I don't think it's as bad as average tank players in DF. They don't know how to tank. They also don't understand how to work with other roles.
I don't think it's as bad as average tank players in DF. They don't know how to tank. They also don't understand how to work with other roles.
Good DPS will usually out-threat the bad ones even if they do use such abilities, tbh (whereas the bad ones have little/no reason to use them and therefore probably won't be). And assuming the tank isn't terrible, you can usually assume the DPS that are anywhere close to being in danger of pulling aggro are probably the good ones.For the millionth time, no, it does not. Abilities that drop enmity or reduce its generation exist, and good players will usually use them (plus, they are required in endgame content).
So yeah, as a rough gauge, I do usually find the enmity bars sufficient. If someone is really not performing up to par, the bar usually shows it right away.
One thing that in my opinion still could help to motivate to get better is some kind of rating system.
In that system they could take differents measurements (DPS/healing/mechanics...) into consideratin, and right after killing the final boss every player get a summary of his/her overall performance. The requirements for the rating should scale with the item level. 100% should be set to what is really the best possible performance.
The rating could have influence to what the player gets at the end.
Just a quick example for 4 man instances and maybe the 24 man ones:
If the performance is between 50% and 75%, everything could be as it is now.
If the performance is lower than 50%, the final tomes and roulette bonus could get lowered to the half and they are not able to roll on rare loot like pets, mounts, crafting mats and no chance for TT cards.
If the performance is higher than 75%, the tomes of the final boss and the roulette bonus gets doubled and there could be the chance to get exclusive rare drops.
Last edited by KarstenS; 04-22-2016 at 05:55 PM.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
Players are always going to hit all across the board, some just aren't as good as others, it doesn't matter what type of game it is. But in terms of this game which has varying degrees of dps damage tiers it gets even worse, as it stands I main BRD the lowest dps class as I been told, we don't hit like melee and we don't even come close to SMN or BLM. So my dps shouldn't ever be higher than those classes, it wouldn't matter how much feedback the game gives out or how much I know the class, I'll never hit MNK dps unless of course I'm playing with a less quality MNK player. But even if all players played with 100% skill, some classes will always do more than others, as is the age old issue when you place things within tiers.
DDs with lower dmg than healers after 4-5 minutes into the fight without deaths are cute
There needs to be some form of tutorial. Much beyond Hall of novice. They can dress it up as some solo content with some minions or mounts as reward for completing or whatever, but I do feel that there needs to be more guidance on how to maximise your job. And that goes for every job nit just dps.
I was out DPS'd by a DRG, and a BLM once. Only by a little. But I got all the commendations undeservingly because Monk can't shed their hate.
I made a topic a month before 3.2 saying that with the incoming mentor roulette, SSS and the hall of the novice, they really had an opportunity and an obligation to do something about the general level of play in this game.
Needless to say that topic was swept under the run by a bunch of care-bears and topics about how we need to update the dozing animation on miqotes.
I think at this point it's safe to say that all three of those things have flopped badly. Mentor roulette is just another tome resource for most, SSS is way too vague and mechanically deficient, and hall of the novice didn't go anywhere close to far enough both in implementation and reach. SE failed and we failed SE and ourselves by not demanding more / providing better input.
Well, I definitely said that SSS, Hall of the Novice and Mentors were all going to flop - this became even more clear as every new detail was planned. I did a quick google search to see, but here is one example of me saying how poor Hall of the Novice was going to turn out back in 2015.I made a topic a month before 3.2 saying that with the incoming mentor roulette, SSS and the hall of the novice, they really had an opportunity and an obligation to do something about the general level of play in this game.
Needless to say that topic was swept under the run by a bunch of care-bears and topics about how we need to update the dozing animation on miqotes.
I think at this point it's safe to say that all three of those things have flopped badly. Mentor roulette is just another tome resource for most, SSS is way too vague and mechanically deficient, and hall of the novice didn't go anywhere close to far enough both in implementation and reach. SE failed and we failed SE and ourselves by not demanding more / providing better input.
I have fairly low expectations for the training hall. I am guessing it will do no better job of teaching players how to play than Guildhests.
Players need to know they are bad or not performing well before they learn to improve. They need appropriate feedback to show them as such. As the only difficult content in game is team oriented, it's very easy to blame messups on other players and avoid accepting any blame.
In order for the training hall to succeed, it actually needs to be difficult. However, it won't be, and it will simply be another way to reinforce in peoples minds that they are not as bad as they actually are.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.