But at least they attempted to "Teach" people, albeit in a flawed way, by having just the test at the end without any of the actual "Teaching"
With the failure to actually provide any teaching, they just continued down the path of idiot-proofing the game which happens when you leave players to have to research literally everything about the game and thus have to start balancing around people that have literally no clue.
Which is the way they seem to be going with XIV, never allowing a dungeon to be difficult in the slightest. Make everything about pulling wall to wall and rubbing your face across your keyboard for max DPS.
As far as addons go... Some of them they actually implemented into the core game, because it is stupid to rely on 3rd party programs for your game to be playable.
Unless you actually TEACH and not just TELL.
Teaching is not just telling people things. If it were, we wouldn't have teachers in schools, we'd just get all students to watch a video telling them all the information they need.
Teaching is part telling and part getting people to understand by themselves.
So in this instance, you would tell people the basics - Stuff like "You can use WASD to move" and "You can use "Combo" skills in succession to deal more damage" and "Don't stand in the glowing orange areas or you take damage" as well as maybe a few more nuanced mechanics, like the different types of arrows mechanics use for Stacking/Spreading.
While for more advanced stuff, you'd try and get people to understand for themselves, telling them some information, but letting them experiment and experience it first hand.
So things like a BLM would be told about trying to use Fire IV during Astral Fire and then using Blizzard III to go into Umbral Ice before it times out and they lose Enochian. Where the player might do this and then think to use Fire I to extend Astral Fire's duration to push out another 3 Fire IV's - Thus now having being taught their standard rotation without being directly told it, at least not entirely.
Also "This is what dungeons are for. Trials. HoH. PotD. Practice dummies."
None of those actually give any relevant feedback on performance.
Dungeons are completable with just 2 roles being competent, as there are no enrage timers nor and in-game notification of your performance (Other than your party members telling you that you suck and/or kicking you)
Same for Trials, made even worse by the fact that there's an over abundance of players in the duty, because they're often balanced so that they can be completed by 1 tank, 1 healer and a few DPS rather than being tuned to need all 8 people to be competent.
Then the deep dungeons... Are also face-roll simple and don't demand anything from you. Outside of the higher levels that you need to specifically make a static to actually access.
None of these things, ask for competence, give any feedback on competence or even guide you towards competence.
People who will naturally want to improve can use them as places to practice, but they won't in of themselves actually help improve anyone.



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