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  1. #1
    Player
    Imoen's Avatar
    Join Date
    Jul 2011
    Posts
    542
    Character
    Imoen Orunitia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by RiceisNice View Post
    It could do some sort of calculation between healing, overhealing (for those that do nothing but spam their cure over and over on a 95% hp tank) and dps.

    But the big question is, why are people against something that promotes people to be better at their role? it;s not even adding a negative consequence for poor performance.
    I don't really see how this promotes better play. If you were to set up something like this, it would need to be based on some sort of average expectancy and Squares idea of expectancy could be a lot lower than what the people promoting such a system would expect.

    /peers into crystal ball ... Then there would be a thread on that.
    (3)
    Me: "Aww man I'm clicking all the wrong buttons tonight!"
    Friend: "You're i190, you can't click a wrong button unless it is no buttons"
    Me: "lol"

  2. #2
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Imoen View Post
    I don't really see how this promotes better play. If you were to set up something like this, it would need to be based on some sort of average expectancy and Squares idea of expectancy could be a lot lower than what the people promoting such a system would expect.

    /peers into crystal ball ... Then there would be a thread on that.
    Of all the ideas I've seen along the lines of "making bads git gud", this one is definitely the most appealing to me. I prefer the tactic of rewarding exceptional players rather than punishing mediocre ones. Carrot rather than the stick, honey instead of vinegar, etc...as they say.
    (6)

  3. #3
    Player
    Imoen's Avatar
    Join Date
    Jul 2011
    Posts
    542
    Character
    Imoen Orunitia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by loreleidiangelo View Post
    Of all the ideas I've seen along the lines of "making bads git gud", this one is definitely the most appealing to me. I prefer the tactic of rewarding exceptional players rather than punishing mediocre ones. Carrot rather than the stick, honey instead of vinegar, etc...as they say.
    This games target audience isn't just "the best of the best". So I anticipate any baseline established, would be a lot lower than what people who want that system would expect, its speculative, but it is a fair assumption.

    The major flaw in this is first off, how it would be calculated? For example, if having a greater gap in enmity between the player in 2nd on the list is what determines this, then you run 8 man content, assuming both players REALLY want this bonus, both tanks would be fighting for hate. Is it based on the tank with top damage? Is it based on tank with most hate? If both bonus gives the same to allow for one to fall back and be an "off tank" and still perform and get a bonus, than in 4 man content that tank is going to always get a fat bonus, period, and honestly tanks already get this. Like I said you would need some sort of average for it to work. Anyway I hope that makes some sense.

    Now you could argue that establishing some sort of base line of how you should be performing could help people. I don't see it like that at all, isn't that kind of the whole idea behind Ilvl restrictions? If you are of this gear level you "should" be able to get it done.

    With that said I'm all for teaching players rolls better etc.. I'm just not sold that this would change anything.
    (4)
    Me: "Aww man I'm clicking all the wrong buttons tonight!"
    Friend: "You're i190, you can't click a wrong button unless it is no buttons"
    Me: "lol"