Quote Originally Posted by Krojack View Post
Never heard any complaints about this before. When and where does this even happen?

Also if you're that high of a "skilled" player then why are you doing fast easy content? Most high skilled players just stick to the end-game content.

The whole idea of splitting the community up between "good" and "bad" players is bad overall. The good players should be helping the not so good get better.
I was talking to new players a couple of days ago, ones from real life I had convinced to give the game a try. Several of them have said that they do like the dungeons but feel pressured to go faster than they would like. The first 3 or 5 dungeons are so critical for player retention so a more pleasant experience for new players would be very good in my opinion.

I think you might have misunderstood my intent, I'm not claiming to be better than anyone, it's just an idea, there is no ulterior motive.

While I agree the good player should help constructive criticism is an art form everyone thinks they have but few really do. Teaching it a trained skill, not an inate ability and the 3,200 page thread on this forum, dedicated to complaining about party members proves the current method isn't really working. In addition to that I think players learn best when they have to take active responsibility for their roles, steaming through content and ignoring mechanics because sync'd players are OP is inferior to players learning with each other.

Quote Originally Posted by Wobi View Post
Those systems are meant for ranked PvP content so that new people don’t get smoked by veteran players. That would be an absolutely horrible idea to add to the Duty Finder. It would also be difficult to improve if they were only ever matched up with “low skill” players. It’s honestly good that you get a mix, content often feels too easy when everyone is skilled and you never have any stakes.

Not anymore they aren't, the controversy in other games is its use in casual content, it's done to make new player experiences more rewarding. I think my impression of the game, playing with all the other noobs during 2.0, would be more rewarding than getting dragged through 95% of content by players who have done it 500 times.

Quote Originally Posted by Warlyx View Post
SE wants veterans and good players to "teach" (or even carry) others players

thats why u get bribed with tomes , +1 chance for the book , materia (adv in need) and while Duty roulettes exist on the 1 place...
Is the roulette system really teaching new players and giving them a great experience though? or dragging them unprepared into later, harder content? Many roulette's are there for the new players benefit after all, not veterans.

Quote Originally Posted by Leonerdo View Post
That's what PF is for: So people can be more selective about their parties if they really need to.

As designed, it takes more effort to exclude people. And the game gives more rewards for mingling and helping newbies (hence the Roulette bonuses).
I'm not sure about other servers but I think the vast majority of players, old and new, don't use party finder for leveling parties or even tome grinding. Adjusting the behavior of the entire NA and EU player base would be very difficult at this stage.

Quote Originally Posted by SpanishInkwehsitor View Post
I think it would be asking for more toxicity just to cater to vets that want all their roulettes to be fast and easy or new players to stop and enjoy the dungeons, both of which seem to be extreme outliers already.
The whole point is to put a little daylight between the two ends of the spectrum, I think that would reduce toxicity rather than increase it.

Quote Originally Posted by TaleraRistain View Post
Pretty much defeats having a Duty Finder if it's going to be cut up into different queues. Party Finder exists if someone wants to set the parameters of their run.
It wouldn't be a different queue, it would be the same one just one that puts some emphasis on skill level while matching players.

Quote Originally Posted by SturmChurro View Post
Yeah, this part I should have mentioned for actually being bad for the game. Queue times would increase, especially during content lulls. In a perfect world players at the lower end would be encouraged to play at a higher level, and higher level players would get swift queues, and clears. Unfortunately, neither would happen - at least not consistently on a mass level. Yeah, what would it be based on in the first place? This is a pretty lofty system, and I doubt it would (or could) even be implemented well.
Without a doubt this is possible, queue times could increase but the strength of the SBMM can easily be tightened or relaxed. The statistics used for determining skill are obviously a big debate, it doesn't have to be too complicated though. Consider players who have cleared current savage as high tier, players yet to complete ARR MSQ low tier, something like that.

Quote Originally Posted by hydralus View Post
It would be amusing to see what would happen when groups filled with no DPS healers who still manage to let tanks die, single-pull tanks who can't hold aggro and use no mitigation, and no-AoE DPS who do less damage than a decent healer all start playing exclusively with one another.
I'm sure they will clear dungeons just fine, just not at a pace that many veterans would be happy with. Under the current system though you could land in a party with 3 of those anyway. Then it's up to you to carry.