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  1. #11
    Player
    DevonEllwood's Avatar
    Join Date
    Feb 2015
    Posts
    435
    Character
    Devon Ellwood
    World
    Balmung
    Main Class
    Fisher Lv 90
    Someone suggested a grading system a while back and it would be nice to combine it with a rewards system as well. Give tokens based on performance so you can buy glamour items, minions, etc. I just want some kind of grading system in game so I won't have to resort to outside sources. I feel that at some point the only way I'm going to improve is by seeing some kind of numbers or "grade" system.
    (0)

  2. #12
    Player
    seraseth's Avatar
    Join Date
    Aug 2013
    Posts
    442
    Character
    Velikayl Minx
    World
    Ultros
    Main Class
    Dancer Lv 90
    I'm perfectly ok with a grading system/report at the end of dungeons or whatever, but I don't agree with adding any form of rewards to it.

    The variables and calculations for every little aspect of what you did, could have done, etc, would be too much work/server load for them to bother with adding, so if they ever added anything, it would be something super simple/lightweight that would probably be very easy to figure out/cheese for the best score.

    The minute you tie rewards to something, ppl immediately figure out the best way to cheese it to get the best rewards, and that method is highly unlikely to be what's best for the group/run.
    (2)

  3. #13
    Player
    Sida's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    954
    Character
    Sida Bajihri
    World
    Phoenix
    Main Class
    White Mage Lv 100
    I like the idea of showing the performance to betterment of oneself, but think any rewards to it is a slippery slope. It would encourage playstyle that gives best score in whichever grading is used, which I think simply can't be objective as long as it's automated which it has to be. Even a damage dealer with high dps score can lower the party dps with reckless playstyle which should not be encouraged with rewards. And as mentioned, scoring healer, depending of the meter used, can lead to very inefficient playstyle. If rewards are included, the community will find the easiest way to get them, not necessarily for the benefit of others.
    (1)
    Last edited by Sida; 01-31-2019 at 01:14 AM.

  4. #14
    Player Seddrinth's Avatar
    Join Date
    Jan 2018
    Posts
    293
    Character
    Absdihfskv Dijsijsdsl
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    The best learning tools for this game are fflogs and the balance discord. If SE would officially embrace and incorporate those into the game, make it more easily accessible to the masses, it will help the players tremendously. The feeling of knowing you've worked hard and improved as a player is the best reward possible in the game.
    (0)
    Last edited by Seddrinth; 01-31-2019 at 01:24 AM.

  5. #15
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Back when parser debate was more popular I thought it might be nice if SE unlocked their parser for personal use only (like it's got a timeline and full details), and you could compare your data to players of similar ilvl from similar content (the other data being collated and anonymized).

    A ranking system gives me some Devil May Cry feels lol:


    In some game mode or specific fight I think it would be pretty fun to have a style meter XD but I'm worried that if you had one (optionally) in regular that people would try too hard to milk the numbers (please adjust even further healers, no DD shall leave their damage zones! lol). I think ranking at the end of an instance wont cause as much problems though as an active one, just thought of it in relation to the suggestion of rankings.

    Maybe used in novice, intermediate, and master halls of training too (ranking system, active or not). With perhaps some savage or ultimate content requiring you to be able to achieve certain tasks first (improve quality of the groups being made, but don't do this to MSQ - fairly casual players due to time or skill should be able to enjoy all MSQ imo).
    (0)

  6. #16
    Player
    Transient_Shadow's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    638
    Character
    Flutter Butter
    World
    Malboro
    Main Class
    Scholar Lv 90
    While I understand why people want this I don't see it ever coming to fruition. Mainly because of SE's stance on you know what. And after a while I kind of agree with them. It's not just 'elitist' players that cause problems with it. I was running the Monastery as a dps and glanced at chat to see our healer becoming extremely toxic towards our tank because he was boasting about their dps. Our tank wasn't even being a jerk they were just just happy with how they were doing.

    People's lack of maturity will always ruin tools that are designed to help a players performance. Because there will always be either that one player who gets toxic because you're "not on their level" or the player that gets toxic because someone is happy with their performance and or they can't handle constructive criticism.
    (1)

  7. #17
    Player
    Tristan1983's Avatar
    Join Date
    Jan 2015
    Posts
    9
    Character
    Tristan Goldschmied
    World
    Phoenix
    Main Class
    Dark Knight Lv 72
    This would be true if we talk about transparent dps meters.. but some kind of mesurement at the End of a duty and only for yourself?

    How could anybody become toxic about this? During a run nothing changes..

    But its pretty frustrating as a console player that i dont even get an indicator.. new gear? new weapon? i have no idea how much that makes me better
    (0)

  8. #18
    Player
    Transient_Shadow's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    638
    Character
    Flutter Butter
    World
    Malboro
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Tristan1983 View Post
    How could anybody become toxic about this?(
    To Quote Jurassic Park
    "Life always finds a way"
    (0)

  9. #19
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    I wonder... how many VERY casual players strive for a perfect score playing Airforce 1 at the MGS? And then I wonder how many try for it when they find out they can still get an S rating for an imperfect score?

    This is a much simpler version of how a performance grade can be implemented into the game, and I am all for it. I think it would go a long way into improving gameplay especially with increased incentives for better performances. I don't think it would increase toxicity in the game all that much, if at all.
    (0)

  10. #20
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Sida View Post
    I like the idea of showing the performance to betterment of oneself, but think any rewards to it is a slippery slope. It would encourage playstyle that gives best score in whichever grading is used, which I think simply can't be objective as long as it's automated which it has to be. Even a damage dealer with high dps score can lower the party dps with reckless playstyle which should not be encouraged with rewards. And as mentioned, scoring healer, depending of the meter used, can lead to very inefficient playstyle. If rewards are included, the community will find the easiest way to get them, not necessarily for the benefit of others.
    Agreed. This is why they have to be very careful with how they implement it. DPS jobs in particular cannot be graded on their DPS alone. Doing things like taking avoidable damage and letting their enmity get to a certain point would greatly reduce their score. But the system would be pointless without increased incentives for better performances.
    (0)

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