod the upload name to impersonate a player for boosting or some wild thing cause they can with using an unbinding anchor.. Knowing your login name is an issue. Game data being visible whats in the log doesnt matter at all.

past snow