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Feature request: DPS and HPs stat protocols within the game UI

sophlogimosophlogimo Member Posts: 6,507 Arc User
edited February 2013 in Controls and User Interface
Without using third-party software, it is currently almost impossible to track how much damage and healing you are doing in STO combat.

Would it be possible (and worth the effort) to implement a simple dps and hps measurement into STO?

Even if it was just a simple command, like /dps or /hps for an average of the last 5 or 15 minutes of play, it would help a lot assessing one's builds...

What do you think?
Post edited by Unknown User on

Comments

  • klaituklaitu Member Posts: 0 Arc User
    edited February 2013
    this comes up from time to time, and I'm pretty much dead set against it.

    If you want to find this information, parse the combat logs.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    While it would be nifty in a sense, I'd like them to finish the character sheet itself first - there's so much basic information that's missing there - even some labels without the data in cases.

    Course, does that just further wet the whistle for that desire to have actual target dummies to be able to test things out?

    Still, with neither STOICs nor ACT providing accurate information - were Cryptic to provide such an option for individuals - even without the target dummies, it would be helpful.
    klaitu wrote: »
    this comes up from time to time, and I'm pretty much dead set against it.

    Even for the individual? I can definitely see being against it for others, but the individual?

    Cryptic should make a working parser available for Fleet leaders to be able to parse the info after fights to work with their folks, but RandomGuy#2 doesn't need to see RandomGuy#1's info. It would be helpful for RandomGuy#1 to see his own info though...
    klaitu wrote: »
    If you want to find this information, parse the combat logs.

    Breaking out Notepad++ and Excel to parse is a royal PITA...
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    It would require Cryptic to create such parsing tools. Tools that even internally they don't have.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    It would require Cryptic to create such parsing tools. Tools that even internally they don't have.

    They've got internal parsing tools. It's how they were able to find that FAW and other abilities were not working correctly with weapon mods or procs. Course, that fix is still in the works...they've got a lot going on, ahem.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited February 2013
    They've got internal parsing tools. It's how they were able to find that FAW and other abilities were not working correctly with weapon mods or procs. Course, that fix is still in the works...they've got a lot going on, ahem.

    On the contrary, Bort had to manually watch for hits/misses.

    From the thread that discussed the topic in question:
    1) There is no Cryptic Dev combat parser tool.

    The reason we don't have one is probably because our Programmers use a version of the client that can show them the step-by-step code used in every Combat event. So if a single event ever needs to be debugged in detail, they use that in combination with a surgical testing scenario, instead of relying upon large sample sizes.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    Jered did one three years ago for Cryptic.

    edit: And what are their QA folks using if they're not using anything?
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