It's too bad people are rude and impatient. But it was a very bad idea to weave story cutscenes throughout the run.
It's too bad people are rude and impatient. But it was a very bad idea to weave story cutscenes throughout the run.
You can't expect people queueing in DF to give a crap about waiting for cutscenes. Most people are only there for the daily bonus and literally could not care less about anything that holds things up. If cutscenes were unskippable or whatever when there were new people, people just wouldn't bother queuing for it at all, because the risk of getting stuck in a "slow" group would make it completely pointless, and then new players wouldn't be able to complete their main scenario at all, cutscenes or no. And anyone who was interested in farming for cards would just skip DF entirely and queue as premade groups via party finder. Either way, new players would lose out much more than the minor inconvenience of having to skip some cutscenes and watch them later.
Ultimately it's a tradeoff - you could make your own group in party finder specifying you want people in level-appropriate gear to watch the cutscenes, and you'll probably still be waiting to complete your duty in a month's time. Or you can just do it in DF and go along with what the other 7 people want (i.e. get in, get done and get out ASAP) and catch up on the storyline later.
You know, DF is DF... The OP suggests (and I've heard this before from other new players) that SE restrict initiating a fight whilst someone is watching a cutscene.
You know what this do? All it will do is make experienced players stop using DF and make more premades. Thusly putting all the weight of progression on the new players totally, unless they get a experienced friend to join them for que. This is essentially the same as saying either side of the argument is entitled to the DF/content which is hypocritical because its the very thing new players are fussing about.
You have many instances to clear during various endgame activities which force you to repeat previous content. I've personally seen the weight of this burden change some casual endgamers into slightly to bad douchebaggy endgamers. The desire to progress over the seemingly insurmountable hurdles that face you can sometimes seem overwhelming and thus can foster feelings of isolationisitic elitism in players with certain pre existing psychological triggers which may be on varying degrees dormant until the moment of conflict.
This is a situation more complex than just being nice to newbies or veterans feeling overly entitled. Its a conflict of clashing human dispositions which exist at polar points of experience.
When I first did the 8 man story dungeons I had the courtesy to skip the cutscenes and watch them later because I knew the seven people who had already done it wouldnt want to wait around for me to watch them. Unlike the OP im not a selfish jerk who puts their enjoyment of the game before anyone elses.
When I first did the 8 man story dungeons I had the courtesy to skip the cutscenes and watch them later because I knew the seven people who had already done it wouldnt want to wait around for me to watch them. Unlike the OP im not a selfish jerk who puts their enjoyment of the game before anyone elses.![]()
So you think I should have watched the cutscenes and held the group up? That makes you a jerk. Some people just have no consideration for other players.
People aren't jerks for playing the game exactly how it was designed to be. The core issue is a design one which fortunately SE seems to have realised and not repeated.
However, for players who the storytelling is a core factor in there enjoyment having to watch the cutscenes out of context and after the instance taints the experience, particularly due to the fact that the cutscenes aren't well arranged in the inn so you literally have to switch back and forth between tabs just to watch the cutscenes in the correct order.
There are two sides to this argument and at its heart it is a design issue so no side is particularly to blame. However the existence of the Main Scenario Roulette is to facilitate access for players to a core and compulsory part of the story experience. The rewards are specifically designed with that in mind and frankly are pretty generous considering the ease of the content. By queuing for the Roulette you are effectively signing up to the fact you will highly likely be facilitating a new player in their end of 2.0 experience.
This experience can make or break a new players view of the game. I know people who have quit because their experience ruined the story for them and gave them a negative view of the player base. While the cutscenes are badly placed you cant blame players for feeling their experience is ruined when all they have done is play the game exactly as it was designed. Story, for some players, is the main motivation for them to be playing.
While it might not impact on us directly, new players are the lifeblood of MMOs. Player churn is a reality of MMO populations. Players who are driven off by an experience they have to go through is in the long run bad for the game and as a result bad for us as players. This is particularly true as a game ages.
No people are jerks for having no consideration for the other 7 members of their group. Its not hard to understand.
Putting long cutscenes in the middle of dungeons that are meant to be repeated is moronic design, but I dont see how that excuses people from being selfish.
If a few people are driven off because they think other players should treat them as special because they are new then good riddence to them.
Do you enjoy your bonus tomestones for their being someone new to the encounter there? If so, maybe you should work with the new person and help them instead of belittling them.
They dont have to watch the cutscenes for you to get the bonus...
How is wanting someone to be considerate of the rest of thier group belittling them? How does that make any sense what-so-ever?
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