This is actually a really nice idea, gives consoles players a chance to refine their own rotations when dpsing and find what works best for them so they can #getgud
This is actually a really nice idea, gives consoles players a chance to refine their own rotations when dpsing and find what works best for them so they can #getgud
Hahaha, so you want to put the silver PG in FFXIV? I'm all for it! I'll get the popcorn!
Or they can enable a build-in parser selectively - i.e. It's only available in non-DF dungeons.
...
Something like this would go a long way to helping people without access or the desire to run a parser to optimise their play and work towards the sort of standard of play much of the content in this game asks of them. It also won't interfere with actual content or allow people to use those numbers as ammunition against others as the feedback would be entirely personal and private.
So essentially, you want a parser, that only displays vague data?
While I'm not a fan, it totally fits SE's Modus Operandi.
However, the problem with this negative outlook on parsers is based purely on anecdotal evidence. In WoW, and other mmos, I've always used parsers as a method of comparing what I did wrong and right as far as damage (there are detailed breakdowns available in all) when comparing to other classes in the same encounter.
It is also a tool to see where improvement can be made, unfortunately SE does not offer an alternative metric for measuring a DPS class's (or tanks now too) performance.
The third, and least popular reason, is that it lets you identify weak links. While I know you may like to be nice, if there is a DPS that is pulling the same Damage as your MT or Healer, they are clearly not doing their job.
When tanks mess up its obvious.
When a healer misses a heal or ooms, you know it.
When a DPS messes up, currently, you only find out 5-10 minutes into a boss fight when you hit an enrage, an add doesn't die, or they stand in fire. All of these, aside from the last, are hard to pinpoint issues. It is not fair to people playing their class properly have to share the blame, or carry, someone that is not able or willing to do the same.
At this stage it's pretty safe to say that there is a reason that they haven't implemented this. Likely Yoshi doesn't want an easy way for the player base to 'demand' specific numbers and targets out of everyone regardless of how casual they may be.
Oh I'm totally with you in this regard. My idea isn't aimed at you or I though.So essentially, you want a parser, that only displays vague data?
While I'm not a fan, it totally fits SE's Modus Operandi.
However, the problem with this negative outlook on parsers is based purely on anecdotal evidence. In WoW, and other mmos, I've always used parsers as a method of comparing what I did wrong and right as far as damage (there are detailed breakdowns available in all) when comparing to other classes in the same encounter.
The way I see it, this is aimed at the casual player who maybe only plays a few hours or simply doesn't play at the sort of level that more progression orientated people want. The sort of person who doesn't understand of keeping dots or self buffs up, let alone optimal rotations and such. They might well get called out for subpar DPS as they start to dip their toes into the end game and currently, they have no legitimate option for even attempting to figure out what they are doing wrong (e.g. figuring out dot damage is a horrible mess and time stamps are far too vague to get a handle on self buffs such as greased lightning). Putting something like this in would present these sort of players with some means of getting a handle on how far off the mark they actually are. The systems are already in place as demonstrated in PvP and it's simple enough to take those numbers and simplify the results down to a simple A-F style score.
The next step could be to reference the results against a weighted table to offer feedback for that person, failing combos? Dots failing off? Self buffs not being kept going? All super easy to prioritise and and turn around into some words of encouragement with their score. Keeping it fairly vague (aka no hard and fast numbers) is precisely as you say, it absolutely stops people from using it as ammo against others and allows the results to be tailored to different jobs, a monk might be expected to dish out 1200dps to get that A*, whereas a SCH is going to be about half of that. Again keeping it fairly vague neatly sidesteps the ever unpopular topic of tanks and dps accessories by keeping hard and fast numbers out of sight but giving feedback that gives them an idea of the difference they can actually expect to see in encounters.
As stated at the start, this is not a concept aimed at someone working on Alex savage, these people will without fail be working with full fat parser data be it directly or indirectly. This is squarely for the sort of person who is fairly new to MMOs and level cap content and actively wants to start upping their game. Dressing it all up as a saucer mini game is simply a far more enticing carrot than a random dummy sat somewhere <3
Last edited by Sebazy; 08-04-2015 at 02:26 AM.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
No not at all, this is purely an optional extra on the side with simplistic feedback and reasonable targets to aim for. No gating content behind it at all.
The idea isn't to put another barrier in the way of players, but rather put a tool in place for those that want to up their game without buying a PC or breaking the TOS
Mind you, something in line of the proving grounds would be a far better system than the guildhests we have in place now.... But that's a topic for another thread!
Last edited by Sebazy; 08-04-2015 at 05:06 AM.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
I think instead of adding overly complicated "solutions" they should just go ahead and add add-on support like they said they would back at launch and let the players sort it out. I'd rather not see them waste development time on something to prevent a tiny number of players from getting their feelings hurt by jerks who are probably gonna be jerks with or without a parser.
Well, you sort of got your fix. Stone, Sky, Sea. Which I'm not sure anyone actually uses anymore. Sure you can get high numbers on a stagnant dummy, but how does that relate to an actual encounter. Standing still and doing a rotation does not correlate well with moving around and doing mechanics, while doing a rotation.
Yes implement parsing so we can easily identify the plebs and kick them out of our parties^^
I'm genuinely confused as to why a 6 year old thread was dug up from the grave.Well, you sort of got your fix. Stone, Sky, Sea. Which I'm not sure anyone actually uses anymore. Sure you can get high numbers on a stagnant dummy, but how does that relate to an actual encounter. Standing still and doing a rotation does not correlate well with moving around and doing mechanics, while doing a rotation.
This one is beyond your help. Only sleep can save her now.
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