I'm going to repeat it since it got buried earlier in the thread.
I'm against a grading system, but I do think a chart at the end of a dungeon showing the breakdown of damage dealt, damage taken, healing done, and metrics like that would be fun.
I'm going to repeat it since it got buried earlier in the thread.
I'm against a grading system, but I do think a chart at the end of a dungeon showing the breakdown of damage dealt, damage taken, healing done, and metrics like that would be fun.
Kind of like in PvP.
I wouldn't mind that either.
I wonder why they have this info in PvP but not in dungeons or raids?



Probably because pvp is competitive and pve is coo... should be cooperative. Yet it does not work so well outside of the Japanese society, unfortunately.
The main reason why the Party Finder is not working for the harder content and so many groups disband after few wipes is caused by the players who ignore the comments.
Getting to the phase XYZ once does not mean you are ready to join parties to do XYZ.
Parties should spend most of the time doing the phase that is written in the comment not trying to get there.



I'd dare to say that's the case because of hyper-competitive people who want junk like this integrated into Duty Finder. People who want content that only 10% of the population can play. MLG wannabes who think their backsides don't stink.



You see, that is something that I don't understand.
Let's say that we would get some kind of junk implemented that would separate mlg wannabes from the rest of the community. Shouldn't both sides be happy then?
I would think your usual player who does not care about performance would love an option to not play with the mlg wannabes.
The main reason why the Party Finder is not working for the harder content and so many groups disband after few wipes is caused by the players who ignore the comments.
Getting to the phase XYZ once does not mean you are ready to join parties to do XYZ.
Parties should spend most of the time doing the phase that is written in the comment not trying to get there.


You seem to misunderstand the purpose of a measure like this, a lot of people seem to have misunderstood it to be fair.
We currently have the majority of the playerbase not even trying to do a proper rotation, you just have to turn on a parse on a regular expert run and you'll see the majority of healers doing 0, tanks under 400 since they don't change stances when damage isn't that great and dps who either just auto attack or play their class like a piano doing as much or even worse dps than the tank. Adding a system where players get rated at the end of the fight, it doesn't even have to be saved on their characters, maybe a achievement system for rewards, where it doesn't even have to say you suck, it just has to show their place on the overall dps and say who's in the top. If they see numbers such as 1200 and them doing 500, any player who likes the game will think "damn, i should be able to do that too" and look up into that matter and thus improve.
Now how is this a issue? On the current daily content it's not.
The current content supposed to cater to casuals doesn't have a single punishing mechanic if failed which only promotes laziness. The issue comes when people that don't care about their rotations or mechanics start leaking into content that needs it, the usual victim being extreme primals.
When a casual player attempts to run harder content it gets bashed by this gigantic wall of content difficulty where dps, tank and heal exist and they simply don't have the minimum skill level required to tackle that content, yes they meet the minimum ilevel, but that minimum ilevel assumes the player will be doing it's rotation properly and have a proper mechanic knowledge and this is why the current weeping city was so hard for some players, it's not even hard but it assumes players can do content which the majority of the casuals don't.
And then there's the usual reaction of players when someone tells them they need to improve with the majority insulting and use their sub their gameplay excuse with only a small fraction actually looking into the SSS or player guides to improve and why all this hostility? It's the other players with 3rd party programs, which are against the TOS to use, that tell them that they need to improve, not the game, so the average player who already thinks they're playing properly will think "who the hell is this guy to tell me how to play, I'll report him for using 3rd party parses" than actually taking the hint and improve.
Yes some players are pretty aggressive when telling other that they suck, but let's be fair, anyone that tried to pug a extreme primal will know how frustrating it is due to underperforming players and players who outright lie about their progress in the fight causing wipes, and this will drag on for hours, maybe even days or weeks.
I think the punishments is longer queue times.
How about this system: At the end of a finished run you can X out any players you don't wish to join in a DF group any more. This way team elitist can make sure they will get only the bestest players down the line -while naturally getting longer que times, but that would be worth it, right?- and the rest of the population can continue to use the DF as is.



Based on the OP the system should search for players in broader grade range if there aren't enough of them, so the Q times should not increase that much in my opinion, especially not for the mid-range players.
This could work, but not based on player per player basis. If you could setup your own DF requirements - match me up with players who do above 1000 DPS etc. that would be much better and every single player would have certain level of control over it. Of course the servers would need to record your performance.How about this system: At the end of a finished run you can X out any players you don't wish to join in a DF group any more. This way team elitist can make sure they will get only the bestest players down the line -while naturally getting longer que times, but that would be worth it, right?- and the rest of the population can continue to use the DF as is.
The main reason why the Party Finder is not working for the harder content and so many groups disband after few wipes is caused by the players who ignore the comments.
Getting to the phase XYZ once does not mean you are ready to join parties to do XYZ.
Parties should spend most of the time doing the phase that is written in the comment not trying to get there.


Well... I got some kind of doubt it will work when "elitists" players (anti-casual sounds more realist) will realize most players are playing casually (but not everyone admits it) and everyone will rush to casual mode since it will anyway still go faster, at least for roulette.
I feel kind of lol.
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