Lalafell Advenrues! My "Let's play" of FFXIV: http://www.youtube.com/playlist?list=PLtyUVCfrimFdnhAoMxVmdy6zjVO0OPZy4
meh when i first got to iffy ex i put up a learning pt got fil'ed spent an hour learned it. joined a expd pt and won in 2 shots /shrug
Unfortunately, a player only has to learn the fight once, so of course there is going to be fewer newbies. However if you can just get a couple of nice people in your group that know the fight and want to help (which does take a little luck,) you can change the description in your party finder. Also the newbie leader from that picture may not have been advertising in mor dhona.
There is no denying that a learning group can take longer to put together, but it's quite doable. Being new to something is frustrating, I hear you. I probably pissed off a couple of people learning what do about that damn wicked wheel in garuda as a melee.
Bring back the grind, stop with the memorization fights you have to "learn".
I've seen people join supposed "learning" groups and leave after one or two wipes, which usually ends up destroying the party when everyone exits the duty and leaves the party soon after. It pretty much wastes everyone's time. People always seem to want the win on the first try, every time, but kudos to those of you with the patience to die a few times before conquering a new battle.
The issue is this: deadly or time-consuming mechanics in this game are very rarely intuitive or easy to learn.
People who figure them out on the first try (without seeing other players in the parties do it, or being told how it's done) are the exception, not the rule.
Some mechanics give you big clues on how to solve them. A considerable amount of boss fights will include clickable items that you almost always just click immediately.
For example:
- Cannons against Isgebind.
- Bubbles in Satasha.
- Stinger in Toto-rak.
- Lanterns in Haukke.
- Crystals in Dzemael.
- Golem's heart in Dzemael.
However, the majority of deadly mechanics are nearly impossible to figure out without trial-and-error, guessing, or knowing beforehand.
- Blasting cap in Copperbell Mines.
- Wisps in Halatali.
- Poison pools in Brayflox.
- Doom effect in Qarn.
- The sandworm's abilities in Cutter's Cry.
- Chimera's abilities in Cutter's Cry.
- Firewater AoE in Dzemael.
- Isgebind's breath attacks in Stone Vigil.
- Morbol fruit in Aurum Vale. (when it's best to use them)
- Eye of the Beholder in Aurum Vale.
- Livia in CM.
- Everything the Ultima weapon uses.
And so, what ultimately ends up happening is that the player who is not familiar with the mechanic asks for an explanation, or fails repeatedly to pass the mechanic (and waste everyone's time). Then, it's up to the party to explain how to pass this mechanic. So now, we've spent the same amount of time explaining the mechanic manually as it would have taken for the new player to simply read about it on their own.
Is it so much to ask for new players to familiarize themselves with mechanics that they are very likely to not be able to figure out within a reasonable timeframe? Or do we really expect everyone who queues up in the Duty Finder to be willing to go for the maximum length of time available to clear the dungeon?
Let's be honest here, we're not just talking about a wipe or two to learn some of these mechanics. This is especially true because if you die too early to see it more than once (or totally are oblivious to what is going on), you may not even know what's going on and have to try it multiple times to even see how you are dying.
Even if you know how to handle mechanics such as Isgebind's breath, Doom, and Ram's Voice, it takes precise execution to dodge them. Knowing and understanding what to expect is a very, very large first step that makes passing the mechanic even possible. I'm sure that people who've mastered HM and XM primals and Coil will still need to focus when dodging some mechanics.
Last edited by YuriRamona; 01-17-2014 at 06:34 AM.
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