IMO I think they should make both the weekly challenges and the in need use some sort of choose your reward system, just a perpetual token/variable that you can spend on what you're interested in. So I can chocobo race and earn GC seals or whatever. Would make every challenge log a possibility of something desired. The value reward obviously scaled to the challenge of the log / if it's a 3 min in need content or 30.
For the exp idea I think that's a bit interesting how about instead of exp it's an exp buff or like you can purchase more rested time (even above cap, or rested potency). That way people still play the job at least a little. Once they add jump potions the point to be weary would be less valid though lol, at that point I'd suggest they just add skill lock quests for certain non-story content (like a challenging solo fight test before you can do certain content, not harder than the content you will do but a solo test that you will be ready for it).
Last edited by Shougun; 03-26-2017 at 08:03 AM.
Square-Enix would rather make money by having us buy the Boost Potion, or whatever it's called.Talking with some friends in game and YouTube, about different ideas on how to incentive's players to tanking and healing, and outside of endgame rewards and currency (to replace XP when you are cap), an idea came up about the idea of an XP token to be used on the other jobs, so you could still tank, but you'd get XP that you could apply to other jobs if you wish.
This came up because we all have our tanks leveled to cap, so if we wanted to two man a leveling roulette, nether would tank, even though tanking is enjoyable. If there was a way to tank, but give our other jobs that XP, that would be awesome.
Anyway, just a thought, thanks for your time and consideration.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
If they made the roulette bonus +5 levels. It wouldn't fix the issue. First you have to identify what the issue actually is. And I don't believe that has been done. Only the symptoms.
1. DPS have longer queue times
That's the 'issue' everyone brings up. What's the cause?
DPS is generally more fun? Maybe, some might not like the flavor of tanking.
Tanking requires a leadership role? Nope, that's a myth (friend of mine and I came back after a break since 2.4, they tank primarily, they've not taken a leadership role in any dungeon we haven't done before).
Healing is boring. Maybe, but there's no healer shortage (I'll wager healers are in a perfect spot right now).
What's the issue?
We need tanks in the leveling and PUG queues. But don't need them in endgame content. They're also pretty bad in solo content. This is the issue that plagues EVERY MMORPG with a random dungeon queue.
What happens is people don't level up tanks because you're not needed once you're max level and geared. Try it. Get into a static as a fresh new tank. Nope.. they've already got their tanks. They need DPS. But when leveling and gearing a DPS, you don't have tanks because no one needs tanks except those classes that are needed.
As you can see, its a Charlie Foxtrot of a Circle: The purpose of leveling tanks is to level needed roles. Who wants to volunteer to be eventually be obsolete? No one? That's what I figured.
So what's the fix? What's the solution?
1. You can require there to be more tanks in endgame. Make sure there are mechanics that require One Tank for every One Healer and Two DPS. Matching the leveling setup. Raids require HALF the tanks needed in non-raids. That's a problem.
or.
2. Flex size the groups. When DF is being used to form random groups. If the DPS queue exceeds 5 minutes. Allow the party finder to match parties of more than four players. Let it go to 5 (Tank, Healer, 3 DPS), or 6 (Tank, Healer, 4 DPS), or 7, or 8 (if its really really long). NPC/Boss health is increased by the percentage of players (double hp for 8 players), plus maybe 5-10%. This way the dungeons stay challenging and aren't simply steamrolled. Mechanics stay the same. This doesn't apply to premade parties, you can only go in as four and you don't get extras when you do (except if you queue as 2 or 3 people).
I prefer the second solution. Its more comprehensive. Its only con is it doesn't deal with a healer shortage, but I don't see that being an issue. it also sort of makes the dungeons easier. But since PUGs can complete all 4 man dungeons already with an above 90% success rate (if you see less than that.. sorry but it might be you). This is a non-issue anyway.
Rewarding double the bonus, triple. Maybe even 10x.. hell make it 100x. Or go stupid and give them 10 levels. All will not work. Congrats.. you're allowing someone to level a possibly obsolete role faster. That's not an incentive. It also does nothing for those who simply don't want to. One of my solutions does however. Why incentivize a role someone doesn't want to play if part of the problem, is possibly they just don't want to tank? Flexing the queues allows them to play the class they want to play. There's no good reason why a person who wants to play a Red Mage or Samurai ought not be able to play what they want.
In contrast, you could make a reward system work. Allow 'Adventurer in Need' to award all exp earned on the needed role to ALSO be applied to another Class/Job. So lets say I'm playing a Dark Knight and earn 400,000 exp total from a dungeon from all kills, bonuses, and end rewards. If the needed role was tank I earn 400,000 on the DRK as well as another job or class of my choosing. That's an incentive. The idea is to make the incentive juicy enough that everyone wants it. Everyone switches and DPS Shortage happens, so everyone goes back. Eventually the pools even out until no bonus is needed.
I still prefer the flex queue however. You still get players playing what they want to play in the end. Its a game, not employment.
As a player, I spam content, especially the roulettes, even after I did the dailies.
As a tank main, it's gets a little stale after a while; I'm pulling the same groups and performing the same actions.
As a DPS, the same dungeon almost always seem different, since I'm not always attacking mobs in a set order each time.
Since I'm Lore farming in Gubal Hard, doing Savage, farming Primals, all as a tank, I need my feels as a DPS in dungeons sometimes. At that point, I'm contributing to the long queue times since I'm one more tank that isn't tanking.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
More (relevant) tomes with Adventurer In Need, faster progression for more in-demand roles (tank and healer), more tanks and healers in high endgame (or, at least, the roulettes).
Last edited by BokoToloko; 03-26-2017 at 08:49 AM.
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