Assumptions are a normal thing a human does when things aren't explained well enough.
Not every person who read it necessarily felt it wasn't explained well enough, though I did offer more specific explanation when it became known to me that what I meant was unclear to someone. For the record, not every person is equally prone to assumption nor does every person jump to the same conclusions.
To your itemized list-
1) All of that makes it reasonable to think that Hunting/tracking happens before combat, yet none of that implies it happens only before and not also during.
2) We might simply disagree on what specific aspects make a hunter a hunter, as different things are more or less important-to-an-identity to different people. Though, among the wide variety of cultures and timeframes of hunters with many different tools and approaches, the most common element is the ability to discern their prey's location.
3) As I eluded to before, what comes to each persons mind depends on their own personal experience. This is not the same for every person.
You have the killing part of hunting when combat starts - your prey has been located, now you need to fight it. Because it's a multiplayer game, and because the prey has been found, tracking is generally no longer necessary - everyone in the group can see their target. If you remove the ability to see the target by the rest of the group, you come against the problem of the hunter being required/necessary and good at their job in order for everyone else to have fun.
Once battle begins, line of sight on an enemy and awareness of where the enemy is, is still not a constant. This is where "hunting/tracking" offers a particular kind of advantage.
At any given time, players may disengage from the direct fight with one or more of their opponents, in hopes to retreat, re-position or regroup. The essential function of the act of hunting, is to gain,regain or retain knowledge of enemy locations despite their attempts to avoid it. This can certainly exist within the eb and flow of combat, as it exists on a game map. As my earlier examples show, in some games it absolutely does.
So now we're left with the combat application of tracking/marking. The first thing that comes to mind is...
Every concept can be implemented in multiple ways. You brought up examples that had certain types of effect on the battle, I have already brought up examples that had certain types of effect on the battle.
You mentioned a disconnect between you and
@Beemann a couple times before. I think I understand where it is now: You're talking about things from an idealized developer's perspective. "We want to make a hunter that does hunter things", "We want combat that goes outside the norms set up by other games", "We want to make the player feel like they're actually exploring an alien world" - are the things I'd expect you could say. Meanwhile I (and I think
@Beemann as well) are looking at these ideas from a practical perspective - what happens when you actually apply them. The examples I give are the implementations I would expect the game to have - not overly convoluted, unique, practical - and then look at the consequences. Are they fun? Are they useful? Is there a better way to do them? Will they get boring/tedious after 1/10/100 hours?
I disagree completely with the argument that I'm talking from a supposed "idealized developer perspective" verses your allegedly "practical perspective". That's entirely unfounded.
While yes, I'm sure when I speak about such things in the broad sense it may sound like a commercial to some. It's quite different when I get specific. When I present practical, illustrative examples of a feature currently functioning in other games there is nothing idealized, convoluted, or impractical about it. Those examples include both games built around the hunting concept from the ground up, and games where the hunting concept was added in later onto an existing game.
The disconnects, when they happen, stem from something else.
In the end, combat does come down to DPS in/out, or some other similar formula - from the player's perspective.
It's interesting to insist on this point, about the "players perspective", considering that there are some players here stating that their personal perspective is different. The fact that different people have different perspectives on the same thing is quite clear. Again, this would be focusing on how something is explained rather than accepting that different people explain things differently, and looking more at the factors involved.
You can have as complex battle/environment/physics/ability interactions in your game as you want, both combat/non-combat and anything in between, but once you let the players in and they play your game for a couple hours, they will know - to find an enemy: do X, then Y, then either A or B depending on Y's outcome, then once you find the enemy employ tactic F/G/H depending on their type, watch out for Q/R constantly.
As a developer, your main job is to make all X,Y,A,B,F,G,H,Q,R aspects fun. It doesn't matter how many aspects there are, if inventory management or hunting are one of them or not, as long as they're all fun when done repeatedly, you made a good game.
@Beemann mentioned it somewhere at the start of your conversation, and has alluded to that repeatedly with his examples. What kind of aspects you put in your game will determine what players the game will attract, their implementation determines how good your game is.
Some players want a complex hunting experience, some players want to skip hunting and just have a cool hunter-themed ranged class. Which players you want to appeal to is a decision based on your personal preference, and choosing the latter doesn't make you a worse developer. "We want combat to have depth" Is a fine first decision to make, but then you have to define the areas and implementation of said depth - without that you might as well be talking about 18*10^18 unique planets.
I do not disagree with any of that, though bringing it up here as some sort of counter argument to what I have said or attempt to prove a point here is somewhat missing the context of this discussion.
The hunter/tracker concept was just one example of trying to capture the meaning behind the name in game. Not to say that all people want the same expression of anything, but it's best to keep in mind that not all expressions of hunting would be complex, as my examples show, some are quite simple. And, of course, I only brought it up to help illustrate what someone is asking for when they say "don't focus on dps" or "there is more to combat than doing damage to each other" etc.
I'm sure No Man's Sky looked great on paper. I bet I could describe it in a way that would make it sound compelling and interesting even now, without telling a single lie or half-truth. Unfortunately, the fact of the matter is, the way they implemented all their ideas is just horrible. That's precisely why talking in general terms is not productive here. Why are we talking about a hypothetical hunter class with hypothetical hunting/tracking mechanics, when their implementation heavily depends on the type of game and all other elements of said game?
I could give a long explanation of what went wrong with how NoMansSky was talked about, and why that went poorly. I will leave that alone for now. At any rate, that is hardly relevant here. As this thread is not a press release or interview about Em-8er. It is just a conversation about what kind of stuff one player or another wants to see, with little to no statements of whether any of it will be the case in game from me.
This game is in early development, I certainly can't talk about a bunch of specifics. There is no way to accurately say how good or bad implementation will be at this stage. Likewise, since I have to avoid most claims of what will or won't be in the game at this time, I can only speak broadly or talk about how features work in other games when discussing concepts. Does this generality make this discussion unproductive? Honestly, I'd wager that depends on which participant you ask.
If you'd rather just not talk about any possible way's a feature or mechanic might play out that is ok. Other folks do. Either way is understandable. But if youre suggesting I should just not talk with the community about their ideas... that is not an option on the table.