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.
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.
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.
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.
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.
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.
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.
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.



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