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  1. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,906
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Krotoan View Post
    if you combined the narrow expert with the wider 90's you would drive away a certain percentage of "oh god not that dungeon" people. Increasing the queue time and perhaps making it not so efficient anymore. Especially if you didn't want to play say healer or tank. Just in theory. I'm constantly reminded that things that seem simple and straightforward to me, are absolute nightmares for others to even consider and they will vehemently avoid anything other than the strictest adherence to the best possible experience.

    Like a 20 minute run for me is oh wells. For others it seems to be ultimate why even bother doing them at all territory.
    Okay, let's run your hypothetical here.

    X number of people are willing to do a particular roulette based on the likelihood of getting a dungeon they really do not like.

    Let's say one dislikes, on average, 1 in 8 dungeons in XIV.

    One roulette has 2 possibilities; the other 8, let's say, by the end of expansion.

    The hated dungeon therefore has a 25% chance to be among the first roulette (Expert as it exists now), where it then ruins 50% of runs for those players. It'd essentially cripple the Expert Roulette until the next patch, or two patches later.

    Alternatively, the second roulette (Expert and Level 90 combined) would have a mere 12.5% chance of getting the dungeon you hate.

    Do you really expect that mere 12.5% chance, down from that 50%, would be enough to dissuade people from even signing up for the --now more varied / less stale-- roulette?


    _________

    Edit (out of daily posts):
    Quote Originally Posted by Krotoan View Post
    As I said.. I am not other people. I do not know. But that could be a reason and my experience with people has taught me that my "whatever" is others "oh hell naw".
    {A possibility possibly greater than 0%... for a hypothetical group of inestimably small size} is not a reason to avoid what has an otherwise almost certain chance of being an improvement for everyone else.

    :: The earth could blow up tomorrow, making the discussion moot. Should we end the discussion accordingly?

    Moreover, all this forgoes any possibility of improvements to the surrounding systems that'd be positive regardless but could be especially synergetic with the given plan. For instance, simultaneously give further incentive for dungeons that are 'In Demand' and allow players to Veto certain dungeons per roulette (e.g., if they've already somehow gotten the same one 3 times in a row and would really rather not do again for a while but do still want the chance at the others) and you solve the "Hated dungeon" problem even without starving MSQ goers who need that initial clear.
    (3)
    Last edited by Shurrikhan; 06-15-2023 at 06:34 PM.