I would prefer a functional battle log system with filters, timelines and death info including the hp and mit active when the killing blow happened.
The battle log we have now is borderline unusable.
I would prefer a functional battle log system with filters, timelines and death info including the hp and mit active when the killing blow happened.
The battle log we have now is borderline unusable.
The point of a meter isn't to single out the player who is lacking.I don't think he is adding enrage into story mode, so l don't see whydps meter is needed. Also, you can see from aggro list on who is lacking. I tried blm on 90 normal raid, and my aggro is lower than a sage, LOL. so l know l blowed hard on that job. Even more simple, if a dps kept dying, then you can see that dps didn't pull their weight.
The point of a meter is to give that player a tool that can be used to help them improve.
You can tell someone what to do but that doesn't mean they're going to be doing it correctly or even be aware that they're still not doing it correctly. Being able to compare the bad player's log against a good player's log allows the bad player to see what is causing their problem and correct it if possible. They can continue to compare and adjust as they work on improvement.
The attitude you display is exactly why the developers don't want to give us the meter. You want to use it to exclude others instead of help them.
I still say give us an in-game meter. Instead of punishing everyone who wants a tool that can be used for improvement, punish those who misuse the tool to exclude others.
Console players can't get it.
It's also third party tool that breaks ToS and allows a multitude of plug-ins that are game-breaking in some pretty serious ways. A large portion of the PC player base won't touch it even if they're open to use of other third party tools for glamour and housing.
Having an official in-game tool available to both PC and console players would be preferable. I'd much rather be using a tool the game provides than one provided by a third party I may not be able to trust.
That would be part of what DPS meters do. They turn the battle log into something that is more user friendly. They don't just summarize damage per second/healing per second. They can show you what a player was doing just before death (not sure if ACT will actually do this or if you have to upload to FFLogs to get the info) and what actually killed them.
It gets annoying when you're around someone that constantly says "I died for no reason, the game just killed me". There is always a reason. Sometimes I'm looking the right way so I can say exactly what killed them. Other times I'm not so I can't help without a tool that would let me go back to that moment in time.
Some information would be too detailed to fully display in game, which is why the third party websites for uploading the battle log data exists.
Last edited by Jojoya; 03-14-2024 at 07:17 AM.
The combat log has to include the damage of DoTs and healing of HoTs because right now it's impossible to accurately know. And yeah more filters should be included because it's kind of... messy.




Straight up adding a DPS meter this late into the game is going to go down like a lead balloon. Too many people are fully expecting the absolute worst out of it.
Frankly even as an ex hardcore, If it was my choice I still wouldn't push it through either tbh. There's better ways to incentivise player improvement at all levels and I've made these suggestions for years now.
Long before Stone Sky Sea I was suggesting a Gold Saucer mini game that was effectively a target dummy with pretend raid AoEs and movement on the stage, fail the AoE markers and get pushed off, fall behind on potency per second (Potency rather than DPS to keep it gear agnostic and easier to tune) and get pushed off etc.
Another route I suggested was the addition of giving each player a potency per second score at the end of a duty. This could be self maintaining requiring zero effort to tune and adjust. You just keep a track of the playerbase's average PPS percentiles for each job and assign a score from that. Throw in some small fluff prizes that scale up with better scores, MGP, Mogtomes or whatever and that's really all the carrot you need IMO.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~





We don't even need them in Savage. 99% of success in Savage boils down to not dying. They're useful to fine-tune this or that but groups can also discover that through trial and error while progging. Greys and greens still get you clears.
Normal content isn't designed to require the coordination the hardcore content does and that also usually boils down to success being doing the mechanics and not dps. High dps doesn't matter if you keep dying because you won't get out of AoEs. If I were to predict changes, then I could see them shoring some of that side of things up. Make not doing the mechanics correctly more of a hindrance and that adds back in a bit more challenge without going too far down the stressful route.
Yep, savage is clearable if you just do your rotation and don't die.We don't even need them in Savage. 99% of success in Savage boils down to not dying. They're useful to fine-tune this or that but groups can also discover that through trial and error while progging. Greys and greens still get you clears.
Normal content isn't designed to require the coordination the hardcore content does and that also usually boils down to success being doing the mechanics and not dps. High dps doesn't matter if you keep dying because you won't get out of AoEs. If I were to predict changes, then I could see them shoring some of that side of things up. Make not doing the mechanics correctly more of a hindrance and that adds back in a bit more challenge without going too far down the stressful route.
Narrator: "The game didn't get harder."
No, thanks. DPS meters should stay miles away from this game. There isn’t a single piece of content that would require them or even benefit from them. All they would introduce is negativity and decline in culture and atmosphere in the broader community.
Pay your surgeon very well to break the spell of ageing.

Because it's true. If you are playing Melee DPS and a ranged DPS has a higher number than you, chances are he is doing more damage. What's the issue? You have a general idea what position you should be in for each role, if you are not in that position then check your gear or rotation.
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