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  1. #1
    Player
    jdtuggey's Avatar
    Join Date
    Oct 2020
    Posts
    123
    Character
    Tsuki Hori
    World
    Excalibur
    Main Class
    Sage Lv 100
    Quote Originally Posted by Banggugyangu View Post
    I'm sorry... what? The game absolutely teaches you how to play it, but not with tutorials (outside of hall of the novice, which is extremely basic). It teaches you how to play the same way NES games taught you how to play. The game presents a scenario that you will either pass or fail. If you fail, you're given another chance to try it again and learn from it. This is a method of teaching. The game typically takes things a step further and clearly indicates whether or not you passed or failed that scenario by, USUALLY, giving you a negative status effect if you fail it, even if failing it doesn't mean you die. This is negative reinforcement training. It's a teaching method. It works fine for the vast majority of players. What the game DOESN'T teach you is how to properly play your job. This is for two reasons: 1, the player base will figure that out anyway, and they'll create their own teaching reasources (the Balance for instance). and 2: The devs don't want a cookie-cutter rotation for the jobs that has to be followed at all costs. This is why practically every job has multiple openers, rotations, burst windows, etc... Sure, some may squeak out a bit higher performance than others, but all are capable of clearing any of the content. This is literally the only part of the game that's not actually taught through gameplay, however. Even the most punishing two things in the game (BA and DRS) are fully taught to the players through gameplay.
    There's a factor I want to add to that: Many of the standards in our gameplay are introduced by the community, the game would teach you that a healer's primary duty is to heal, the community would disagree with that, it's a lot more nuanced. Looks more like "push max dps, use your ogcd's to heal, keep your party alive (not necessarily healthy~)". Things like snapshotting, slidecasting, uptime and other similar mechanics and concepts are also like, community driven standards. I think these things are better learned through osmosis. Pulling wall to wall is another example of this that is almost expected nowadays. Like, even weaving without clipping your gcd, the game wouldn't teach you that because it's an optimization thing, and the game doesn't want to push you to do max dps, the importance of that is never really emphasized, and for other reasons than "they forgor :skull:" or "they neglect teaching new players".
    (Edit: Just want to emphasize that I agree with you, and add that there's these additional layers that the game couldn't teach)
    (1)
    Last edited by jdtuggey; 07-22-2024 at 10:33 PM.

  2. #2
    Player
    Banggugyangu's Avatar
    Join Date
    Jan 2019
    Posts
    200
    Character
    Amelia Aensland
    World
    Ultros
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by jdtuggey View Post
    There's a factor I want to add to that: Many of the standards in our gameplay are introduced by the community, the game would teach you that a healer's primary duty is to heal, the community would disagree with that, it's a lot more nuanced. Looks more like "push max dps, use your ogcd's to heal, keep your party alive (not necessarily healthy~)". Things like snapshotting, slidecasting, uptime and other similar mechanics and concepts are also like, community driven standards. I think these things are better learned through osmosis. Pulling wall to wall is another example of this that is almost expected nowadays. Like, even weaving without clipping your gcd, the game wouldn't teach you that because it's an optimization thing, and the game doesn't want to push you to do max dps, the importance of that is never really emphasized, and for other reasons than "they forgor :skull:" or "they neglect teaching new players".
    (Edit: Just want to emphasize that I agree with you, and add that there's these additional layers that the game couldn't teach)
    I agree completely, but for the context of this thread, none of that extra stuff is necessary for normal content. Those are aspects for optimization and/or clearing content with rage mechanics, and normal content has none.
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