Geez i am glad i was never called that. I hope your determination keeps well! Savage content is super fun! Get that sky noodle!
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I understand your point, but don't take it to the extreme. It's not about being an Ace at your job. Knowing the mechanics is one part, but knowing how to play your class effectively is the second one. No one here is expecting perfect play, either. Guides, videos, other players are there for you to improve. People also have standards. Like Cass said above, if there is someone holding them back, then you're ruining their fun. Is that fair? I'd say no.
That's why you, in this scenario, have to either: Look for a group that fits your vision of the game or make your own group stating the rules from the begining. Laid back run? As long as we clear? No salt? Go for it. No one is going to say anything. You'll get players that allign themselves with the way you play the game. This is because not everyone is like that one example you gave before. When pairing yourself up with the right kind of players, even with a grade system functioning, no one will care about it. The grade system wouldn't force you either, it just shows you where you're at. You can either go further or stay there, because either with it or without it, there is where you're at anyway. People that actually care for these factors will have a parser running and will most likely kick you anyway. Nothing changes. As much as it sucks when that happens, I'll refer myself to what I mentioned before: Gather like-minded individuals.
Also, games nowdays still have the ranking function. Other games have a "star" grade, giving you none to 5 stars based on your performance. It's an ongoing system for many, many, many mobile games which is a huge gaming market nowdays.
I'd help you out with Cass since we're on the same datacenter, but I don't have much time to play lately. x.x (From work I can use the forums np)
I do understand that I was holding them back during their bird farming which is why I would join learning parties instead of skip-soar parties. This game does a pretty lousy job at telling you what rotation is and how to properly meld. I learned from an fc mate and did improve. I might still not be top tier DPS but at least I'm not holding anyone back now. Im on ps4 so parsing isn't an option. Ty for the option of advice
as well.
You could try asking a trusted mate to parse you as well. During my last parsed run on RDM, I had used FFLOGs to figure out what one of the top RDMs on FFLOGs had done for his rotation, and I went with that. At the very least, with getting a parse, you can set a benchmark for yourself and start working to achieve an optimization that works well for your playstyle as well as being able to contribute higher damage numbers.
it was annoying for them im sure. Though I had been joining those laid back no salt runs. It was multiple runs i was told to git gud or git kicked by different people. I could care less about my ranking. I try not to impeed anyone now. I know my rotation, i use food, i meld my gear. I know now. But I know if I had been graded back when I first started I probably wouldn't have lasted very long. How can you grade on an MMO where it doesn't explain the basics of rotation. Just reading the tooltips isn't enough to figure out but a rotation is and how too use it properly. Especially if this is your first mmo and your asking on the novice network on how to improve. Git gud or git rekt right? Haha
This isn't actually much of a problem and the majority of the work can be avoided with a few tweaks to the proposition IMHO.
First off, the easiest approach to working about basic threshold values has already been done by logs. You just work out a series of averages from your big table of results and go from there, there's really no need to have an internal team do this (Beyond maybe throwing the QA team's score into the pot so the players can get scored from day one), once the code's in place, it'll do the maths itself. As the game evolves, so will the results.
Secondly, avoiding issues with party comp disparities is doable but it's not perfect. Going by potency per second takes much of the RNG away and also levels the playing field somewhat through ignoring party buffs and such. That still leaves jobs that might impact their own rotation to maintain a buff for others as well as jobs where some of their potency rests on RNG (eg bloodletter procs).
As long as the ranks were reasonably lenient I don't think these details would be impactful enough to actually prevent a decent player from scoring in a manner that they should. And let's face it, SE aren't going to implement something like this in casual content whilst expecting people to perform at a 99% percentile.
Yeah agreed, I've said it so many times, but at the risk of sounding like a stuck record, Amdapor Keep was a fantastic dungeon because it did such a good job of preparing people for the end game.
How does the game determine whether the tank turned the boss towards the group and the melee got cleaved, or the dps ran in front of the boss to get cleaved? Whose rank goes down? How does the ranking system take into account tanks who move the mobs out of AoE or constantly spin the boss?
Does the tank get a lower rating if he goes in dps stance? If not, then how is a tank penalized in the ranking system if he focuses so much on dps that he doesn't hold aggro and other people start to take damage? Will dps be penalized for not using enmity reduction skills?
Effective healing is the same as party damage taken if you don't take into account self heals and passive regeneration. Is it fair that a healer gets a lower ranking if there is less to heal in a good party where stuns are used and mobs die faster? I think not. And who gets penalized if someone dies? Sometimes it's the healer's fault but sometimes it isn't.
Does the system recognize and reward the dps when they focus down priority targets (like bees) instead of padding the meter with AoE dps?
Are people going to be rewarded when they interact with objects to advance the fight and lose dps in the process?
If all of this is not taken into account, then we will have people getting annoyed not only for having slow runs sometimes but also getting their grade ruined by their party members. I'm still not convinced that a ranking system will ever be accurate in this game. They could implement it for fun I guess, but I wouldn't want any cosmetic rewards to come from it.
I hope you don't mind, but I looked at your current numbers that were uploaded. From what I've seen, you've done some really nice improvement compared to your first log. I'd have to say the latest that you are at on O2S should be your baseline, and if you ever want to push for further optimization, go for it.
I think I'm running out of daily posts, so this'll prob be my last for the day lol. If it helps, try practicing keeping up Higanbana at all times. I personally go with starting off a fight with a Higanbana combo, then Meikyo Shisui to get off a quick Midare Setsugekka. But it has been a while, so I dunno how that opener compares to others, but it's what I've used.
Unfortunately, it does. That lack of information I feel contributes far more to the "bad" players than people realize. And it's why I believe the positives of parsers would outweigh the negatives long term. A good source for job information is The Balance discord. They have channels set up and pinned messages listing everything from in-depth rotation guides to melds and BiS. If needed, I can offer my SAM rotation since I mained it half this tier.
There isn't any alternative as long there is player greed/selfishness or peer pressure. The abuse comes from losing/getting rewards, including grades itself is a reward. When you see potd ranking, you also compare how much damage others do on the same floor. It doesn't take much for sponsors to do such competition whether using numbers, grades or even sorting by your name. Funny thing about rank/grades, my ig spouse was frustrated that she always come at bottom in the pvp ladder, I had to explain it's sorted by name by default. The neutral thing to do is to have practice runs with no rewards, this should be a thing. Time itself is a good measuring. Practice mode in Raid Finder currently only separates people who already get or haven't get their weekly loot.
Shower thought.
This isn't kindergarten, we don't need stickers telling us all how good we did.
The point of the parser is to give you the cold hard data so you know what happened. Giving everyone participation trophies with these rankings only serves epeen stroking.
This also does ziltch for theroycrafting purposes.
As heavily opposed as I am to parsers, I think a rank system is a far better idea since it can be tweaked from job to job, it can be altered based on role performance, and devs can keep the data hidden while still being able to provide tips for each role or job to get higher ranks for content.
I would also wager that unless there's some sort of modification to SSS that includes simplified versions of mechanics, this is probably the closest we'd get from SE for any means of gauging performance.
Play good? What does that mean truly. Last time I checked for most endgame content you have about 12-13 minutes to kill whatever is is you are fighting weather you take 13 minutes or 9 minutes doesn't really matter. So I'll ask again what does play good mean?
Let me answer that for you: Its different for everyone, and no ones answer actually matters as long as its within the enrage timer of a particular fight.
question to everyone else Why are you all so hellbent on wanting a parser? It can't just be for self improvement. As it stands now if you've read a guide and are doing your rotation correctly and using all your ogcds on cooldown your doing fine for every single piece of content in this game. The only improvement from there is better aligning things within the context of a fight just for the sake of killing it a little faster which is the entire reason for FFlogs existing.
This is an alternative idea to parsers, top raiders and the like will ofcourse still want/use parsers but for the general populace it can serve the same idea and keeps it in line with SE's way of doing things to help with inclusion and help those that underperform strive for that higher rank
one of the easiest way to see people performance is the tiem you take in dungeon,with a great group,last dungeon take 12/13min to do,with a good group 20min and when people are "underperforming" it take 25/30min,i can see already "oh for 5 min dont complain"
now to the calculus 12/13 spend more in dungeon,everyday just for expert roulette for 1 month,you already have 360 min(6hour) in the month you spend more in dungeon,now,imagine ALL roulette everyday for 1 month,and you will understand why some people try to rush like crazy in it,because for me,sparing 10/15 hour of playtime doing something else than brainless dungeon, is a lot of comfort.
how do you know that is under preforming and not just a gear issue. by in large most of my dungeons take 12/13 minutes and i've been playing the game for 3 years and i nearly pug every single one when they take longer its generally because we have new players first timers or someone had to go afk.
oh and where are you getting the 12-13 minute mark as a good dungeon run from. I'm trying to get you all to see something here.
And? Did you still clear the dungeon do the you remember the specifics?
The point I'm making is that your, standards my standards and that guy lurking this posts standards don't matter.
And lets stop being cute shall we no one cares about dungeons people parse in them just to make fun of other people or to justify that DF sucks yet I've not seen a single dungeon log uploaded to fflogs as long as your doing your rotation correctly in savage and extreme trials even ultimate you'll be fine and the only reason one would need a parser is if they are looking to optimize to improve their kill time and that's really the only place that it applies. and before anyone says it helps point out flaws in dps for progression unless your group is preforming all of the mechanics flawlessly and no one dies and you still hit the hard enrage then its a dps issue
unbiased reason: Your still clearing the dungeon because you took 5 to 10 minutes longer doing it or that your a tank that knows your role up against either lazy dps that aren't doing everything they can is irrelevant.
Biased reason: Its not but hey not everyone is gonna play up to your standards so you have two choices either stop using the DF and go with people who do meet your standards or the second choice stop whining on an online forum about people who don't care to or even know that they aren't playing at their classes full capabilities. there is no third option.
I generally only go with pre mades if I can, and so do the majority of good tanks that I know. Fun fact: There's actually a good bit of tanks out there, but most of us only do content with pre mades because we know that df is a trap. Z-dps healers, dps who don't aoe, dps who can't out dps us. Why bother? If quality of df was higher then I wouldn't be as apprehensive to go with randoms, but god forbid we try to implement things to help the playerbase improve.
Well I have an alternative to talking about parser: Don't.
The game standard is set in the time limit to clear, there is no misunderstanding about that. Is it low? Yes. Does it need to be lowered to 10-15 mins? Same argument people have about frontline/rw 20 mins time, you only lose when you give up and I've seen plenty of losers who vote abandon on 1st wipe. You win when you try, not when you carry people.
Just that the thing your talking about in no way helps anyone doing dungeon content and only helps other content if your looking to speed run. Yet none of you are talking about rotation guides in game explaining how DoTs work and why they are vital they are or otehr key gameplay mechanics that newer players and people new to mmos general won't know. I can't think of another game genre where you have to use goggle to find out how to play it properly. Yet I see no threads about this.
It really doesn't though. Without seeing the actual numbers you don't really know why your rank is different between runs nor will you see any improvement or degradation if you keep hitting s rank in your example with changing gear or melds.
All this idea accomplishes is epeen stroking with participation trophies handed out at the end.
This causes everything to be linked to DPS in a way I don't really care for. A tank would get a lower score the more damage they take, correct? Doesn't that mean that the tanks score is directly linked to the performance of the DPS? Same goes with healing done. I'm assuming that healing done would rank higher the more you do, so if a healer has to heal less because the DPS is really good, or the tank is good with CDs, or what have you then the ranking would say "healer need a to heal better" basically?
I understand what you are going for but this sort of ranking system is pretty much just "your ranks depend on how well the DPS do".
It's a similar situation to getting fired IRL in some places. By law they can fire you 'for any reason' as per your contract, yet they still need a reason to fire you, and there's certain reasons that, even with a contract, they CANNOT fire you over, such as your race/religion/other protected status. So if one day you get up and fired without a word, and upon investigation it appears to be some minor infraction, the proof is on the fired to explain if they were fired for an illegal reason.
Fortunately and unfortunately this is near impossible to do. If there was wrong doing it's unfortunate, but if there was none on the employers part, then it protects them from the fired's attempts and legal response.
Unfortunately for all of us, this sort of situation just BREEDS fear mongering and paranoia. Any situation where the information is unknown is ripe for that sort of mentality and social grooming.
Parsers would help people understand when they're doing better vs doing worse. See the number go up? Better. Lower? Worse. Lots of people simply don't know what kind of damage they're doing, and since it's so easy to get carried through content, they never think they have to improve. Parsers would help those people.
After reading all the people's opinion here, I think the best is just to have a parser. It accomplishes the same goal but with more details. Ultimately, they can remove the feature if it backfires, like they told us they were going to do with the skill reset in raid content and the bard's performance.
So? Who isn't proud of their performance? Were you a victim of people with ACT by any chance? Let them be happy with their numbers. People will actually benefit from having a way to measure their performance. If they don't care, they can ignore it, but the feature is there.
A grade system with rewards attached to "being good" is not good design for a cooperative game.
You should not reward "good players" from "playing normally" or push players into "playing better" for the sake of a cookie. If we win, we all win together. If we lose, we all lose together. This is what a team means. Any team will have stronger and weaker players. That does not make it any less your team. As a player, you can either deal with your team or give up and find another team that better suits your style. A grading or ranking system will encourage players to put their needs (their grade) above the team (success of the mission). If the reward is meaningful, when a player knows he will get a bad grade due to the team, why continue? Why risk losing the good grade to help a player in need? Damage dealers have long queues, so they are less likely to give up too quickly, but a tank or a healer?
There is one real underlying issue going on, but it is not what the majority thinks. A player should never think about enforcing his playstyle upon other players. The real question is, why does it matter? If we go purely on a numerical damage output value and assume that every player are able to fulfill all the mechanics. Assuming that everyone has the adequate gear for the challenge. Assuming that encounters are failed due to a lack of damage output. Let say that one player doing bellow the needed damage is enough to make those encounters fail.
We have established that this player knows mechanics, has the proper gear, but still cannot provide the necessary damage to overcome the challenge. A grade system will reveal that this player is not good enough. A parser will reveal that this player does not match the numbers of the other players. Neither of which will allow the player to improve. Repeatedly saying: "you are bad" to a player will not magically transform this player into a good player. All it tells the player is that his or her playstyle is inappropriate.
This is a symptom of a bigger problem. Why is the gap between a "bad" player and a "good" player so large? There is a very simple solution to this damage output problem. It is to give each job an easy and effective pattern of attack that will do enough damage to meet those damage checks. Think repeatedly pressing 1-2-3. Make this pattern do 70% of the maximum damage of the job. Using the complete toolkit properly will make you go above 70% or lower if you screw up. The better you are, the closer to 100% you can reach. This is a design choice used in many competitive games (fighting). There are move sets that are intended for novice players, which can give them victories just by button mashing. This stops working at higher level, because advanced players are able to counter those obvious moves. Even if they are capable of countering the moves, they remain affected and if those advanced players lazy out on the fight, they can bite the dust. Once you start improving and get a better understanding of the game, you move on to the advanced move sets, but until you master them, you are vulnerable to the button mashing techniques.
Button mashing, or in a MMORPG, only pressing 1-2-3 is a boring strategy. For some players, that is all they want and they will be satisfied with that. Others will want to do the advanced techniques. It is actually much easier to ease players into playing their job properly if they have a safety net. If they are unable to use the complex abilities and their damage output starts dropping low, all they need is to go back to focus on 1-2-3 (or be advised to do so). Because this 1-2-3 will inevitably part of their rotation, their damage output will only be so low. Let say the worse they can do if they really try and fail is 50%. This would make them, at worst, only at most half the damage output of the best damage dealer of the party. This also means you only have 20% missing damage to compensate on the other 3 damage dealers.
All you need is an easy way for any given job to perform enough damage to meet the DPS checks, and all that is left are mechanics and gear. The greatest strength of that system is that a player can adjust on the fly to use the easy rotation. This means that you can effectively transform a player that is a burden into a player capable of carrying its weight mid-fight. No grading or parsing system in the world can achieve this. Ever.
Over exaggeration and anecdotes based on heresay that people like to constitute as facts. That's all it is. People can't prove it because it isn't happening to the degree that they claim it is.
They get off on making baseless claims and anecdotal evidence into facts, saying things like "The game will implode with toxicity like the bubonic plague and destroy all we hold dear" if SE releases official parsers.
It's hard to take anything people that are antu-parser seriously anymore.
The issue with this system is overhearing contact tosses it out.
Better...
Local data collection, with a c,b,a,s score based on.
Calc on bosses only as fights are longer
Dps thing to take into data collection
Amount of proper rotation done
time global cool down timer up but no action happening
Dmg taken,
Aoe avoided
Tank
Dmg mitigated
Dmg taken
Aoe avoid
Time spent with hate in yellow zone ie more closely missing hate mean tank dosing more.
(Only time I miss hate on a boss is when I am in dps stance pushing my numbers higher so staying in yellow means you keeping hate but dps good too, yes I know this could be cheesed)
Healers
Aoe avoid
Dmg dealt
Dmg mitigated
over cure
But just base dps numbers do not work because of overhearing
Or in cases of tanks using STR crafted gear vs being 340