literally every mmo ever has this problem
deal w it
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literally every mmo ever has this problem
deal w it
To be honest, the best incentive to get players to choose tank or healer when queuing already exists.
They get a much shorter queue time.
If I'm trying to top off tomestones for the week and decide to use a roulette to do it, I'm going to go tank or healer because I know I'll get a party faster. That lets me get back to doing other things faster.
AIN only influences which of the two I choose, not whether I'll choose them. The only time I go DPS is if I'm queuing with a group of friends and they're already filling the needed tank/healer roles.
Oh definitely.
It's less about making healing / tanking more fun for DPS players, but more about strengthening their appeal to healer / tank players so you don't
A.) Lose them because they're dissatisfied.
B.) Compel them to que as tanks and healers for roulettes... which tank/healer mains have admitted to not wanting to do.
as a healer main, I still queue for roulettes... because, its always luck of the draw what kind of group you get, and some groups are just a fun mix. my partner often goes with, they tend towards playing everything though, if its been a particularily bad night for... less than able tanks, they may tank to give me a break and that way I only have to keep dps alive lol
There's 10 DPS, 4 Tanks, & 3 Healers. It doesn't really matter how much fun it is to play a role or what kind of rewards you put on it. There are just more DPS. If we had 10 Tanks and 4 DPS, this situation would look very different.
There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone. Maybe...
Hmm. Maybe there's a balance where they could boost the incentives enough to encourage those who already like playing those roles to hit the roulettes up more, thus enriching more people's time in the game, but not so much it's attracting people who don't want to do the job to begin with. As I said, I enjoy doing them, because getting plopped into a random dungeon with people that, at least for me, more often than not is a generally entertaining experience. Not the most CHALLENGING, but it helps people out, and I enjoy helping people new to content have a better experience. But even I have my limits, and I hit them pretty quick. I DON'T like crafting or gathering. I don't in any game. I'm not asking to be made a mad gillionaire overnight with roulettes but, why not give people who already want to tank/heal some rewards for being willing to help pop in and get groups moving?
Maybe SE has already looked at this. Maybe it will attract too many bots. Maybe their data shows it risks braking the economy. Maybe their data shows higher rewards start attracting the wrong people. I don't know. But I certainly would do them more if the rewards were better. Like for leveling I can get about 11k gil for the in need bonus. But raids, trials? 1300. 5/6/7 isn't much better.
I enjoy healing, I dont do the roulettes to get the rewards aside from the tomestones. Increasing rewards will 100% make things worse. they already have an issue with "enticing" people to be mentors with a reward and that hasnt turned out well for the mentorship system. increasing the rewards wont encourage people to play a tank or healer because I would say a majority of the time, people play what they are comfortable playing, and in my experience, most people are comfortable playing dps classes. This is not some new movement in mmo's, it has been this way for as long as I can remember in pretty much all mmo's I know of.
people already complain about the skill levels in roulettes, you want to make it worse? increase the rewards to that people that either dislike the job or are unskilled at them decide they will do it for the rewards instead of because they want to.
You couldn't pay me to play a tank and I don't care how many tank options there are.
Let them wait? It is very convenient for me to have a full party waiting for me that I can leave freely if I don't like the pace of the run. Scarcity increases the value of healers and it needs to be further increased so that I am not met with the common no response tank when I tell them to pull mobs.