[Feedback] We need a solution to help players improve... Simple Idea.
I feel (could be wrong) that we as the community have been asking for (DPS/HPS) and other meters to know how we are doing in game. And while I personally would love that (especially for those on PS3/PS4), there might also be another solution that might help.
I think the key issue against these features is that they could be used to harass other players, and I agree, and don't want that ether, but one of the issues I currently see is that players want to do better, but they don't have the information easily accessible to know they could be doing better.
So here is my idea/solution:
At the end of the dungeon, show your stats for that run, just for you, these aren't public numbers to the other players:
1. Show Your Total Damage Taken
2. Show your Total Damage Given
3. Show your Total Damage Mitigated (Aka Tanks, blocking, skills that reduce damage, and healer buffs that reduce damage)
4. Show your DPS (High / Low / and Average scores)
5. Show your HPS [Heals per second] (High / Low / and Average)
6. Show The Global Average DPS Score for that specific Dungeon (Perhaps for your Job)
7. Show the Global High Score DPS for that specific Dungeon (again just for your job)
8. Show The Global Average HPS Score for that specific Dungeon (Perhaps for your Job)
9. Show the Global High Score HPS for that specific Dungeon (again just for your job)
10. Show where your scores fall against the Global values for your job (did you preform in the top X% of all [your job] out there.
11. Show the number of deaths
12. Party Score (perhaps broken up by two categories - preformed party, and PUG) - also the number of times a party member died, reduces the score value, returns cost more score points, then being raised etc...)
And at the end, the player gets a Rank (S,A,B,C,D...) for that Dungeon, and perhaps there could even be rewards for doing well on your job.
OK, that's a lot of text, but with this information SE could have weekly high scores, or monthly high scores, etc, and rewards that come with that. It could be fun to see who has the highest score on some low level dungeon.
Again, there is room for abuse with any idea, etc, but that shouldn't stop us (or SE) from doing fun things with the game that they built.
Thanks all for your time and consideration. Sorry for the long post.
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Here is an example of a great idea posted in this thread, it's not all about a players DPS, Check it out.
Quote:
Originally Posted by
Phoenicia
The grading doesn't have to measure DPS or set DPS thresholds tbh. Even if it were on DPS. Higher encounter DPS can ONLY happen through good play. It doesn't matter if you do 4k DPS in 5 seconds (Which is easy when you crit Fire IV or Fell Cleave twice in a row) and then die. Because 20k damage over 3 minutes is 110-ish DPS, which is bad in all considerations.
I said it before, individual grading should be based on the major but simplistic things. For example:
DPS: Positive grades: Total Damage. Encounter DPS average. Party damage contribution (aka Trick attack and Foe). Maybe include eHPS?
Negative grades: Damage taken. Deaths.
Healers: Positive: Total Damage. Total Effective Healing. Party Damage Contribution. Total Shielding and/or damage mitigation. Party raises.
Negative: Party deaths. Own deaths. Over healing.
Tanks: Positive: Total Damage/Enmity. Mitigated Damage. Total Effective Healing. Party Damage Contribution. Party damage mitigation.
Negative: Party deaths. Own deaths.
Group Overall: +ve: Clear time. -ve: Wipes.
Voila, we have a grading system that isn't based on DPS. It promotes teamwork since the others' performance will result in better grades for you. And it also promotes good individual play.
Rewards can be anything that doesn't "hurt" not to have. Tomestones/Experience bonuses so you worry less about running roulettes? Nice. Tokens so you can get vanity? Not bad. As long as it doesn't hurt the game echo system.