The job quests should probably actually teach you the job you're playing. Walk you through your abilities and require their use for quest completion.
Printable View
The job quests should probably actually teach you the job you're playing. Walk you through your abilities and require their use for quest completion.
I agree to an extent but when I hear stuff like pull more than one group of mobs then I'm like I never read that particular tooltip. You queued for something and therefore agree to be paired with random people who could potentially be bad. If it bothers you make a PF. This forum is way too much of an echo chamber for my taste.
That is of course where it should come into play first, but if those mechanics don't come into the content unlocked down the road from those solo duties, you naturally divorce that learning from the apparent intent of the game.
Again, I share many of your concerns with Lezard's list. I just don't believe the general ideas the list seems to follow are going in a fundamentally wrong direction, so long as the implementations (the individual fight designs or its mechanics) are well situated.Quote:
My issue with the suggested list is it wasn't rewarding players for good play, you were effectively punishing them within the duty itself for not performing up to a baseline.
Then the game needs to do more to keep the good players around. Give players that clear current Raid tier or Ultimate 3 months of free gameplay. Or give them access to a special ward in housing areas where all houses are mansions but cheaper to get so long as you have the corresponding title to buy them.
A pseudo-enrage mechanic. It would kill the player that failed the DPS check, not the entire party. Once the player gets tired of constantly dieing he will be motivated to learn how to play his class.
It's under Prohibited Actions of the ToS-> Obstruction of Play. You are preventing people from progressing with the game by purposefully pulling single group of mobs.
Plenty of MMOs have done like...optional bonus objectives, speed bonuses, etc. Or like optional bonus bosses that may have some extra mechanic or something. I think the benefits are good.
I still don't like them much. I can do them easy enough at this point, but they're stressful and not fun, especially at lower and mid levels where big pulls tend to wipe parties in dungeons where the packs hit like trucks (and/or are weirdly spaced) and it's hard for healers to keep up when on the run. The later game shifted towards easier big pulls and those are fine, but still annoying to me lol