This is the illusion of the selfish, of course. They know that they are like this, and so assume that everyone else is like this as well. Thankfully, this is not the case. We wouldn't even have a civilization in the first place, if this was the case. Self-interested is not the same as selfish. You can desire something for yourself, and still work together with others to ensure that they are rewarded, as well. It's why you can have things like pony farms where players DON'T bail as soon as their pony drops. Most individuals understand that helping others to succeed will help themselves to succeed, as well. Helping others to improve will improve the general quality of the player base, making it more likely that future instances will run more smoothly.Think about things realistically, instead of rainbow happy flowers. People are selfish, and only in it for themselves. Take away their reward for 'helping' someone else or punishing them harshly for not helping, and they will completely avoid the situation in the future, and find other ways to get around it.
I fully admit to being an optimist, but I don't believe I am a naïve one. The horror stories you read on the forums should not be seen as typical in-game behaviors. When something bad happens, folks have the urge to post. That's all. Have you ever finished a dungeon and thought to yourself, "Boy, that was adequate, and got the job done! I should post about this on Lodestone!" Of course not. Heck, even dazzling successes rarely earn that honor. No, the forums present the game as a cesspool of unteachable n00bs and insufferable trolls because those are the incidents that give people the urge to post, not because those incidents are the norm.
My experiences in this game indicate to me that this is the case. I've played since ARR release, and spent a LOT of time in Duty Finder instances. I have run into my share of bad players and trolls, but they are a miniscule fraction of the total number I've encountered.
Edit: Also, note that when I say to "help people", I'm not insisting that you take them by the hand and tell them what to do. Simply being silent can be enough, allowing them to learn on their own. It will take longer, certainly, but it's still a form of help. Verbal abuse instills a feeling of frustration and depression; not at all helpful for learning. Rage-quitting renders them unable to improve, as well, since they can't proceed through the instance. You don't have to help them - but try not to hinder them, either.
Last edited by LineageRazor; 04-27-2016 at 04:05 AM.
Ilusion of the selfish, more like the naivety of the foolish. Civilization only 'developed' because it was safer to be in numbers than it was alone. I mean, if your neighbor gets eaten by the lion as you run away, sounds like you win. Or would you have tried to help them and get eaten also? Everyone is in it for themselves, don't delude yourself. People would sooner step on your head to reach an apple than hold you up willingly and hope you pick two.
You bring up pony farms as your example for people not bailing. Have you ever done one? Rarely do they go more than like 4-5 runs before someone leaves, and most I've noticed have a 'clause' that says stick around for (insert this many runs) after you win. Why would they need to specify that if people don't bail after they get what they want?
I've also played ARR since release, also spending just as much time in DF as you probably. The majority of people I've run into, just want to get through the dungeon swiftly and efficiently, and only see the 3, 7, 23 other people there as a means to an end. Sometimes they go just to 'stir the pot' but more often than not.. just want to get it done.
It is a vexing problem, to be sure. The only thing I can think is to increment the penalty based upon how many times you've dropped recently. You could even have it stored by-instance, so if you'll be punished more for the instances you leave more.
So if you leave an instance, you start at a 30 minute penalty, with a flag added to your account. If you leave the instance early within a month of that first quit, you'll get hit with a 45-minute penalty. Leave again before a month has passed, and you'll get hit with a 60-minute queue penalty. When the first month wears off, it goes back down to 45 minutes, and when it's been a month since the second quit, you go back down to 30 minutes.
They could also introduce a system wherein people who don't leave instances prematurely are given priority in DF over those that do, but that could be really tricky to implement, and could slow down what is actually a remarkably quick queueing tool.
__________________________
A dungeon party with two summoners always makes me egi.
Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
Learn to Play (it's not what you think): http://www.l2pnoob.org/
Then people would just fake a D/C and wait to be kicked. Logging out for 30 minutes (same as if they left now) is more than enough time to get kicked out of any dungeon. Which, people already do now. What we have is the best that can be done about it. Sorrynotsorry that it's adversely affecting you, but wait for a someone to fill the spot or requeue.
Except that the argument that people who want to leave will do so regardless is inane.Then people would just fake a D/C and wait to be kicked. Logging out for 30 minutes (same as if they left now) is more than enough time to get kicked out of any dungeon. Which, people already do now. What we have is the best that can be done about it. Sorrynotsorry that it's adversely affecting you, but wait for a someone to fill the spot or requeue.
The penalty keeps people there as is. Some people are willing to eat a 30 minute penalty; others aren't. The more severe you make the penalty, the less likely people will be to leave. Yes, some will just force the DC and pray for the vote-kick, but the percentage of those is low, and would remain low if the penalty were increased.
I'll vote-kick and carry on for now, but this does not preclude the fact that people dropping from instances is a problem that needs further attention from the developers.
__________________________
A dungeon party with two summoners always makes me egi.
Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
Learn to Play (it's not what you think): http://www.l2pnoob.org/
Yes, if the penalty was more harsh people wouldn't leave on their own accord. They'd force the rest of the group to kick them to get around it, by either:
A - Faking a D/C to be kicked.
B - Just standing there at the door waiting for you to get fed up and kick them.
C - Not healing, flashing, only auto attacking, again slowing down the run to a crawl till they are kicked.
Then what? Come and complain on the forums that vote to kick should be removed, or those that are kicked need to have a 12 hour penalty? 30 minutes for leaving is the most acceptable 'punishment' for leaving a duty. As other's have said most people go do something else like craft, gather, ect till their timer is up, and queue back in. One keeps players playing, (and therefor subbing) and the other would make subs vanish. Fewer players = longer queue times, and you are still 'stuck' with the wasted time you all are initially complaining about. It's a no win scenario, and guess what.. that's life.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.