
Originally Posted by
Jeykama
Sorry pal, after levelling both tanks to 50 and usually tanking whatever high-level duty roulettes I gotta do to cap out, I've never received any kind of abuse except from my FC mates, which doesn't count. DPS can't handle hitting a target marked #1 and bitches about dying? They can suck it. Healer that AFK-follows since their fairy does it all? I have a thick skin and as long as the group doesn't die from dumbasses like that I keep trucking. If you need to keep a LIST of names, I hate to say it but maybe it's you?
As far as I could, the bad apple DPS/Healer are a minute minority. I've been in some pretty undergeared groups in AK, WP, Haukke, Copperbell, and even Pharos, and while the pace had to be set a bit slower, it was cleared and it was a pleasant experience because they knew how to play and their tank didn't suddenly abandon them.
Tanks, on the other hand. After levelling all the dps classes, I find it ironic that tanks complain about DPS not hitting marked targets because most tanks don't mark. As a healer, even in lv50 dungeons, I can't count the times where I or my fairy have had to tank, because the actual tank didn't know how to hit the flash or overpower button more than once. When I tell them to flash/overpower more than once so my healer doesn't tank? "Don't tell me how to play my class," or worse, ignored. Of course, tanking has more responsibility to keeping the pace of a run, but dungeons really aren't that hard - face mobs away, try not to dance around, use your aoe abilities once in awhile, do your rotation, pop a CD once in awhile.
Anyway, while thick-skinned tanks are apparently a rare breed, they still have no exclusive rights to abuse or be abused by the system. The fact is, using Duty Finder is a privilege for the convenience of everyone using it. Anyway here's how I'd reform the DF system, for all players.
1) Lockouts that increase in duration the more times you drop group within a certain time frame (little for the first few times, large afterwards) averaging over maybe a 4 day period. Dropping if the group isn't filled is fine per normal.
2) Lockout penalty is exacerbated by dropping before the Vote Abandon timer (15 minutes iirc)
3) Vote Kick interval increases the more times it is used in a certain time frame (") except when kicking for Offline.
4) Enough Report Abuse tickets triggers an investigation for cases of abusive AFK or action in order to force vote-kick or abandons
5) Vote kick has a small lockout (5-10 minutes) and prevents the person from rejoining the same party/instance ID
6) Semi-premade groups have 2-3x penalty (dependent on size of group) when initiating Vote Kicks or dropping group.
7) DCing and getting vote kicked for being Offline incurs no penalty for a few times, then incurs penalties similar to dropping group. Timer resets faster though (2 day period).
8) All penalties are additive (if you're votekicked, DCed, dropping group enough, no one really wants you in the system anyway)
9) Queue dodging with In-Progress checked is a 5-minute wait - or simply don't show dungeon progress
10) Token rewards more evenly spread among the bosses with a bias towards the last boss. Token conversion to next inferior token if capped (e.g. 2000/2000 total 0/450 weekly myth would convert gained myth to philosophy without changing weekly cap. 450/450 weekly would also trigger conversion)
Kind of draconian for a "casual" game, but the people playing normally aren't going to be affected anyway except by trolls - who are what this is filtering towards.