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  1. #1
    Player lezard21's Avatar
    Join Date
    Feb 2021
    Posts
    750
    Character
    Arngrim Hallbjorn
    World
    Louisoix
    Main Class
    Warrior Lv 80
    I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.

    Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
    (13)

  2. 07-10-2021 08:55 AM

  3. #3
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,611
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by lezard21 View Post
    I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.

    Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
    My problem with this is it does help to breed a toxic environment. Getting better is gradual and not immediate progress so random groups on DF will only end up being at each other's throats if this has any bearing on group progress, looting or achievements.

    You just need to deal with the simple fact of the matter that players won't meet your expectation. Then the other question is does your expectation of what constitutes 'good DPS' align with how SE would attune these values.

    The biggest rule in teaching is you do not force someone to learn, ever. It is something you encourage over time, and progressively in creative ways. It just happens that SE is severely missing the mark on progressive and creative in this regard.
    (25)
    Last edited by Kaurhz; 07-10-2021 at 09:06 AM.

  4. #4
    Player lezard21's Avatar
    Join Date
    Feb 2021
    Posts
    750
    Character
    Arngrim Hallbjorn
    World
    Louisoix
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kaurhz View Post
    My problem with this is it does help to breed a toxic environment.
    The toxic environment already exists perpetuated by people who want to do less than the bare minimum expecting others to carry them and throwing tantrums when someone tries to explain them why they are doing things wrong.
    (23)

  5. #5
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,611
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by lezard21 View Post
    The toxic environment already exists perpetuated by people who want to do less than the bare minimum expecting others to carry them and throwing tantrums when someone tries to explain them why they are doing things wrong.
    Yes and this just augments that toxicity by attaching performance metrics to rewards. If you're in dungeons and 3/4 players barely even the minimum with one to snuff with everyone minimum item level then I'm sorry but the dungeon most likely isn't going to go as smooth as you'd like it to go. If that tank isn't comfortable enough doing full wall pulls, then that drags potentially other people through the dirt and negates their opportunity at a reward. People are bad enough without rewards attached, or penalties, let alone when you start attaching these things.

    I get it, I really do. I get tired of people that can't be bothered, I get sick and tired of people that can't even be bothered running an essence in Delubrum and I've done this long enough for it to leave scars on my soul. But the simple fact of the matter remains is you cannot force someone to learn, and potentially punishing players that do care about their performance by creating time-based rewards or loots just creates conflict between players.

    If people don't care about their efficiency or their time, then there's a fairly decent chance they aren't going to care for what forced learning you want to try and put them through.
    (10)

  6. #6
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kaurhz View Post
    My problem with this is it does help to breed a toxic environment. Getting better is gradual and not immediate progress so random groups on DF will only end up being at each other's throats if this has any bearing on group progress, looting or achievements.
    Yep, exactly. This is not the solution.
    (4)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  7. #7
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by lezard21 View Post

    Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
    no. then you get people just speed running things. doesnt make them any better. you get people angry because someone might want to read things or watch a cutscene... so.. no, not a good idea
    (14)

  8. #8
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,971
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Quote Originally Posted by Kes13a View Post
    no. then you get people just speed running things. doesnt make them any better. you get people angry because someone might want to read things or watch a cutscene... so.. no, not a good idea
    There is a time bonus for clearing Dalriada first boss pretty quickly, the 3rd chest with 60 coins.
    (0)

  9. 07-10-2021 12:28 PM

  10. #10
    Player
    MsMisato's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lomensa
    Posts
    873
    Character
    Khloe Lafihna
    World
    Balmung
    Main Class
    Pugilist Lv 64
    Quote Originally Posted by lezard21 View Post
    I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.

    Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
    will never happen with dps checks on an individual level especially the quest completion not being marked, they would loose to many subs at that point and its a business first and foremost. its about the money. Also, unfortunately, the casual player's far outweigh the ones that learn the job and play it to the fullest but that's why we have ultimates, savages, and such but even then those turn into carrying players.
    (0)

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