I still have to explain to people how to not die in Sephirot EX unsynced in the PF after my group wipes & I ask "Does anyone need to know the mechanics? You will die if you don't know them."
I couldn't imagine how bad EXs are in the duty finder.
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I personally play support roles specifically because I want to help others and be useful. The most frustrating thing I deal with is being told "just play what's fun" when I ask what kind of support class is needed.
Whats fun for me, is to be part of a team - to be the most useful I could be. The class I play isn't important.
Whether it's an engineer, medic, scholar, mystic or druid - I play an MMO because there are people to play with.
If I'm doing poorly in a group - I'll ask to know about it.
If I screw up a mechanic, I apologize for it - and say up front if I don't know a fight. What's the worst that happens, I get kicked from a group?
That hasn't happened so far, honestly.
In response to the OP's initial post....
If a player isn't too great, I don't automatically dislike them being in the party. I'm a human being and so is the other person, so there is room for sympathy and empathy. Whether or not I feel that way, however, is dependent on that person's goals for playing the game in the future. If they genuinely want to improve, then that's a good thing! They just haven't reached their goal yet.
The problems occur when people refuse to even acknowledge that they could perform better, be it via better gear, learning mechanics, or using more abilities.
I always feel like the truth is a valuable thing. That means we should know ourselves pretty well.
For example, I don't consider myself or good player nor a bad player. I have a lot to learn, but I at least have a foot-hold understanding on the games mechanics and can perform quite well on most duties that aren't raids.
Good players who think they're even better than they are come across as elitists. Bad players who think they're not bad come across as....err.....I don't have a word for them, but it's annoying when they won't listen. :/
Well, a few days ago I decided to clear Tam-Tata on hard. It was my first time as a tank (and the second one in general). We had problems with the first boss and then our healer did a rage quit. He didn't write anything on the chat to let us know how to beat the boss and didn't ask if we are new and know the mechanics. I thought that maybe we are just that bad, but we had a great girl in the party who explained everything to us. We got another healer and cleared everything without any wipe. So please, when you see new people in the dungeon, explain the boss mechanics to them. They will learn and know how to do their stuff and you probably won't have to wipe.
I play this game for fun and the story. If I am mediocre in raids and a dungeon, oh well. That's not my main reason for playing.
No one demands players to have high level skills. Most players don't even know the basics of their class and thats what is wrong.
Its always nice how people try to come up with stuff like savage or ultimate if someone expects other players to at least know the basics of their classes. Whats next? Are people fine with players that don't have their job crystal equipped?
Jump potions are the enemy. People use them and think they can immediately start doing end-game content. There's a very good reason why there's a level 15 quest that teaches the basic principles of the class you're using in several arena stages. But I think this should be mandatory rather than kind of hidden to the side.
I understand having these expectations in raid or Ex fights. But in dungeons? I use dungeons and 24 man to practice jobs I’m learning. I for example understand enmity control.
But I wasn’t fully understanding it with dps stance. Like how do I balance? How do I learn? Do dungeons. I had to get made fun of, or attacked cuz I didn’t notice a Tiny soldier hitting my blm, I apologized, and improved. I tanked that big car thing to the wall. Yelled at, learned to center it(grimly dark)
Now I’m a very good functioning war. But I had to piss people off to get there. If you get mad at me in a dungeon. Where am I suppose to practice?
It's not a crime. We can and we should have certain standards. Unfortunately some people... have comprehension issues. To put it mildly. And it doesn't help that there's also a mentality that you can play however you want to. While it is absolutely true you don't have to play like the vast majority if you don't want to, there are still certain things you should still be aware of.
As a samurai main for example, I don't min/max in the slightest and I default to a 2 sen opener no matter who or what is in my party, but at the same time I'm acutely aware of positionals, kenki management, aoe rotation, and how to goad/diversion as needed. I expect my tanks to be able to adequately hold aggro from me, or let me know if they're having trouble, and my healers to not develop tunnel vision as they dps/heal.
It's a little harder to have standards with mechanics since being new and learning are things, but definitely by the time they get to expert and raids or trials of any kind there should be enough awareness to know "Oh gee... there's a bright puddle on the ground and it's not [insert any player skill that leaves a circle effect] I should probably move out of it. Right now."
Folks who are obviously leveling and learning should get a lot of slack I think. You're learning. It's expected you'll screw up. Anyone who expects someone who is lvling a job to have it down cold is being a bit too harsh. I can understand the expectation that you'd have adequate gear, but literally everything else should get cut a lot of slack.
You're brave. I'm sorry you've had to go through this. I glue myself to my tank friend because I know he'll jump to my defense if need be.
Everyone needs to understand that the game design is obtuse. It's made to confuse and overwhelm players. It's also made to be memorized. Their design philosophy of die-until-you-learn is a guilt-ridden one, and when something is powered by guilt, it's almost always destructive.
Guilt is actually why we run into so many problems with encounter and class balance. It sounds bizarre, but it's the truth.
It's easy for a developer to feel a sense of guilt when players beat their designs too easily. They rack their brains trying to come up with new ways to challenge players, and when they fail, they feel bad about themselves (guilt) -- and resort to trickery and memorization to balance the scales. Sometimes they even become spiteful; that too is a form of guilt.
It bleeds into the rest of the game and the community.
Jump potions do NOT get you to end game. Never have, never will. You still have to perform reasonably in current content before you hit max level.
A better place to place blame is Palace of the Dead, which is another means of advancing levels quickly, complete with learning bad habits in instances.
Speaking of standards, there was a MSQ story run where the MT told the offtank to active sword oath because he was doing the tanking. The other tank goes, 'lol it doesn't matter'.
And he's right, it doesn't matter. Yet imagine being SO LAZY that pressing a single button to do an extra 30% damage (and not fighting the other tank for aggro) for the next 30 minutes is too much of a hassle.
Honestly, it’s not expectations that are the problem in general but the poor behavior that can go along with them. Minus the outliers on both sides, I bet the middle could adjust and respectfully assist those lagging behind thereby move towards the outcome they want. You used to see this in the old school era or mmos. Today however the attitude tends to be it’s not my job. So it just remains a vicious cycle.
Let me ask you some questions:
Do you say when you are new to a dungeon?
Do you try to carry out give advice, that people give you? Not talking about the "omg tank you are a ..... tank it like there you .... ......."
Do you read the tooltips of your skills?
Do you use your defensive cooldowns? Propper usage comes with experience, but not using them at all or light up like a christmas tree before even pulling screams for rants from healers and that rightfully so.
Do you try to do your best in every given situation?
If you can answer all these questions with yes, you are not a player that most people here refer to.
Eriane_Elis Jump potions are not the enemy here, people that refuse to learn are and that goes through the whole playerbase starting by 1.0 players up to people who just started with the game.
In a game where you can spam a completely no-skill dungeon (POTD) to get to at least 60, where are we expecting people to learn? The game needs to press its players more to challenge them and get them up to snuff. There should be basic checkpoints along the leveling curve to make sure you're meeting at least a minimum standard. Like a class quest for DPS where you get your gear and level synced, and have to hit X DPS within Y time to pass. And the only way to do it is to understand your cooldowns and, if applicable, positional moves. Nothing crazy, it wouldn't have to ensure that you could be maximally efficient. That kind of skill is something those who want it should be seeking on their own. But at least enough to where if you dropped them in a dungeon, they'd know what all their abilities are for and generally when to use them. There could be one for healing where you're simply tested on your single targets vs AOE vs instants alongside cooldowns, and a tank one where you hit a wall and watch paint dry because you're not allowed to move or have fun!
These wouldn't have to be hard or confusing affairs. The game could straight up come out and tell you what abilities to use, that's fine. It's not a pride check, it'd be there to make sure you're confident and capable. And if you spaced them out just right, you could go from learning how a super basic combo works at level 10, to properly weaving in your cooldowns, placing your debuffs, etc at 70. Maybe give a little title, minion or even mount for taking the "mastery exam" or whatever. Reward people after teaching them. Reinforce the good stuff. Not everyone's equally motivated to learn on their own, and generally if they've irritated someone enough to say something about it, what they're gonna say is rarely very nice, and if it's not nice, the basic human response is to get defensive and dig in your heels, because we're just dumb animals. This is totally solvable with game design.
Don't criticize, suggest. In one early dungeon, you'd get a red beam on your character that did damage, but if you ran behind a pillar around the edge of the arena, it would stop. One player wasn't doing this, and was dying. I said something like "If you get the red beam, run behind one of the pillars around the edge to get rid of it." I didn't see any complaints, and the player did the right thing next try, and we killed the boss easily.
In Party Finder I can understand the frustration but I don't think it's appropriate to expect arbitrary standards in match-made content.
The solution to meeting standards in roulette is to bring your own group. The average player just doesn't care about Goad, and that's fine. It's not an inherently fun ability.
I think that if you're allowed to sign up for match-made content, that you should really actually be able to complete said match-made content and not just rely on being carried.
Since that's the thing right... Most people don't have high standards for DF content. DF content itself is so braindead and simple that even a monkey can perform adequately enough to contribute to the content.
Sure, some people will expect top 1% World First Ultimate level of gameplay from everyone they meet, but that's unreasonable and those people are idiots for expecting such a thing.
The issue is when people are playing so badly, that their contributing nothing at best and actively detrimental to the party at worst.
Which should not happen.
It's not reasonable that people can join into your match-made content and actively make it more difficult by playing so horribly. When the content itself only demands the bare minimum and these people perform way below that, that's a problem.
If anything, people should be carrying about standards even in casual content. Because no one likes wiping to boss mechanics, and all this does is breed a level of resentment. I think it grinds my gears most when people arent even playing their C game and still complaining about wipes and mechanics. And there should be a level of accountability even in normal content.
As a point, I tank Shinryu regular the other night, and it was a 20+ minute encounter because DPS were constantly dead from standing in AoEs. This ended up taxing healers, which forced me to stand in Grit to reduce damage taken for the healers, as well as go real ham on using Cooldowns and the like. It boiled down to pretty much 4 of us carrying the entire fight cause people werent doing mechanics. Thats just not acceptable to me, yet there are people who think thats fine. As long as someone clears it, they dont have to put the effort in.
That just makes a community toxic long term because players like me dont expect people to be the best (hell Im mediocre among savage raiders), but I personally at least expect everyone to stay alive and avoid AoEs in a fight thats been out for 2 years now. It's not even a thing where you dont know the mechanics. Literally standing in the orange pancake and not even bothering to move and then waiting for a healer to res you is dumb.
It's not elitism when I encounter that and think "Man, do I really want to play with randoms anymore if its going to be like this every time?"
For sure. My favorite role is support and not the healing kind but the making sure the group is smooth kind. By design the ability itself isn't rewarding in a tunnel-vision way which is why it's underused.
Hopefully trusts will address the bulk of this. I imagine a lot of the "bad players" are only doing this content because of MSQ and aren't actually interested in learning it so they can grind it (or they'd be in a group instead of roulette)
Or maybe I'm just making the same mistake many people in this thread are and assuming my reasons are "average" simply because it's my experience - I only queue for things when MSQ dictates it. I don't want to be in the dungeon in the first place and have no plans for a "next time" to improve for. I'll still try my best, a decade of hardcore raid habits don't disappear overnight, but I don't think it's fair to expect that of others who may care even less than I do.
One would hope after the first 46 duties that were required in order to progress through the MSQ, that it would be a logical assumption that there would be a "Next time" for having to enter a duty in order to progress through the MSQ.
Like, if 46 MSQ required duties isn't enough to inform people that "MSQ is integrated with being an MMO" then how many is? 100? 200? 300? 1000?
It should not come as a shock to people that duties are a part of MSQ. This comes with both solo duties, as well as party content. As such, it should not come as a shock when people ask for a modicum of effort to be put into party content.
Hopefully Trusts will alleviate this and allow people who can't believeit's not butterthat the game has implemented yet another MSQ required duty, to not have to actually complete it with other players (Though, I fully expect them to fail going through them with a Trust and go back to trying to get carried in DF if the Trust system happens to also want players to have the slightest bit of knowledge in how to play the game)
Except if you refuse to try then problem just perpetuates. So you become part of the problem. I mean let’s face it most of the leveling dungeons are breezed though with some mechanic never appearing. It is not unreasonable that some folks have never seen certain everything to be aware of. Never mind potd leveling or jump potions which further compounds the problem.
It used to not be that way, honestly. When I started playing, it appeared to me that dungeons were set up so that youd be forced to learn a mechanic or another. The solution to this issue might be looking at how syncing works. Most people who do roulette and get into the lower dungeons are drastically over geared/stated for the dungeon, relatively speaking. Meaning, when I started, people had a mixed bag of gear so that their iLvL wasnt always maxed out. Now, most everyone has a maxed out level of gear and makes clearing the dungeons pretty easy.
While I know its not a popular opinion, the oslution might be to sync it lower than the given level. So if its a level 40 dungeon, gear should be synced to 37 or 38. It's that or increase the difficulty of thsoe lower level dungeons to force actual consideration with what youre doing rather than just face rolling into the next aoe pack. That or start incorporating monsters that flat out punish AoE pulling a few rooms at a time and start forcing bosses to have kill mechanics that will wipe a tank or other person unless the mechanic is completed. Cause frankly, dungeons need to be harder to increase the player base's overall skill level. People complained non stop about how hard the burn was, and yet we're probably better for it cause it forced players to actually do something or die. Sometimes the devs should pull the playerbase into doing something, even if they kick and scream about it.
Stop blaming those items when players have been bad WAY before those were even made. All you're doign is pointing fingers at something you don't like. We had bad players BEFORE those things were made and even if you took them away we will STILL have bad players. So again with cookies and icecream, STOP.BLAMING.THE.WRONG.THINGS. It's PEOPLE being stupid. Always has been always will be.
Example, Tales of the Dutyfinder thread didn't get to over 2k pages because of jump potions. IT got that big because of people being stupid.
I think the more difficult issues is what define standard
in the view of dev, it would probably be getting through content in given time
some people want tank stance dance, some just set the standard if tank holding aggro and using cool down
when we cant even agree on what is standard, it become a personal expectation rather than standard
Standard should just be what's more efficient. That's how it works on every other game and is why we have "pug strats" for PF.
"TLDR: Do things that suck and appreciate that they suck. You are weak and puny for wanting a reward or basic respect for what you do."
Best translation I could think of.
Legitimately though, if someone becomes hostile when offered advice they don't deserve the advice. No one owes anyone leadership. They can learn on their own just like I did, and if they don't learn that's on them.
Edit: Seriously, where were all these people that are supposedly responsible to teach me at when I was leveling? I learned everything on my own.
No kidding. This is first and foremost a game. While I like helping others personally , nobody owes anyone else an education on mechanics and tactics. I'd LOVE it if the icemage learned something from his one dungeon run with me.. but it's likely they wont. And if they respond to a helpful "Hey, do you need a rundown of this fight?" with abuse or ignore me, the only thing I'm responsible for is managing my own experience. I can leave or I can carry their heavy butt through for a win. My choice, my experience, my only obligation.
People still quoting me pages and pages later, wow, get a new hobby.
Don't like that I help scrubs ? then either close your eyes or move on.
I do what I want to do, not what you want me to do.
Nobody owes anyone an education on fight mechanics, I CHOOSE to help idiots because I WANT TO, you can either be a little scrub and receive help or be a quality person and offer assistance.
And yes, not wanting to contribute to the solution fundamentally makes you a part of THE PROBLEM.
Why are you all scared of receiving a rude response for offering help and I'm not ? probably because my responses pack quite a bit more punch than anything a constantly dieing scrub can muster.
If you dont like the people are end up in a party with you have many options
1. Leave - annoying but u can craft etc.
2. Blacklist or Block so you are not in a party with them again
3. In rare circumstances and where warranted you can report them
People say x and y about complaints but realistically its up to you to ensure you can be in the best situation not to let it happen again.