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  1. #1
    Player
    Kirinya's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Cale Lorry
    World
    Shiva
    Main Class
    Archer Lv 50
    I'm against longer lockout intervals.

    Why?

    Because in some groups you really really know it's not going to work and can't do anything about it.
    I did an Ifrit HM just yesterday. Most of the group obviously was pre-made. I'm playing a bard, so yeah, I got an easy job at Ifrit. But, I also cannot do ANYTHING when players are just playing not well enough for the fight.
    In that particular group, one of the healers, a white mage, obviously didn't know about Cure I. He casted Cure II all the time, resulting in him being at half his mana bar with Ifrit barely 10% of HP lost. He also stood frequently in charging Ifrits. In three tries, we always wiped because tank went down after the nails. I then quit.

    It was obvious that the healer didn't know his class - to start explaining that, even if he listened, would take a loooong time and an even longer time for him to play better. Also, when people stand in plumes after the third try, AFTER one has explained the pattern to them, they are really not ready to play endgame content. Same with stun-bot paladin: if he is unable to stun the eruptions (continuously), either because he has a bad connection, is too slow or is not content to just auto-attack until it's his turn to stun, then it's quite clear that the group will not kill Ifrit - why stay then indefinitely?

    A 24-hour lockout would mean that a lot of people get punished for something they cannot do anything about - bad players and/or bad connection.
    (0)

  2. #2
    Player
    Rivienne's Avatar
    Join Date
    Aug 2013
    Posts
    347
    Character
    Rivienne Bertouaint
    World
    Behemoth
    Main Class
    Conjurer Lv 36
    Quote Originally Posted by Kirinya View Post
    I'm against longer lockout intervals.

    Why?

    Because in some groups you really really know it's not going to work and can't do anything about it.
    I did an Ifrit HM just yesterday. Most of the group obviously was pre-made. I'm playing a bard, so yeah, I got an easy job at Ifrit. But, I also cannot do ANYTHING when players are just playing not well enough for the fight.
    In that particular group, one of the healers, a white mage, obviously didn't know about Cure I. He casted Cure II all the time, resulting in him being at half his mana bar with Ifrit barely 10% of HP lost. He also stood frequently in charging Ifrits. In three tries, we always wiped because tank went down after the nails. I then quit.

    It was obvious that the healer didn't know his class - to start explaining that, even if he listened, would take a loooong time and an even longer time for him to play better. Also, when people stand in plumes after the third try, AFTER one has explained the pattern to them, they are really not ready to play endgame content. Same with stun-bot paladin: if he is unable to stun the eruptions (continuously), either because he has a bad connection, is too slow or is not content to just auto-attack until it's his turn to stun, then it's quite clear that the group will not kill Ifrit - why stay then indefinitely?

    A 24-hour lockout would mean that a lot of people get punished for something they cannot do anything about - bad players and/or bad connection.

    I learn some of mistakes by being told by other players, some through experience, but you quitting ensured that WHM didn't learn about freecure for yet another dungeon. You didn't help them improve by quitting, and ensured that next time they queue they will make the same mistakes with a different group. Even if you aren't willing to stick around, you should be willing to give some positive advice before you quit in a situation like that. Maybe it won't help that run, but it will help later down the line for them.

    Second: re patterns. I don't learn simply by being told. I learn patterns like that by experience (and only then sometimes do instruction help). You can tell me the pattern to your hearts content, and it won't mean anything to me until I try and see it and experience it myself, and it clicks. Sometimes this takes a good 20 wipes, sometimes 3, sometimes 1. But then, once I do get it, there is no problem. So the unwillingness to wait for those who learn by experience and take a longer time, is also part of the problem.

    Most of the time if you explain something, they don't get it, you keep trying again maybe 10 times, then explain again, suddenly it all clicks. So the assumption here is that "if they don't learn as fast as I did, they won't learn", which is simply false: everyone learns at a different pace and through different means. For all you know another 3 wipes and tips is all it would have taken. Maybe not. But the assumption is the problem. It took me probably 25 wipes before I understood titan. And had that one group not been willing to work with me all the way to the end, I never would have gotten it.

    I somewhat agree with the latency problem, but not entirely. I have intermittently dealt with bad lag, and it has taught me to better anticipate what is going on, and I can work around it, but that takes time and experience..
    (2)
    Last edited by Rivienne; 10-07-2013 at 01:18 AM. Reason: 1000 chars