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  1. #51
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by KingOfAbyss View Post
    I had the tought that SE wanted this game for casuals. Judging how perfect everyone needs to be at second coil, makes me wonder..
    It doesn't matter what you "think" what matters is what is right in front of our face. Fights with extremely serious DPS checks. Please try to understand that your opinion isn't important in scenarios like turn 8. The damage required to win is.

    Quote Originally Posted by KingOfAbyss View Post
    Turns out your rotation wasn't good, since you just wrote that you skipped 'little things'.. that counts.
    This isn't about me or my damage that I've since fixed. Stop trying to distract from the conversation while focusing on something that was simply used as example of why what you were saying doesn't work in all situations. This is distracting the point of this discussion.

    Since no one wants to get back on topic I figured I'd throw in a bone to get us back on track.

    I was thinking something like guildhests for solo play might be a good idea. You can have a series of them for each of the three positions.

    The DPS ones could be tiered such that each successive tier requires more DPS. Similar to how t8 is (with 4 dreads) 1,120,000 / (11*60) = 1696.96 DPS we could have small one person fights that have a specific time limit where a specific amount of damage must be done. This would make it so if you are able to clear the S-rank (or whatever it could be called) missions then you know you have enough to tackle this content. Also to avoid any conflict make sure we don't tie any rewards or titles to it. This way it's entirely personal.

    For Tank we could have something you simply need to take a beating and survive for X amount of time. Each tier can focus on different types of damage. One could be dread training where you're hit by one massive enemy, or another where you have many enemies and you must handle mobs.

    For healer it could be different scenarios. Some where you have to quickly remove debuffs (like we need in moogle mog), one where we need to heal many people at once, one where one person is getting hit like a truck and the heals need to be focused and hard.

    I think a series of fights like these could easily be enough to gauge you're ability to handle certain end game elements if they are designed well. Any thoughts guys?
    (2)

  2. #52
    Player
    Raenryong's Avatar
    Join Date
    Sep 2013
    Posts
    281
    Character
    Serefina Solfyre
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Tiggy View Post
    I think a series of fights like these could easily be enough to gauge you're ability to handle certain end game elements if they are designed well. Any thoughts guys?
    I like it. You could even have ones where you have to do x amount of dps (or healing) while dodging etc.
    (0)

  3. #53
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    I agree with their dislike for DPS counters. It kind of shoehorns the game into a path it doesn't need to go to.

    On the other hand, a self-DPS counter wouldn't be such a bad thing, considering how difficult some of the endgame boss phases get. It would still be abused, but at least one factor of discrimination would be removed.

    More importantly, it turns DPSing into a game of number cruncher. While it definitely already is, there is a clear difference in it being implied and it being literally implemented into the game.
    (0)

  4. #54
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Tiggy View Post
    ideas
    I really like these ideas. Especially tying guildhests to something meaningful, because I feel like guildhests is an untapped resource in this game that could be made extremely useful/fun.

    The only thing I would like to add (maybe this was implied but I just didn't realize) is the information you want to see being on some kind "end-screen". For instance,

    YOU FAILED!

    Minimum DPS needed to complete: 140 DPS

    Your DPS : 132 DPS

    Very bare-bones but could be applied to all classes. Mitigated Damage: ??? Amount Healed: ??? etc.

    For these DPS fights, I would also suggest that there is no auto-attacking by mobs, BUT put the mechanics in as one-shot kills so there is a reason to progress. Get hit by the circle? Auto-fail. Also for higher tiers, put burst DPS sections in where adds pop and you have X amount of time to make sure they are all dead, or you fail. Could help players manage their CDs better on top of striving for better DPS.

    Opinions?
    (1)

  5. #55
    Player
    Tagihi's Avatar
    Join Date
    Dec 2011
    Posts
    372
    Character
    Lhei Fox
    World
    Phoenix
    Main Class
    Dark Knight Lv 70
    Well some kind of dps meter in raid woulden't hurt at all, If a tank does more dmg then a dps then its definitely something wrong.
    i can just be troll in a party just do some random attack and alot auto attacking and give a shit how it goes sounds like fun!
    (0)

  6. #56
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    Quote Originally Posted by JayCommon View Post
    I really like these ideas.
    The only thing I would like to add (maybe this was implied but I just didn't realize) is the information you want to see being on some kind "end-screen". For instance,

    YOU FAILED!

    Minimum DPS needed to complete: 140 DPS

    Your DPS : 132 DPS

    Opinions?

    Don't like it at all, it isn't really needed. The same effect would be achieved by visually telling you a boss is about to bone you with a One-Hit because you failed a DPS phase.

    But explicitly pointing fingers at DPS is a terrible way to advance the game. It's almost like breaking the 4th wall of RPG gaming, it works in competitive PVP games but not so well in games like FFXIV.
    (0)

  7. #57
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Edellis View Post
    Don't like it at all, it isn't really needed. The same effect would be achieved by visually telling you a boss is about to bone you with a One-Hit because you failed a DPS phase.

    But explicitly pointing fingers at DPS is a terrible way to advance the game. It's almost like breaking the 4th wall of RPG gaming, it works in competitive PVP games but not so well in games like FFXIV.
    This is a solo instance....no one would see this but you if you participated.....
    (0)

  8. #58
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    Oh. Whatever then.

    Me personally, i'd rather them just tether the feature to any nearby training dummies, that tell you the DPS of all incoming damage so you can practice by yourself or with FC mates or something.

    But i really don't care either way, it's not really needed and it's usually obvious when your DPS is too low in a situation where it matters.
    (0)
    Last edited by Edellis; 05-29-2014 at 02:28 AM.

  9. #59
    Player
    Moheeheeko's Avatar
    Join Date
    Aug 2013
    Posts
    757
    Character
    Asrah Stone
    World
    Behemoth
    Main Class
    Conjurer Lv 66
    Quote Originally Posted by JayCommon View Post
    This is a solo instance....no one would see this but you if you participated.....
    but didn't you hear? this game is the MMO equivalent to 'No child left behind' nobody is bad, everyone is special! How dare you inform them that they are sub-par in anything!

    Or at least that's what the posts in this thread lead me to believe.
    (3)

  10. #60
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by Edellis View Post
    Oh. Whatever then.

    Me personally, i'd rather them just tether the feature to any nearby training dummies, that tell you the DPS of all incoming damage so you can practice by yourself or with FC mates or something.

    But i really don't care either way, it's not really needed and it's usually obvious when your DPS is too low in a situation where it matters.
    True you do frequently already know when the damage is low, but that's precisely why I want a feature like this. Not as a means to diagnose myself with a DPS problem, but as a means of improving those numbers using feedback from the game instead of outside third party apps.

    Quote Originally Posted by JayCommon View Post
    The only thing I would like to add (maybe this was implied but I just didn't realize) is the information you want to see being on some kind "end-screen". For instance,
    I'm not opposed to some sort of result screen, but like others suggested putting the actual DPS result in probably is a bad idea.
    Something as simple as this could work.
    D - You beat it, but barely.
    C - You beat it with some wiggle room.
    B - Above average.
    A - Well Done!
    S - Holy crap that's some Deeps! (or whatever mode you're in)

    So for tanking it could be based on how much you mitigated.

    Thoughts?
    (0)

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