% Bonus tomes for each additional new member you pull through.
Encourage and reward good play; they already notified the party when a new player has joined so it's not hard to check and apply the bonus.
Ok wiping on ifrit is just pathetic I have seen it done by 7 people all fresh original AF gear. I'm sorry if people don't look into boss fights like these via the wiki or youtube but some people myself included hate spending a hour on what should be a 20 minute fight. Being new and just completely unprepared are different and it's normally unprepared people that makes us leave. It's not elitist it's just not enjoying wasting time with repeated deaths or just not having time for teaching the fight at the moment.
Easy solution, roll a tank, cry less, profit!
how on earth is this a technical support issue?
Required average iLvL > more punishments. If its still an issue after the fact then implement a punishment but until that requirement is implemented I don't think there should be a punishment.
Now to all the people complaining about people not knowing how to do it when they go in thats another story. Get over it and explain things? Wiping once or twice on Hardmode because a player is new to the instance should not be cause to leave. If it happens somewhere around 4-5 then it would feel more acceptable but once or twice is a get over yourself moment.
That is not your responsibility as the tank. Your responsibility as the tank is to prevent the other players from taking damage. The only person that needs a "gear check" is the tank. If the rest of the players are under-geared you're not going to solve it by leaving and rejoining. How are people supposed to get the gear if you keep abandoning them in the first place?Here's the thing: if you or multiple people are under-geared you're going to cause your party to wipe, which, really, is wasting everyone's time. What is an individual player who is properly geared and properly prepared for the fight supposed to do? Keep trying (and wiping) with the undergeared players until the timer runs out? It's easier and takes less time - for everyone involved - for people to just leave.
The Primal fights are different. If you can't win, then you're not prepared.Ok wiping on ifrit is just pathetic I have seen it done by 7 people all fresh original AF gear. I'm sorry if people don't look into boss fights like these via the wiki or youtube but some people myself included hate spending a hour on what should be a 20 minute fight. Being new and just completely unprepared are different and it's normally unprepared people that makes us leave. It's not elitist it's just not enjoying wasting time with repeated deaths or just not having time for teaching the fight at the moment.
The following things should not be required to play a game:
a) Strategy guides
b) Wiki's
c) youtube
d) google/bing/etc
Everything you need to play the game should be provided by the game's content. Nowhere in the game does it say you can only play a Primal by having all your gear crafted/materia or Unique/materia upgraded. If such were required, then the game would simply not allow you to join in the first place. You can in theory join a dungeon with no gear but your weapon, but you're unlikely to complete it. Gear is not taken into consideration when doing dungeon instances or FATE's. You do realize that the game not only Sync's your level, but it syncs your gear too right? There's no point in trying to go in over-geared when the game doesn't permit you to.
SE is already planning to address some of these issues. They will be implementing an equipment check for end game instances (Idk if for all or just for certain ones). You will have to meet a certain average equipment rating to qualify to enter the instance.
As for people going afk or quitting instances, there was some mention of an MVP award to encourage full participation. There are not many details about that one.
For people who leave because they don't like first timers, what I think would be the best idea is you have a lockout penalty equal to the average time it takes to clear the instance, so a person would not benefit from leaving. You would trigger the lockout by clicking "leave". If you get a network disconnect or something, the lockout would not apply.
Last edited by Brises; 09-21-2013 at 04:13 AM.
Really the real annoying one is when someone refuses to move until SOMEONE leaves first. So say you have your run-of-the-mill elitist tank who looks at everyones gear and says "F this, I'm not moving until some of you leave". This usually ends in everyone waiting 5 - 10 minutes until someone starts repeat wiping the group with the boss until someone leaves.
While I don't think it's very nice, I don't blame people who wish to save time running with others who already know what to do.
In the case of Amdapor Keep.. the fights are really easy and can be explained quickly. You don't need special gear. However, I have been subjected to my TANK having all level 20 gear except for his job pieces. I do not feel like I should be severely penalized if I left because I don't want to waste my time playing with a tank who can't bother to get any gear over 30 levels. I think a 15 minute wait (every time) is perfectly acceptable when another healer can be queued into the dungeon instantly.
The Primal bosses are a real issue, however. Players who left should be replaced with new playerrs instead of having to re-queue alone. I am not a DPS player, but I would imagine it's extremely frustrating to those who are.
Incoming gear checks will help with the people who are queuing in to difficult fights like Garuda and Titan without taking the time to collect any gear.
*IF YOU ARE QUEUEING FOR DUTY FINDER...*
You should expect that you are going to have new people in Duty Finder dungeons and that YES, they won't know the fights. YES, you will have to take the time explaining them. If you don't wish to spend your time helping others, compensating for bad play, or dealing with undergeared players - MAKE YOUR OWN GROUP!
I spent a total of 180 minutes teaching new players the Garuda fight. In the first group, everybody was new (myself included.. however I seen a guide before hand so I knew exactly what to do). The tank was so undergeared as well as not aware of his surroundings, we were dying to him standing in things that would either KO him instantly or bring him down to 5% life that he would die if I didn't preemptively send a heal. 90 minutes of that and the tank blamed me, while the DPS blamed the tank. Waste of time.
Second time, I was paired with a well prepared tank, and two DPS who were french (and new). Attempting to explain the encounter to them resulted in frustration, and roughly an entire instance timer worth of dying. Another waste of time.
So while I'm all for helping people through new encounters if needed, I don't see how it's hard to look up primal battles beforehand to make your team work.
It was like yesterday when I was paired with a DPS using the german (?) client, a dps using a french client and a Japanese tank for Dzemael (or whatever it is spelled). Luckily Japanese is my first language and I was able to explain encounters to him, but I had a heck of a time trying to keep DPS up because they couldn't understand to stay in purple for the protect buff and I ended up just leaving.
Yes, it did suck that I had to wait 15 minutes, but I understood why. Otherwise I would have banged my head against the wall for another 90 minutes.
(On a different matter. I don't understand why I get duty finder'ed with German and French players when I've only Japanese and English selected.)
Anyways, I don't like any of the punishments the OP suggested. If anything, put the ilvl requirement in for primals (or I suppose dungeons as well) and just be patient and explain to newcomers how to do it. Remember, we were all new once![]()
How is it a waste of time when you are playing the dungeon. You are expecting everything to go 100% by the book and getting instant wins so you can farm.
In reality, it doesn't work that way.
And by leaving early and portraying elitist attitude, you are making the problem worse.
Dying is part of the dungeon experience. Everyone died the first time. Including relic wielders.
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