Part of the problem with wider participation is that it's really quite hard to come up with reliable, reasonable data to discuss things from. In the past, there have been some modifications to clients for some degree of processing - the *.Q clients had a nice Killstats system, which many clients have now added or emulated in some form.
Unfortunately, this is still all very localised, and it's hard and time consuming to get a decent overall impression from this.
However, there is another option available.
Around four years ago, Fate changed the map server to log, amongst other things, basic combat information. What gets attacked, with what, for how much, where, when and more. This is the closest TMW has had to a complete record of everything. The downside is that this is quite a lot of data - the sample data I asked for, a day's worth of logs, has nearly 3 million records.
To try to make sense of things, I've been working on and off on a tool to chart the information. Here's an old screenshot:
It's made using [crossfilter] (that page has a demo so you can get an idea of what it's like ), so it's all interactive, which is half of the fun. A screenshot doesn't come close to conveying what you can find out. Unfortunately, this poses a problem.
The tool itself is, naturally, all [open source] and [publicly accessible]. The data, however, is not.
Historially, the logs have been restricted, leaving analysis to the tiny intersection of server administrators and active developers, with rare exceptions, such as Fate.
This is with good reason, as without processing, the raw logs contain all manner of interactions, such as every time someone logs on, every time someone logs off, every step of every trade and more.
The tool I've made can operate without needing this level of detail.
In particular, it uses or will use:
- Every hit and miss in combat, the source, the target, the damage dealt, and the weapon used.
- Every spell cast, and whether it succeeded or failed
- Every experience gain instance, whether from combat, healing, or scripts.
- Stat allocations when someone logs in, out, or allocates points. The logging in and out isn't as important as the stat information - the timestamps can be zeroed out and the records moved to the start of the combined logfile
- The timestamp, map, and coordinate positions of all of the above. The logs use timestamps accurate to fractions of a second, but this can be blurred to a fuzzier level of detail without losing any information important to combat analysis.
Everything else can be removed before it's made available.
The question now is how people feel about making combat data available.
On one hand, once people can infer correspondence of an ID (regardless of whether it was blurred from the database ID) to a particular character, which isn't impossible if they already have a rough idea what someone does anyway, they're able to link this precise information about what they do.
I've always been an outspoken privacy advocate, and I can't imagine everyone would be comfortable with this possibility.
On the other hand, availability and making things open to participation has often been a problem for the project, and was certainly a problem the last time people tried to fix mechanics.
Discussions become awkward and uneven where one side can refer to matters that others cannot see, and with the limited developer resources the project has always had, making things as open and with as little a barrier to entry as possible has always been in the best interests of the project.
When the oracle is locked away, the weight is given to the priests, so to speak. Not to mention that it's kinda fun playing around with filters and seeing what you can find out.
At the very least, it should be possible to put up a test server specifically for data collection. It'll never be as representative or as useful as taking even a small snippet from main, but at least people might get something to refer to and talk about.
On the other side of things, how would people feel about going as far ongoing collection and analysis on main, automatically keep everything up to date?
A compromise could be keeping things to a data collection weekend, where people are informed in advance and in the news before they connect that combat logs will be made available for mechanics analysis and balancing efforts. How would people feel about this?
So, where do you stand? These are by no means the only options, so if you've got an idea, feel free to bring it up.
---Freeyorp