I totally agree with this post, even though DPS need commendation and I give it to them as they are often underestimated and not often considered to their true value, in my opinion.
Mei
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Personally a warrior 'main', soldiery is useless to me right now because I'm on the novus stage and all my other classes are i110+. I'd like more gil but I'm in no real rush to get it and to me, the possible rng on time spent is NOT worth 7500 gil. Maybe other tanks crave those soldiery tomes but I would rather see fulfilling 'adventurer in need' be turned into a real avenue of money making. I can use the soldiery tomes to exchange for items to sell but it's too economy and demand influenced for me to make it a real 'job'. Not in the chore definition mind you, I meant it as an adventurer taking up a on a job the game provides. Like a mercenary.
I get that they don't want to make the gil reward too high and the other avenues that people use for making money like crafting, mining, logging, fishing, spirit bonding are technically just gil changing hands. What about being an 'adventurer in need' though? Would people be up for a player paid bounty system enforced by the system? Players paying the roulette to entice tanks to join the queue? It still creates the same problem of tanks wanting to speed run the dungeons and if they add a review and revoke system, players paying the roulette can grieve tanks with charge backs. Plus new players shouldn't exactly be required to pay up just to level up their first couple classes.
Then again, what if SE is willing to pay for the players? They can separate players seeking the sold bonus and players seeking the gil reward by making the gil bonus incremental. Keep the current rewards the same but if they go in again for repeats on the same day, the adventurer in need bonus increases until it caps and resets on the daily reset. Like, 7500 gil first time entry of the day, 15k second time, 30k third time then it caps there. But this would actually intensify the speed run tank problem even if it eases up queues. I don't actually have any idea on how to 'fix' that atm but I don't believe treating tanks like a 2nd class citizen (like the lowering tank loot drop rate by a significant amount like some people would suggest) would help. If anything I haven't gone into low level roulette as a lvl 50 tank for the rewards in months because of how unrewarding it is.
Main issue really is the roulette bonus, i cap soldiery in 1 day virtually just via pvp i have no reason to touch roulette
They should add Allied seals as a reward. That would probably work, depending on how much they offered.
On the topic of speedrunning in low level dungeons, perhaps a viable solution would be to add a "full clear" bonus? Extras tomestones or experience points if you slay every monster and open every chest before facing the final boss... This would discourage folks from skipping enemies and give new players a greater opportunity to explore the entire dungeon.
I feel making low level play/roulettes more attractive would be the best way to go. Adding one of a kind drops/gear to low dfs, adding HQ crafting drops, up'ing the tome pay for goals such as " No deaths, Clear all rooms and say Q for 5 low dfs with set rewards with a differant/daily unknow reward would spice things up. Anything to make people wanna do low lv Dfs. (and stop only hunting...lol)
Is that what constitutes as speed running? I thought it's tanks pulling multi packs regardless of what the healer had in mind? There are dungeons that have mobs that are out of the regular path way. If I pull mobs pack by pack but not pull mobs that are optional it's considered speed running?
A fix for this would be to increase the reward for job in need everytime it checks state.
increasing 1x everytime the same role is in need for a roulette.
People leveling an alt maybe say oo at 3x reward I'm going to do this as my 50 because I get a great reward.
Expert Roulettes now takes me 30 or more minutes in queue as DPS, issue not only being about being a dps but more people are focused on doing hunts and getting their carbontwine then actually running dungeons now it seems.
I really feel for those just starting out in this game
I main Paladin, and got both WHM and SCH to 50 with zenith relics specifically so I could help others. My only DPS class at 50 is Summoner, which is practically a freebie when you level Scholar. I think you are right though, very many more people play dps exclusively vs people who play tank or healer combined. I'm probably atypical in that no amount of stupid or rude behavior in a dungeon will make me quit being a tank or healer though, it's how I enjoy playing. But, I have heard a lot of tanks and healers who feel the way you describe. My wife exclusively plays a healer, and if she did not have me as a tank and some good dps friends she'd probably never venture into a dungeon as a healer again because of the stress put on her by the attitudes of many other players (tank and dps alike).
Players who feel as my wife does are the players who stop using duty finder, start playing exclusively solo content, or become alienated from the game and leave. In a way, we get the community we deserve. The way people are in Duty Finder and other content is sometimes really offensive, if people don't speak up or push back against that behavior it can become the norm, which ultimately alienates other parts of the community and new players. That's potentially a self inflicted wound on the community and a downward spiral for the population numbers.
I think you are right about saying good things and I'll go further by saying that communication, civility, pleasantries and taking it easy would greatly enhance the game experience for many. As you say so, that is assuming that such things are deserved/reciprocated. Though even when faced with rude, stupid or abusive behavior, it costs nothing to remain civil - something everyone needs to remember.
Why is the satisfaction of helping others insufficient reward? Don't get me wrong, I know that more material rewards will attract more players to given content. But even so, why is it that so few people see the value of the satisfaction gained from helping others?
Not sure if this was mentioned earlier but from my personal experiences and opinion, LL Roulette is generally a monotonous, dull experience.
A LL Roulette dungeon, is still slower, then any lv50 dungeons. On top of the level sync where you may lose 90% of your abilities. Not very fun for anyone who has been
lv50 for months and months to just sit there spamming 2-3 abilities.
I know personally, I don't bother with them due to the sheer boredom of doing a lv17dungeon as a whitemage. Even with helping on dps, it's still very boring for something that could take me 40-45min on a full clear. Even if they were to up the LL Roulette bonuses or adventurer in need bonuses, it would have to have a very significant incentive to do.
Two ways to fix this:
1) Greater rewards for players to repeat older dungeons
2) Expand the party size to either 5 or 6 members so that its 3-4 dps per 1 tank and healer.
I would much rather go with #2 for 3.0 and beyond because all #1 does is make people who are already tired of those dungeons, run them even more. Which is one of the reasons this community is one of the worst out there. People are miserable, they've done it hundreds of times, and now to progress you're making them do it more?
My message to SE: Ease up a bit on the grinding ok? I know its not nearly as bad as it was "back in the day" but making things a little quicker to obtain through newer content wont drive away your playerbase.
My message to the players: If your so miserable playing the game, trying to get RNG to go your way, take a break. I'm tired of people raging over every little thing. The other day in WoD someone raged like crazy during a boss fight, screaming at us to "just die" and the fight wasn't even over yet, and we didn't even wipe!
The only way to "fix" the issue is to make undesirable old/low-level content fantastically lucrative and hassle-free for tanks and healers.
Because it's not fun. Low level roulette takes you down several pegs on your moveset list and it makes the dungeon run a boring experience that doesn't reward enough. People don't generally play online games to do chores for strangers they won't likely ever see again. Honestly, I'm not trying to be rude here, unless you go to low level roulettes multiple times a day every day with the sole purpose of helping to ease up the queues (you cant be queuing for the rewards at all), the question you're asking is a ridiculous one to ask to anyone.
Because it's boring as hell. You're playing a dungeon you've seen too many times (even more so if you've done the leveling dance on more than once class) with a limited moveset. There's no variation in the dungeons implemented so far, neither in terms of layout nor objectives nor enemy lineup, that would provide replayability or challenge. On top of that there are very few rewards available in terms of Achievements or loot (which can't be sold for much gil to vendors, are often BoP and provide poor or no materia conversion rewards).
Everyone has their reasons. My reason is because it's boring. I don't play this game to be bored. I can think of a thousand better ways to spend my time than to voluntarily go back to dungeons that I outgrew back during story quest progression. Don't get me wrong, I love teaching people things but I'd rather go into T9 with a completely fresh group and teach them the mechanics than run low level dungeons more often than I have to. I only go back to those dungeons when I'm required to either by a need for tomes, for progression (i.e. relic quests), or when FC mates/friends ask for someone to go with them. When I do end up queueing, it's as a tank or healer; that's more because I don't want to contribute to the already-atrocious DPS queues more than anything. I honestly can't think of a single person that I know that jumps into the low level roulette queue more than once a day for the tomes.
Honestly I see the farming and grinding of speed runs as a chore, and people treat it like a job. As it happens, I do Q for multiple low level roulettes, and tick join in progress so I can help as may people as possible, when I have time to use DF/DR.
Well, your moveset is limited at whatever level you play, it's not like there is a huge variation in your rotations in high level content. Also, like Gardes before, you are focusing on material rewards. The satisfaction gained is not a material reward, it is a feeling I get from helping others. Not only that but there is a potential to make new friends, or prompt other players to helping the community. These are all intangible rewards, but the possibility of making new friends is something I would think most would find valuable. Perhaps I am naive to think this, but I was under the impression that was one of the fundamental aspects of playing an MMORPG? Have things changed that dramatically?
With regard to rewards, rewards validate our participation. Are people so tied up in the gear ladder that they find personal validation in what amounts to a material gain in the virtual world of Eorzea? Is there no sense of reward or validation from the intangible gains of making a friend in Eorzea and perhaps IRL also? I get that we all play for our own reasons as ashkendor says below, which is 100% fine and correct of course. I'm just surprised by how little regard the rewards of helping others receieve.
Well, you don't know me, but I do Q multiple times for low level roulette, not for the tomes though, just to help. Kind of paying it forward for all those that helped me in the past.
With all of the content in this or any other MMORPG, if you run it multiple times, it's more or less the same thing over and over. Just as your skill rotations become memorized patters you can perform in your sleep. However, I thought (keyword 'thought') that the thing that makes all online games - including MMORPGs interesting is that we are playing with other people, not just the game's AI, and it's the presence of other people that adds the variety to content. Like in the low level dungeons you get players of all abilities, different classes, different gear and sometimes different play styles. Of course sometimes the other players are silent characters just grinding their tomes without a word to anyone - sometimes they might as well be NPCs or bots - sometimes they are bots. But it's the ones that are engaging and appreciative of the help, they add spice to the life in the game. It can also be challenging to help new players learn their class, or understand mechanics. Sure they are things we've seen many, many times, but that may not be the case for others. In which case we can teach and help.
Is there just no joy in that for anyone anymore?
I think a simple fix like adding an extra DPS or two to parties would help alleviate some of it, however as a DPS you have to kind of deal that you are all dime a dozen. Too many of you guys.
They find joy on their own terms. It's not like you're entirely selfless, you know? You're doing what you do to make yourself feel good, evidenced by saying you get satisfaction out of it. You're feeding your own need, regardless of what the avenue is. I'm not trying to offend here, I could argue that the issue you're lamenting is kinda...first world problems tier? Like, why not actually do something for a worthy cause in real life if you get satisfaction from being a samaritan?
Only by increasing the number of DPS slots in low level dungeons will queues improve, and probably only a little bit. There are too many DPS.
You can hardly argue "first world problems" in relation to playing a video game....LOL! I'm not trying to offend anyone either, I am just honestly surprised by how little regard the satisfaction of helping others gets compared to the completely ephemeral 'material' rewards in a video game.
Everyone has things they want to accomplish in this game, and only a certain number of hours per day available to accomplish those things. If queueing up specifically to help newbies brings you joy, that is wonderful, and more power to you. Not everyone is a born mentor, though; for many, possibly most people tutoring newbies is a chore, and not fun at all. If they're not going to be rewarded for doing it, they won't bother.
SE has good, solid experience with this phenominon from FFXI. While there were good, helpful people in that game, as there are in this one, there's just not enough to meet the need. For the longest time, FFXI had NO rewards for completing certain instances once you had already completed them, and newer folks trying to put together a party to do them had a horrendous time of it. They might be able to cobble together two or three sympethetic souls after a few hours, but most such instances needed a full party of six for a good chance of successs. This game's reward system has worked MIRACLES, compared to the situation in FFXI. People gripe about 30-40 minute queue times, but I have very literally spent entire days trying and failing to put together a party in FFXI for an unrewarding instance.
Don't mistake this mercenary attitude as meaning people are bad, or don't care. Even folks who wouldn't be signing up for low-level instances without the promise of reward are usually friendly and helpful toward the newbies. There are bad apples in the batch as well, but it's not only mean-spirited to harrass newbies, but also badly impacts the efficiency of the run. They want to get the run DONE, and abusing the other players is not going to help in that goal. Harrassment happens, but it's much less frequent than a lot of forum posts would have you believe.
It is one part of speed running, and the part that is most often seen in lower level dungeons. For the most part, lack of aoe abilities and lack of overpowered high-level gear makes multi-pack pulling in low level instances unproductive. I was trying to address the problem as it exists for low level players. I'll bet a lot of people even in this forum went a long time before they ever saw both paths in the Thousand Maws, and many have probably NEVER explored the optional branch by the second Magitek Gate. Most likely, many have never read the messages posted on the dungeon walls there, either, even though they present some cool flavor text for the dungeon.
Because I play video games to accomplish video game things. The good feeling I would get from doing what you do is a 'generic' feeling that I could get elsewhere much more efficiently and impact the person I'm helping much more. I can run out of my apartment right now and go buy food for a homeless person and get way more satisfaction in 10 minutes than I do from doing 3 low level roulettes just to help strangers get their daily exp bonus (that takes, what, 1 hour+?).
Indeed, I understand how much worse it could be and that it's better because of the rewards, those rewards bring clear benefits. It's not so much the mercenary attitude, and of course wishing to be rewarded doesn't make anyone bad or good. I definitely agree about the bad apples, and forcing things in the low level dungeons is very counter productive as you say. I guess I just wish more people could apply a more utopian mindset where things like helping for the heck of it actually bring a sense of reward that is equal to that felt with a material gain. But, as you say, everyone has things that they want to accomplish and as Ashkendor said earlier, everyone has their reasons for playing as they do.
LOL! yes, indeed, I've explored the branches in dungeons including The Thousand Maws, I read the notices on the wall, I even read the quest text...They do add flavor, as so much of the game does - if people slow down enough to take a look, or smell the roses. Personally I find that the game has so much of this kind of thing that playing at a slower pace and enjoying everything as you go - including the NPC chatter and various 'flavor text' in the game, makes the game that much more enjoyable for me. Though I know not everyone will feel that way. it just seems a pity sometimes how quickly people do things and gloss over the finer details, when those details are part of what really makes the game what it is.
I'm sure we all could, so why are we playing video games when we could be doing that? No, seriously, that counter argument is unanswerable since it is utterly outside the context of the discussion, and no one in their right mind would say that they could gain more satisfaction helping someone in a video game than helping someone IRL. I was talking about the comparative sense of reward generated by to alternate viewpoints and courses of conduct within the game. To be perfectly honest though, I feel like you're effectively belittling trying to be helpful with others in-game by casting it in contrast to helping people in real life - obviously helping people in the real world contrasts starkly against helping folks in a video game world.
I was simply asking why it seems that many people no longer value the intangible reward of satisfaction vs the in-game material reward.
There is, but not everyone helps in the same way. I do my own version of paying it forward with endgame content. Sometimes I jump into learning parties and clear parties for things like EX primals and SCoB to help out. I've even gone on FCoB clear runs, but not as often because it can't be till after my static is done for the week and it's inevitably a one-chest clear (some people aren't so keen on that). Sometimes my static runs farm nights where we put up a party finder stating "Need something cleared? We need your soldiery," valid for T1-8 and all EX primals. No charge for it aside from the soldiery bonus. Usually we end up with people that know the fights and have gotten them to sub-15% but just haven't found a group to put the nail in the coffin. :3
That's a good thing to do, there are a lot of people in that position, there are also a lot who for one reason or another don't have a static to work with, and can't seem to find a PUG that can finish things.
I should have considered that aspect of helping others, thanks for pointing it out.
I hop into Garuda EX queues as healer. I'm mostly trying to get a pony, tbh, but in the several runs I've done, at least one person in each run was clearing it for the first time. It's a good feeling.
Not the point I was making. Endgame movesets aren't limited, they are static, which is different. You have access to all skills in the game and you get a choice of which to use. At lower levels you go from full access to a subset of skills. Some of those that disappear can also detract from the enjoyment of playing the class. One may call this "challenging". I refute that and equate it to being tedious along with an excersise in patience.
There was no focus on material rewards in my statement (scaresly one third of it if you want to be pedantic), unless you bundle up my mentioned of lack of variation in dungeon content in terms of layout, objectives and monster lineup. The statement may have been compact, but it curtly summarizes the state of all dungeons in the game at this time.
All three aspects are what I believe are reasons players shun away from repeating low-level content. Not the only reason of course, but it plays a part.
As an example: classical roguelike and roguelite games provide no long-term rewards or rewards that carry through to subsequent playthroughs of their content, but fans of the genre keep coming back to the same dungeon over and over again since the dungeon reinventes itself and presents the players with a sense of exploration and adventure.
This is sadly not something XIV can do without a major overhaul. However, SE should be able to change the monster lineup in the dungeons with less effort. Imagine running something like Tam-Tara and coming across a Hectaeye from HM instead of a normal pack of monsters. Want to make it materialistic? Make it drop extra gil and an Elixir or a key to a locked chest somewhere else in the dungeon.
There is plenty - Meeting a fellow playing in the field (or PF) and tackling content together can be very ejoyable (regardless of content level) and I have through that come across quite a number that I now play with regularly.
Playing the DF lottery across realms and languages? Not so much. Making such a connection is rare and transient.
The problem with making "low level" dungeons random is - it will destroy those newbies and low level players who are still learning the ropes and the mechanics. The better way would be to give high level rewards and make it as a daily they can do, that is worthwhile of their time, maybe 2-3 times a day at most. This will give options for people to do other stuffs than endgame, but still get similar amount of rewards. Also it gives others who try to pay it forward, a nice bonus incentives. Sure, you will still have to deal with trolls, but those despicable scum of the earth populates any type of games, and this is why "vote to kick/dismiss" is implemented.
Turning the 4-man dungeons into 5-mans with an added DPS slot would cut down the queue times by a lot. All it would require is a little rebalancing, mostly HP boosts to the trash mobs and bosses.