Firstly, I fully understand what people are arguing and how being inconvenienced by poor play is frustrating. The only point I'm making is that its not going to change. Since ARR launched I can't think of a single dungeon or NM primal that I've been unable to complete due to player ineptitude. 24man riads can be frustrating at times, yes..... but they aren't as bad as people on the forums like to make out either. Savage and EX primal are another topic completely given players tend to make their own parties for the content.They already do enforce a minimum skill level. They do so in the form of enrage timers, instance timers, and HP values. If players are unable to successfully deplete enemy HP values before their own are depleted, or before enrages or literal time outs, they are simply not meeting the bare minimum skill required, and if they can't do that, at level 70 now, that is VERY bad.
I think the 'kicking for differing play-styles' is what is causing the devs to consider notifying you who kicked you.
Player
What does that accomplish though? GMs have already said kicking for "differing play-style" is acceptable. Therefore, unless that rule changes, it makes little sense. If they are moving in that direction, it only further incentivize people to not give a damn. Now an Ice Mage can report you for kicking them all because you don't want to put up with carrying them through content. I would like to imagine the devs don't want to encourage that sort of mindset.
Honestly I kinda hate that sentiment. Just a video game. Not a chore not a career just entertainment.I\\'m going to preface this post with mentioning that I understand that FFXIV is just a video game. It should be fun first and foremost. People shouldn\\'t see the game as a chore or a job but as entertainment. But that aside I agree that players can sometimes be pretty painful to play with.
The reason I hate that is because like many gamers video games are not a chore they are not a career they are not just entertainment.
What they are is a hobby. And like with any other hobbies people want to be challenged.
No one picks up karate with the aim of staying the bottom belt forever they want to be challenged and climb the belts
No one joins a football team that doesn\\'t want to win games, the cup or league or whatever.
Painting drawing baking all exactly the same.
Being challenged in videogames is no bad thing and certainly does not make it a full time career or chore.
Sure some people play just to kill time but others see it more of a hobby..
I fly model helicopters and planes. It's a hobby I always want to improve and get better at it. Does not make it a career or a chore
Yes. The biggest issue with PoTD isn't that it helps players level jobs quickly. It's that the mobs die so fast there is no time to do a rotation. So, players reach 50 or so and have no experience with the full toolkit of their jobs. But, if you get rid of PoTD, raising alt jobs will frustrate players due to the amount of effort involved. It would better if the mobs of PoTD had more health, allowing players to do their basic rotations.
Now I just came out of an expert on my alt on aether and I really have to question people's situational awareness. I don't suppose this game teaches you what a vulnerability up stack is? This tank I had stood in his sephirot-mode puddle on the second fractal hard boss until he had 8 stacks (two puddles merged!). Then proceeded to basically be one shot by the next tankbuster.
It's probably things like this that spurred this thread into existence. Clearly something is going wrong somewhere in the ffxiv cogwheels.
I mean, we track fewer DoTs now?See, I would have less a problem with it if the devs didn't constantly prattle on about wanting to shrink the skill gap between players. That was their entire mantra going into Stormblood. Their solution? Silly gauges that more than half the jobs have very little use of, though they are pretty. Yoshida on numerous occasions claimed he didn't want to lower the ceiling but is all they did. Everything became easier, thus we're back to what incentives are there to improve?
...
Yeah, that's about the only gap-squish I can see, except in given (initially gutted) classes (like Monk having lost modular control by losing its stanceless skills). And only in the sense that such was never difficult in the first place except to highly unskilled players.
I generally hate absolutes, but it seems logically sound that whatever squishes the gap will also take from the ceiling. At best, such as through the removal of artificial difficulty or improvement of information, etc, the effect on the floor is larger than the ceiling.
The only way to squish the gap without lowering the ceiling comes down to training your population, by whatever in-fight or other in-game means available.
Last edited by Shurrikhan; 03-04-2018 at 09:42 AM.
Oh wow. . . It's not funny, but I'm laughing at the ridiculous mental picture it gave me.Now I just came out of an expert on my alt on aether and I really have to question people's situational awareness. I don't suppose this game teaches you what a vulnerability up stack is? This tank I had stood in his sephirot-mode puddle on the second fractal hard boss until he had 8 stacks (two puddles merged!). Then proceeded to basically be one shot by the next tankbuster.
It's probably things like this that spurred this thread into existence. Clearly something is going wrong somewhere in the ffxiv cogwheels.
My statement wasn't intended to be dismissive. I can say soccer is just a sport, or The Hobbit is just a book, or Aliens is just a movie.
I never said getting better or trying to be the best you can is a chore in FFXIV. I've had people say that to me, but I never made that claim myself. What I was saying that if it does feel that way you should stop and instead make the game fun again.
If I need to be blunt I will. My post was me trying to find a nice way to say "get better because I don't want to carry your ass or waste my time". But I also wanted to make it clear that no one should play if they find it unfun.
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