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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    Make an In-game Learning Tool or Opportunity for a Lesson You Wish More Players Knew

    If there's some part of combat -- be it general, role-specific, or job-specific -- that you wish more players were knowledgeable of, could perform, or actually cared about, what is it, and how would you teach it to them?

    You're free to make up new forms of learning content or UI, or adapt existing content such as the Hall of Novice or Guildhests, as you see fit.

    Package these lessons together if you feel they're best taught together. If you have no specific lessons you want to teach, but have a lot to say about means by which those lessons could be taught, go straight for that instead.
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Reserved for quick links to popular ideas and for tracking thread progress.
    (0)

  3. #3
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    i mean it would be nice but this is also an MMO... by some aspect you're supposed to turn to the community to figure things out. that's why communities/friends on discord/reddit/etc. and other places exist no? how much should be in game vs talking to people?
    (1)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DrWho2010 View Post
    i mean it would be nice but this is also an MMO... by some aspect you're supposed to turn to the community to figure things out. that's why communities/friends on discord/reddit/etc. and other places exist no? how much should be in game vs talking to people?
    Yes, you can do all that. Let's thereby rate the game's encouragement for and access to learning (from your community) a solid 7 chocobos out of 10 behemoths. Or 3 dragons out of 10 dodos. Whatever you like. It changes nothing about the point of this thread.

    Again, the point of the thread:

    What lessons, if any, do you think players apparently too often left unaware of? What lessons, if any, do you think players aren't sufficiently encouraged by the game to learn, given the lack of convenience to learn them or reward for having learned them? Of those lessons, which learning processes could be facilitated by improvements within the game itself?

    Quote Originally Posted by DrWho2010 View Post
    then in order to answer your question - none. i don't nearly have the same amount of issues you seem to have with the game's playerbase community.
    Cool. You've effectively come to a thread about one's favorite color to announce that you're colorblind. It's rather officiously counter-productive, but you do you.
    (2)
    Last edited by Shurrikhan; 01-22-2020 at 03:29 PM.

  5. #5
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    then in order to answer your question - none. i don't nearly have the same amount of issues you seem to have with the game's playerbase community.
    (0)

  6. #6
    Player
    VictorTheed's Avatar
    Join Date
    Mar 2015
    Posts
    845
    Character
    Victor Theed
    World
    Goblin
    Main Class
    Miner Lv 90
    People will learn what and when they wanna learn if they desire to, there is bunch of guides on YouTube, discord channels plus random questioning other players on how to do this or that so I'd rather the devs focus on gameplay features, future content,new glams, etc.
    (0)

  7. #7
    Not so much a lesson as it is more of a reminder, something I wish more people cared about. Resiliency.

    Maybe something so simple, a sort of pop up that asks, "are you sure you want to leave your comrades/party behind?" every time someone tries to leave an extreme, or other such duty after just one wipe...or worse, before one even happens.

    Just something that serves as a reminder to players that they are leaving others behind. It isn't about guilt so much as it's about that feeling of accomplishment from working as a team, and how leaving most often results in robbing entire group of said feeling.

    I know it won't stop most, but it might cause some to turn around and look at the rest of the group and think, "what the hell, why not go out with a bang."

    Camaraderie should be encouraged more in the game, especially the duty finder. So I think anything that actually works to encourage it, however small it may be, is something I'd like to see.

    Perhaps, a whole separate reward for not rushing through certain things, but finishing them together nonetheless.
    (1)
    Last edited by Archaic-Antiquarian; 01-24-2020 at 06:52 AM.

  8. #8
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Personally, I'd like to add more indicators for Healing related tasks. AoE circles for AoE heals while casting. Green bars on HP for Healing Over Time effects that haven't fully ticked yet. Things that make random co-healers able to coordinate better, basically.

    The other thing would be a compromise on parsers. Scores after instances basically. These would indicate one's raid DPS performance (a numerical rank relative to others in the instance and a letter rank for SE's expected DPS performance for the class would be fine), Overhealing percentage, damage mitigated. Number of times they prevented lethal damage, number of raises, deaths, and so on.
    (1)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Grimoire-M View Post
    Personally, I'd like to add more indicators for Healing related tasks. AoE circles for AoE heals while casting. Green bars on HP for Healing Over Time effects that haven't fully ticked yet. Things that make random co-healers able to coordinate better, basically.

    The other thing would be a compromise on parsers. Scores after instances basically. These would indicate one's raid DPS performance (a numerical rank relative to others in the instance and a letter rank for SE's expected DPS performance for the class would be fine), Overhealing percentage, damage mitigated. Number of times they prevented lethal damage, number of raises, deaths, and so on.
    So some more UI polish and comprehensiveness? Sounds great.

    And yeah, the more information a parser or any other summative tool can provide to contextualize its numbers, the better. Given how little short-term damage tasks there are, and how much damage swings with gear and RNG, there's virtually zero advantage to running a raw throughput parser real-time. A relative potency parser would be a fair bit more useful, but even that wouldn't need to be real-time to get its full benefits if we could just easily examine parts of the parse (as on fflogs or the like). I'm not sure the community would be any less split over being informed about how they're playing just by it not being real-time, labelled a "parser", or whatever else though. It'd probably raise about the same concerns as any other "personal parser" idea, regardless of how much more useful it'd be than most such ideas. Here's hoping, though. Take my like.
    (0)

  10. #10
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    I'd like to see the Tutorials of this game getting improved, they most oftenly pop up and explain things too bad as if people would understand the things always immediately

    Interactive tutorials which explain stuff from the game not just simply only via text and ine or two picture, but which showcase the informations instead in startable mini videos to show players exactly how all the game mechanics and systems work, what you can do with them and how you should use them optimally.

    People say a picture say more than thousand words, then Ive to say to that, an explanation video definetely says more then 100000 words, because its always better if a player gets show how something works or is done in a game, than just a few lines of text and a stiff picture that doesn't show the mechanics in action and leaves everything open for imagination


    Naturally videos mean more effort and not absolutely everything needs one to get, but FF14 has none at all, it has only text n stiff pictures and thats honestly in my opinion a point that could be done better as it would help to teach players better.
    (0)

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