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  1. #1
    Player Tiggy's Avatar
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    Aug 2013
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    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by Edellis View Post
    Oh. Whatever then.

    Me personally, i'd rather them just tether the feature to any nearby training dummies, that tell you the DPS of all incoming damage so you can practice by yourself or with FC mates or something.

    But i really don't care either way, it's not really needed and it's usually obvious when your DPS is too low in a situation where it matters.
    True you do frequently already know when the damage is low, but that's precisely why I want a feature like this. Not as a means to diagnose myself with a DPS problem, but as a means of improving those numbers using feedback from the game instead of outside third party apps.

    Quote Originally Posted by JayCommon View Post
    The only thing I would like to add (maybe this was implied but I just didn't realize) is the information you want to see being on some kind "end-screen". For instance,
    I'm not opposed to some sort of result screen, but like others suggested putting the actual DPS result in probably is a bad idea.
    Something as simple as this could work.
    D - You beat it, but barely.
    C - You beat it with some wiggle room.
    B - Above average.
    A - Well Done!
    S - Holy crap that's some Deeps! (or whatever mode you're in)

    So for tanking it could be based on how much you mitigated.

    Thoughts?
    (0)

  2. #2
    Player
    Lemon8or's Avatar
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    Aug 2013
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    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Tiggy View Post
    Something as simple as this could work.
    D - You beat it, but barely.
    C - You beat it with some wiggle room.
    B - Above average.
    A - Well Done!
    S - Holy crap that's some Deeps! (or whatever mode you're in)

    So for tanking it could be based on how much you mitigated.

    Thoughts?
    It's not a bad idea. It's always my thought that if a person can improve their maximum output, they'll definitely be better at handling other situations given they keep the same efficiency.

  3. #3
    Player JayCommon's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Tiggy View Post
    I'm not opposed to some sort of result screen, but like others suggested putting the actual DPS result in probably is a bad idea.
    I'm just not sure why showing the exact DPS is a bad idea? Let's please just forget all the negativity (not you personally, the general response theme of this thread so far...) and stop projecting what may or may not happen if a guildhest idea was put into the game like this. I don't want to be told "You barely beat it!". That doesn't really help me any. We may have differing opinions on the matter, but with a D thru S rank system as you suggested without DPS #s, I most likely wouldn't use this aside from beating them each once (because I HAVE TOOOOOOO!!! lol).

    Personally, I would like to see your tier system be broken up into time trial-esque ranks.

    Bronze: ### DPS
    Silver: ### DPS
    Gold: ###DPS

    A bronze is still a win, and your "Barely beating it" is still intact (because noone is satisfied with a Bronze) but shows with real numbers what you could attain based on your role.

    And since all of this is Solo, there is no reason not to show pure numbers, IMO.

    Also,

    Quote Originally Posted by Hybris-Maenad View Post
    Any DPS worth their salt will want to know exactly how their damage stacks up and will want to improve it.

    Don't ask, don't tell still leads to people kicking bad dps, they just can't mention why in chat. This idea would at least give those that are getting kicked or end up failing as a group a way to check their dps and compare to others.

    A good chunk of the community being assholes is a entire separate discussion and no excuse to deny the playerbase a tool to gauge their damage when so many endgame fights have dps checks.
    So much this ^
    (4)

  4. #4
    Player Tiggy's Avatar
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    Tiggy Te'al
    World
    Balmung
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    Marauder Lv 53
    Quote Originally Posted by JayCommon View Post
    Personally, I would like to see your tier system be broken up into time trial-esque ranks.

    Bronze: ### DPS
    Silver: ### DPS
    Gold: ###DPS

    A bronze is still a win, and your "Barely beating it" is still intact (because noone is satisfied with a Bronze) but shows with real numbers what you could attain based on your role.

    And since all of this is Solo, there is no reason not to show pure numbers, IMO.
    I like the idea of a time trail scoring system. If you're beating it so fast you get gold them you're dps is quite high.

    As far as displaying actual DPS numbers I'm mainly opposed as more of a way to meet in the middle with people who are concerned it will be abused. I personally don't have much of an issue with it, but I do understand why some would. Players could easily go "run this real fast and tell me your exact number" and that could have some potential for abuse. Whereas a more vague scoring system could still be useful to know if you've beaten a threshold, but you won't know it's specific value. Obviously players running true parsers in the background would quickly find the DPS requirement to get certain scores so I know the obfuscation can only go so far, but they wouldn't be able to ask that player for their exact number since only players with parsers would be able to provide it.

    Quote Originally Posted by JayCommon View Post
    Let's please just forget all the negativity (not you personally, the general response theme of this thread so far...)
    I have so much appreciate for this I can't even describe it. Thanks.
    (1)

  5. #5
    Player JayCommon's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Tiggy View Post
    I have so much appreciate for this I can't even describe it. Thanks.
    You're welcome

    And I can understand where your coming from with the numbers debate. If this idea were to be adopted, I could be for "no pure numbers" if they threw some interesting checks into the battles. And I think there should be one for every 10 ilevels, which each challenge progressively getting tougher. Not just in pure output, but in mechanics as well.

    ILevel 40 Challenge! : 3 groups of 2 mobs each. Think treasure map.

    ILevel 50 Challenge! : Fighting a boss with differing AOE patterns on the floor to dodge

    ILevel 60 Challenge! : Boss fight. At spots throughout the fights 2-4 adds (of varying HP pools) spawn on outer edge and walk towards the middle (think crawlers from PS). DPS checks to kill adds before they reach the middle or cause insta-wipe.

    So on and so forth. If the hests themselves brought a little bit of flavor to the fights with some interesting things we need to do, (this part is important) which simulate real things asked of us in endgame content I think this would be pretty valuable even without pure DPS numbers. Higher levels can teach you how to prioritize mobility, when pushing phases is important, and other small nuances of fights. Pre-ilvl50 hests could focus on helping you maximize your rotation, not by telling you or holding your hand, but by failure of the hest itself.
    (3)

  6. #6
    Player
    Gormogon's Avatar
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    Sep 2013
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    900
    Character
    Gormogon Maxwell
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by JayCommon View Post
    snip
    Now that's a good idea yet the potential to still be used to deny players is there especially if has a time attack or survival mode. Personally it should still be solo focus that way you can't blame anyone else for failing at situational awareness which helps a player grow individually.

    It should just be a "training" tool and players can gauge how well they can handle mechanics and implement what they learn as they go.

    Each should be role specific and job specific. Since tanks and healers can still dps some melee can dps/kite, and casters can heal, sleep, kite, etc.

    Entry level should focus on utility. Such as slows, stuns, and pushback. Then with ranks that introduce things like AoE's avoidance.
    Mid level focuses more on optimizing yourself well. Then with ranks have a random generator for mechanics so you can be in your toes.
    High level focuses on being on your best shape and do the mechanics. Kind of what like you can expect with most lvl 50 dungeon bosses and primals.
    Expert level might as well basically make solo training version for coil bosses so players can train themselves on the mechanics on said encounters and their rotation so players can know what to do and when.

    Yet you can only unlock a coil boss version after you've at least attempted it once.
    (0)
    Last edited by Gormogon; 05-29-2014 at 04:42 AM.

  7. #7
    Player Tiggy's Avatar
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    Tiggy Te'al
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    Balmung
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    Marauder Lv 53
    Quote Originally Posted by JayCommon View Post
    You're welcome

    And I can understand where your coming from with the numbers debate. If this idea were to be adopted, I could be for "no pure numbers" if they threw some interesting checks into the battles. And I think there should be one for every 10 ilevels, which each challenge progressively getting tougher. Not just in pure output, but in mechanics as well.

    ILevel 40 Challenge! : 3 groups of 2 mobs each. Think treasure map.

    ILevel 50 Challenge! : Fighting a boss with differing AOE patterns on the floor to dodge

    ILevel 60 Challenge! : Boss fight. At spots throughout the fights 2-4 adds (of varying HP pools) spawn on outer edge and walk towards the middle (think crawlers from PS). DPS checks to kill adds before they reach the middle or cause insta-wipe.

    So on and so forth. If the hests themselves brought a little bit of flavor to the fights with some interesting things we need to do, (this part is important) which simulate real things asked of us in endgame content I think this would be pretty valuable even without pure DPS numbers. Higher levels can teach you how to prioritize mobility, when pushing phases is important, and other small nuances of fights. Pre-ilvl50 hests could focus on helping you maximize your rotation, not by telling you or holding your hand, but by failure of the hest itself.

    Quote Originally Posted by Gormogon View Post
    Now that's a good idea yet the potential to still be used to deny players is there especially if has a time attack or survival mode. Personally it should still be solo focus that way you can't blame anyone else for failing at situational awareness which helps a player grow individually.

    It should just be a "training" tool and players can gauge how well they can handle mechanics and implement what they learn as they go.

    Each should be role specific and job specific. Since tanks and healers can still dps some melee can dps/kite, and casters can heal, sleep, kite, etc.

    Entry level should focus on utility. Such as slows, stuns, and pushback. Then with ranks that introduce things like AoE's avoidance.
    Mid level focuses more on optimizing yourself well. Then with ranks have a random generator for mechanics so you can be in your toes.
    High level focuses on being on your best shape and do the mechanics. Kind of what like you can expect with most lvl 50 dungeon bosses and primals.
    Expert level might as well basically make solo training version for coil bosses so players can train themselves on the mechanics on said encounters and their rotation so players can know what to do and when.

    Yet you can only unlock a coil boss version after you've at least attempted it once.
    Yeah guys I love these ideas. This is kind of what I was thinking. Something that is like a "lite" version that specifically helps you train at certain mechanics. I know the conversation generally trends to a DPS goal, but I was hoping to have a broader utility in this type of tool. It could literally be that just by being able to complete the content that you are good to go.
    (0)
    Last edited by Tiggy; 05-29-2014 at 04:49 AM.

  8. #8
    Player
    KingOfAbyss's Avatar
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    Apr 2014
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    996
    Character
    Abyss King
    World
    Gilgamesh
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Tiggy View Post
    Something as simple as this could work.
    D - You beat it, but barely.
    C - You beat it with some wiggle room.
    B - Above average.
    A - Well Done!
    S - Holy crap that's some Deeps! (or whatever mode you're in)

    So for tanking it could be based on how much you mitigated.

    Thoughts?
    I see exactly what you want here Tiggy. In all fairness, that would be nice.

    But those who will have seen once the S-rank, will change their threshold to be the new D.

    I am just like you: I want to decimate and disintegrate every last part of the mobs.

    I am also someone that starts at D and want to end up at S (what power! muhahahaha)

    If it's a solo game.

    Mixed with 7 others, that some will be Ds, others, a, and some S.. will make a difference.

    Right now, you get to D - You beat it, but barely. (most people will be satisfied cause you did beat it after all that sweat and wipes)

    No harm here. If you want to beat your second round at the same dungeon, for yourself, it's all good, there is room for improvement at any time.

    We will be mixed with some Fs too: This is what SE wants to make sure they get a good time.

    And as following your rankings, He placed his bet on the D and C, which let's speculate here, could be 80% of the people that plays the game.

    Should he overlook the 20%? Heck no, but he needs to weight the pros and cons of every little step he makes, cause he knows he'll be judge and ready to be lynched.

    So it's a fine line and not an easy one for him, I wouldn't want to share his position..

    Hopefully with that, they can brainstorm again and come to something that could be done.

    Hope the best for you, as you are entitiled to get your fun out of a game.

    Hopefully this game will sound right for you, as much as me, cause I am enjoying every moment of it ^^


    Regards
    (2)
    Last edited by KingOfAbyss; 05-29-2014 at 04:47 AM. Reason: Silly 1000 characters lol

  9. #9
    Player
    MythToken's Avatar
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    Dec 2013
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    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Tiggy View Post
    True you do frequently already know when the damage is low, but that's precisely why I want a feature like this. Not as a means to diagnose myself with a DPS problem, but as a means of improving those numbers using feedback from the game instead of outside third party apps.



    I'm not opposed to some sort of result screen, but like others suggested putting the actual DPS result in probably is a bad idea.
    Something as simple as this could work.
    D - You beat it, but barely.
    C - You beat it with some wiggle room.
    B - Above average.
    A - Well Done!
    S - Holy crap that's some Deeps! (or whatever mode you're in)

    So for tanking it could be based on how much you mitigated.

    Thoughts?
    These are bad ideas
    (1)

  10. #10
    Player Tiggy's Avatar
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    Tiggy Te'al
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    Balmung
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    Marauder Lv 53
    Quote Originally Posted by MythToken View Post
    These are bad ideas
    Then suggest improvements. You know. Being constructive with your criticism.

    Just saying "These are bad ideas" is not constructive. This is what I was trying to explain. You're currently just commenting on the ideas. "The purpose of constructive criticism is to improve the outcome. In collaborative work, this kind of criticism is a valuable tool in raising and maintaining performance standards." would be how Wikipedia describes it. Collaborative, to improve the outcome. Not flat out denial.
    (0)
    Last edited by Tiggy; 05-30-2014 at 04:52 AM.

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