guess it is true what people say about sarcasm on the internet.
with the post quota we got, why not try to explain it better in this post you made?
I agree with you here and imo this would effect much more than just queue times, because as with every game the so called "casual players" outweight "hardcore players" by far in terms of raw numbers. Banning people from content wouldn't make them reconsider their performance, most would just stop playing the game and this would effect the budget of the developers massively. And therefore the content we'll get.Ban the vast majority of the player-base then and see how both your queue times and overall game suffers. I can assure you a half an hour run of a dungeon is much better than an hour queue time. But yeah, heaven forbid people spend more than 15 minutes in a roulette or dungeon... At this point I'm hoping someone is going to call me out for not understanding sarcasm.
Pretty concerning with the people that are suggesting such perplexing ideas without actually understanding the ramifications that this would have on both the community, queue times. But again, as long as Lv.50+ content is completed in 15 minutes even with the queue times going upwards of 30-45 minutes. Banning players for under performing would just aggregate the underlying issue of their skill level, and the overall skill level of the player-base.
Personally, i can understand the frustration some people cause during content, because they have a low skill level or a bad attitude. That said, i don't think punishment is the right way to convince them to improve. There need to be tools to assess the own performance and then everyone can decide for themselves, if and where they want to improve. But lets be real here, even with such tools some people won't improve and there is nothing Square Enix can do about it. They can only show those players how they're performing and then it is up to each and everyone to make a decision. After all some people don't have the ability or the will to improve and one of the reasons could be that they are playing this game for the lore, roleplay or story and don't really care about a decent performance.
Last edited by era1Ne; 07-31-2018 at 09:28 PM.
I do admit, I was questioning if I should of deleted it after I wrote that.
You just did it again though
Their point isn't that difficult to decipher. They are saying that people should be focusing on learning the basics of the job during the MSQ and trying to max out DPS actually hinders that learning. You don't try to learn how to drive a 16 wheeler before learning how to drive in general.
As a real example that I encountered, a few raid cycles ago, some of my raid members really struggled because they were using a parser. Rather than taking their time to properly learn the mechanics, they would be so focused on their parse number and damage output (unnecessarily, we were way ahead of the DPS check) that we would wipe to mechanics because of it. The solution my raid leader came up with was to ban the DPS from using their own parser (the raid leader still had one running) so that they would only focus on the mechanics, and that solved the problem.
Parsers are fine, but I do agree with KaivaC that I think player quality would actually decrease if parsers were encouraged in MSQ levelling content.
Personally, I'm more of the opinion that it's not so much that these people are plain bad, or incapable of playing to anyway near an acceptable standard. But rather, there's just no incentive whatsoever to do so for the vast majority of content. Why put effort in when you just don't need to. This is a glaring fault of the game's mainstream content in my eyes and it's been this way for far too long.
Even something as simple as a potency per second based scoring system at the end of each duty that gave you a private S-A to F or 1 to 5 star style ranking at the end of each duty would have an impact. Giving the player a nudge that they could be performing better.
It's something I've covered before, and frankly it'd be easy to implement, completely gear agnostic and if done sensibly, it'd also be self maintaining with little to no work needed down the line.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Yes, idiots overuse and obsess about parses. Like any tool it can be misused. More news at 11.
Personally, I would refuse to raid savage w/o these diagnostic tools available.
There is some website that can use fflogs to explain where you have uptime problems and explains what you did wrong. For example it will tell you how long you went having aetherflow overflow timer (not using it) My point is, if the playerbase can come up with something like that, why can't SE do it in some form you described?Personally, I'm more of the opinion that it's not so much that these people are plain bad, or incapable of playing to anyway near an acceptable standard. But rather, there's just no incentive whatsoever to do so for the vast majority of content. Why put effort in when you just don't need to. This is a glaring fault of the game's mainstream content in my eyes and it's been this way for far too long.
Even something as simple as a potency per second based scoring system at the end of each duty that gave you a private S-A to F or 1 to 5 star style ranking at the end of each duty would have an impact. Giving the player a nudge that they could be performing better.
It's something I've covered before, and frankly it'd be easy to implement, completely gear agnostic and if done sensibly, it'd also be self maintaining with little to no work needed down the line.
So how do you get people to learn how to play as they go though the early levels? because part of the reason of the big skill gap at 70 is because this is not being done as they learn the game.Their point isn't that difficult to decipher. They are saying that people should be focusing on learning the basics of the job during the MSQ and trying to max out DPS actually hinders that learning. You don't try to learn how to drive a 16 wheeler before learning how to drive in general.
As a real example that I encountered, a few raid cycles ago, some of my raid members really struggled because they were using a parser. Rather than taking their time to properly learn the mechanics, they would be so focused on their parse number and damage output (unnecessarily, we were way ahead of the DPS check) that we would wipe to mechanics because of it. The solution my raid leader came up with was to ban the DPS from using their own parser (the raid leader still had one running) so that they would only focus on the mechanics, and that solved the problem.
Parsers are fine, but I do agree with KaivaC that I think player quality would actually decrease if parsers were encouraged in MSQ levelling content.
Another big problem, aside from that, is the fact that there are jobs that change dramatically at level 70. The most egregious examples I can think of are Warrior and Dragoon, both of which get new skills that completely alter the way that they play at max level. How are you supposed to practice proper wrath meter management if Inner Release is your max level skill? How are you supposed to get a rhythm for managing your Eyes and using Gierskogul properly if Life of the Dragon, and Nastrond are only given to you at max level?
Admittedly, giving players these tools earlier doesn't do much to stop the Heavy Thrust situation, but still.
#notallraiders
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