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  1. #1
    Player LeonBlade's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    201
    Character
    Yuki Shiku
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Just as a small disclaimer, I'm not completely going against you as it first may seem, please understand this when reading.

    While I understand the point of being able to see your own performance, I don't see the need for it added into the game. A community manager responded before on the percentage and mentioned how they would be looking in to giving DPS players personal DPS checks to ensure they're doing their job properly at lower levels, however, unless this scales up to end game, it's rather pointless.

    I would only expect this feature if added would be used on the training dummies, which makes it utterly useless other than to ensure you're doing your rotation properly, which to me is a no brainer. It's just another number on top of your actual damage output that shows up that really has no context inside an instance where a number of things will affect your performance.

    If this feature does not extend to the actual battle contents themselves, then I see no real purpose for it that an actual parser wouldn't solve that would come with add-on support in the future.

    As for the self challenges, I think those should be added in the game, but the DPS values wouldn't need to be visible. These challenges exist already in the class quests, however, it's clear that new players can breeze through these without worrying about real challenge. If you look at new tanks that don't even know what agro is or their purpose, you'll see what I mean. Back in beta it felt like to me that the story quests were a lot more difficult to kill the single boss like enemies, but maybe it's because I was new to the game.

    So, I agree with the idea of giving the player a set of challenges, now that Halatali has become an battle arena again, I feel like it would be an appropriate place for an challenge course like you suggested. Having tiered challenges that allow you to test your skill with perhaps a small reward would be a nice addition to the game, rewarding players ranking for overall skill level.

    DPS would be gauged on how fast they can kill enemies while factoring in what type of DPS they are.
    Healers would be gauged on healing with mitigation and over-healing greatly affecting your score.
    Tanks would be gauged on their damage mitigation cool down usage, avoiding telegraphed/non-telegraphed AOEs, and holding groups of enemies.

    I know that you already mentioned this in your original post, and I'm sure others have as well, but I felt the need to contribute in some way after my post earlier was very much off topic.

    So, while I don't think that Square Enix needs to add a personal DPS meter of any kind, I feel like adding challenges for the various job types with possible rewards based on your skill level and to promote self improvement would be a great feature. Your performance could be made personal or public to allow for competitive fun between players that enjoy it, or kept a secret from those who just want to see if they're pulling their weight.
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    Last edited by LeonBlade; 05-30-2014 at 05:02 AM.

  2. #2
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by LeonBlade View Post
    Snip
    The kind of content you described is exactly the kind I would love. Just by simply completing it you've hit the goal and by practicing it you can try to improve. The ideas for ranking or time trials were just one method brought up gauge yourself, but in my eyes something like this where you just need to be able to pull it off would be great. We could have numerous scenarios that test a player in numerous common situations. As an example DPS could have one trial that has a ton of movement in order to practice abilities while dodging. This would be a great boon to a BLM practicing. Being unable to complete the challenge would be enough knowledge to know that you still need to practice. Maybe you know your rotations but in the trial you just failed you can recognize one weakness in your play that you can deliberately work on. Perhaps there is a certain mechanic where you mess up your rotation and by doing the trial over and over you can iron out your imperfection. I think this could really help player assess themselves. If it could reduce the fear of entering the coil then I'd count it as a big win.
    (0)
    Last edited by Tiggy; 05-30-2014 at 05:20 AM.

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