Quote Originally Posted by Fyce View Post
If you want people to improve, the very first step to achieve that goal is making them aware that they can improve. The second step is giving them an incentive for improving. Turns out unspoke social pressure is really good at that, as well as compering yourself to others in some kind of meaningless competition without any real impact on anything.

My suggestion does exactly that, use tools the engine already has, and avoid the "issue" of in-built DPS meters. It also doesn't gate people off like some suggestions would, such as making SSS a requirement to enter something.

Of course the total amount of damage done throughout an entire run is somewhat meaningless. But meaning is not something mandatory to achieve the goal of making people aware of their own situation. Heck, you could even put a little medal icon next to the biggest damage number if you want to go further into this idea. All we need is people asking themselves "what can I do to get that medal?". If we manage to do that, we win. That's both the simplest and hardest step in the process of making the playerbase improve itself.
Certainly. At a screen like that would be better than nothing. I discourage it only because SE has a habit of filling needs that can be both simply and comprehensively solved with tangential, convoluted, and/or overly shallow means. Each solution reads more as an "added feature" with only an indirect attachment to the need at hand. This feels like something right up XIV's design ally. But, that's precisely because it makes for an incomplete solution. I would hate for the effort to stop there, but unless the next step can be sold as bulletpoint on an added features list, that's almost certainly where it will stay.

Consider it against any other solutions to show performance, such as a personal rDPS parser (via relative potency per second) showing your performance* percentile. (*Definition variable, but essentially based either on global comparative metrics scaled to your item level, or as compared against an accurate but theoretical/simulated value.) Perhaps this ending screen can signal equally that one can improve, excepting all need for information on the breadth or areas available to that improvement. But how? By having more gear? By being a different class? None of it is proportionate.

It's a step in the right direction, but it's a yard when in need of a mile.