I will be responding to your points in chunks here, in hoping it would be easier for everyone to read.
The daily bonus and “in need” bonus are two different bonuses. The daily bonus applies to all roles, but once per day and is used after the first completion of a DR Dungeon on that day.[…] Starting with the daily roulettes, they are once daily and then wait for the next day to do them again. Often the adventure in need is almost always a tank but more recently it has become healer. For the leveling roulette, this should not be a once daily event.
The “in need bonus” is locked based on the role needed at the time of dungeon completion.
Though I think you are mainly addressing the Daily Bonus only here.
This is the most efficient way to get EXP for all roles. Tanks and Healers just have lower queues times because there are less of them compared to DPS queueing up for dungeons.As tank or healer we accept our instant queues, do the leveling roulette once daily and done. After this as a tank or healer we can go on to spam whatever dungeon we want with a near instant queue.
This is a bad start. As a tank main, the daily bonus is what gives me the incentive to do a DR: Leveling, DR: Level 50/60, and DR: Trials. If that bonus was not there, then my EXP per hour would drop. I would just spam the latest dungeon I can available to me for EXP since that would provide me better EXP/hour.[…] How to fix this? I believe that removing the once daily reward for leveling roulette is a good start.
The bonus is what allows any DR leveling dungeon EXP to meet up to what the latest equivalent dungeon would be if I just did that dungeon.
The better idea here would be to just have the daily bonus up all the time.
This is a matter of personal taste.[…]Second reason to remove the once daily reward on leveling, spamming the same dungeon as a tank or healer gets boring fast.
As to me, spamming DR: Leveling and getting Dzemael Darkhold for the fourth time within a six hour play period is boring. In fact, it is infuriating. Just because there is a chance of random dungeon spawning, doesn’t mean I will not get it.
Whenever I do DR: Leveling, it is:
• Toto-Rak
• Copperbell Mines
• Dzemael Darkhold
• Dusk Vigil
That’s all I get. I might get one of the other ones every once-in-a-while. Me getting these four dungeons for 80% or more of me selecting DR: Leveling does not make me want to DR: Leveling, especially without the Daily Bonus.
Again, this is my opinion, just like your statement is your opinion.
We players can already queue “unlimited” for leveling roulette. The incentive to queue for leveling roulette (the daily bonus) is only one time per day. So, we are not really incentivized to do DR: Leveling more than once (unless we are one of the lucky roles farming Cracked Clusters). Us not requeueing for DR: Leveling after the Daily Bonus is just the player doing an opportunity cost analysis. It’s no different than a DPS going to POTD or PVP for leveling. It is an opportunity cost.Allowing all jobs, tank/healer/dps to queue unlimited for leveling roulette may help to reduce dps queue times; it also reduces spamming the current dungeon you are on to continue leveling.
Though, let’s pretend your thought path does lead to shortening DPS queue times. It would shorten the DPS queue time in the immediate. In the long run, the DPS queue will be long still. The reason: once a tank or healer realizes that the DPS queues are short, they would switch over to DPS and queue up. The whole purpose of shortening DPS queues just became nullified. Not only did you get an extra DPS, but you also lost a tank or healer that the short DPS queue is completely dependent on in your model.
Again, this is matter of opinion and taste.There are many great leveling dungeons that span from the start at level 15 to the last one at level 69. While there are a few dungeons in there that some or all of us may dread getting, it is better to do a roulette than spamming one dungeon until being able to move to the next dungeon or burn out.
I am so burnt out on doing Dzemael Darkhold, I will eat the 30 minute penalty and drop out of that dungeon as soon as I get it. I don’t care if I inconvenience three other people. Report me.
This section is where I have the most problem with when it comes to your idea. I understand your argument, and you do make some good points… the issue that I have with it that you have removed the responsibility of the DPS queue times and their ability to play their role from the DPS and placed those responsibilities onto Tanks and Healers. You have removed any agency the DPS has.[…] Next, keeping tanks and healers in the leveling roulette in my opinion is a good thing for dps and would hopefully lower the dps queue time. Why is lowering the dps queue time a good thing? […]
The fault of the long DPS queues are not the fault of Tanks or Healers. The fact DPS players not learning their jobs in a party setting outside of POTD or PVP is not the fault of Tanks or Healers. DPS ruining PVP and POTD is not the fault of Tanks or Healers.
These issues that you have brought up are from all the fault of DPS payers who chose not to change their role from DPS to Tank or Healer. The DPS only players are the ones at fault.
If the DPS want to fix their queues and their ability to play their job, they need to fix it.
Also, as a completed aside here, this is not against you, but there is one thing that I have noticed on these forums and whenever someone suggests on how to fix DPS queues: how come it is always “get tanks and healers to queue for the DPS?” It seems like that the Tanks and Healers are the servants to DPS players. Like my whole existence for playing FF14 is to queue as a tank and help little Timmy-the-DPS-Only level up their 4th or 5th DPS job while I am not progressing on anything else. That doesn’t seem very fair to me.
People don't want to accept responsibility for their actions if it has a negative impact on their experience. Its been said in a number of other posts that DPS queue is a player issue and players need to fix it and its just met with "No no no, It's someone else's fault so they should fix it for me"
"scratches arm" give me yo crackrock clusters.
I'm not sure how others feel, but for me, the mere reward of a Cracked Cluster isn't enough of an incentive to switch since it is only available at level 60+.
The reward isn't there to get people to level their job to 70 using the leveling roulette. Its to get players that are already 60+ on the role in need to queue the leveling roulette more than once a day to get the daily exp bonus on the job they actually are leveling.
I think this is what they meant it was just worded bad.The better idea here would be to just have the daily bonus up all the time.
It's been said numerous times that the earth is flat, too. Doesn't make it right.
If a grocery store always has people demanding more apples (DPS slots) after they're already sold out while oranges (tank/healer slots) remain rotting on the table, it is not the responsibility of the customers to "take responsibility for their actions" and buy more oranges (play more tanks/healers). They just buy what they prefer, just like players play what they prefer, and it's up to the service provider to empower them to do so by stocking up on apples - or, DPS slots. That's common sense.
What you are saying is that people should play something they don't enjoy to fix an issue that's solely caused by SE failing to make the group composition mirror the preferences of the community at large and thus, directly defeat their point of playing the game in the first place (enjoyment) to fix the developers ineptitude.
Of course that notion is met with resistance every time - It's nonsense.
You've basically just proven my point by using a bad analogy that doesn't even relate to the issue to try and validate your reasoning.
Its more like say a call center has 3 contracted clients DPS, Healer, Tank. The DPS department is twice as large and is the most popular of the 3. Because of this despite being larger its always got people applying to work there. The people waiting or not hired complain about not having a job while there were positions open in the other 2 departments they qualified for and could have applied at. However they chose not to do so even though the other 2 actually offer better benefits.
Also group composition currently does mirror the overall role distribution when you view a census. The ratios are roughly 50/25/25 for the overall player base which fits the 2/1/1 4 man duty comp. The issue is poor experience with other players in game has lead to players not solo queueing duty roulettes which has a more noticeable impact on the smaller populations.
As for the confused person. The cracked cluster they added to the adventurer in need bonus was intended to get players to queue that roulette that in roles that are in high demand that otherwise wouldn't have queued for the purpose of getting the queue to move faster. 60+ means you should have access to all ARR and HW 4 man duties because they probably didn't want leveling roulette pulling nothing but satasha.
Last edited by RitsukoSonoda; 09-02-2017 at 11:31 PM.
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