I've personally read through the TOS and the CoC and have seen no reference of this policy. I'm sure a dev, producer, or even CM might have made this offhand comment about how they don't like it. And I believe the community took it as gospel from there. Because if it isn't written anywhere on their site. Its not on the index cards they give to GMs. And I really could care less. If a DPS is giving me crap when his DPS is crap, I'll let him know. Consequences be damned. That's my choice. And its yet to result in any sort of administrative action.
To be honest? Anything outside an instruction manual either printed or in a .pdfI would just add, because I'm not sure what you consider hand holding exactly
The game ramps up at a pretty decent and manageable rate. In fact I actually believe it WORKs. Speaking of dungeons you start with Sastasha and work your way up from there to Auram Vale. That's the 1-49 game. Those dungeons are pretty good about teaching people mechanics and some of them are walls to certain roles. I did Dzemal Deep the other day in the leveling roulette. Noticed the 'warrior' not holding threat.
No big deal right? I'm 60 with a high ilevel, and.. what the heck is up with their icon? Oh its a Marauder. So I asked him where his soul stone was. They told me they tried and it didn't work. OK this isn't a newbie who didn't know what a job quest is. They were playing Marauder over Warrior, intending to play Warrior in the dungeon. They DC'd and I think they pulled plug to avoid embarrassment. If any fix is needed there.. its to allow people to swap in their soul stones. I don't know why they took it out. I don't want to know. Its not my business.
Anyway back to the subject at hand. The game gives a good job on how to play. It really does. You will die in a solo duty if you do things.. wrong. Hell some of them get outright difficult if your gear is out of date (or at least they did at one point, it has been several years since I did them). But when I say wrong. I'm talking about totally wrong. As for the right rotation. You're not going to get that from the game.
You're not even going to get that from a developer tutorial. As I said before, I don't believe the developers know those rotations. Well how can that be? They made the game, they should be experts. Experts they are (if we're lucky). Masters they are not. The optimal rotation for any class or job in any given situation is changed based on the situation, gear, and party makeup. Tutorials cannot cover that.
The very basic rotation without any other factor is 1 - 2 - 3. For the most part. We don't need a tutorial for that. Some classes like black mage and summoner are a bit different than that. But their class/job quests fix that, mostly.
Of course some players are going to fall through the cracks. There are some players that will never 'get it'. A tutorial cannot help these players. You'll teach these players motions to mimic. But never the reasoning behind them. And that is the crux of the whole ordeal.
In my opinion. These players should be left in the cracks. Make the cracks a happy place for them. Give them some story to read. Some simply content they can keyboard turn and mouse click their abilities through. But set up the system in a way that they are not with other players. In this case.. I do agree with you on the next point you brought up:
Segregating players based on skill level is the best thing a MMO can do. Let's be honest. If you're a newbie, or someone just trying to go at a certain pace. You hate seeing speedrunning mow over content before you can even reach it. And if you're someone looking to for a challenge. You hate seeing your tank grab one group at a time. Why put these players in the same group with each other?It also might be helpful to work on a flex system like WoW has and aim for three modes, or more, as well so that you get easy, normal to moderately hard, then epic hard, and that few pieces of face melt self torture. Which would help give everyone something to do even when divided out a bit, and help be a cost effective way to do it too (design a few extra mechanics, trash changes, mini bosses, and other changes that are more interesting that just a simple HP/Damage buff as the difficulty ramps up, maybe introduce optional areas and separate paths as well for the harder contents).
So the vets can teach the others?
Yeah right.. that's going to happen. Well before I go further.. it does. In Party Finder, statics and FC's DO teach players. But that assumes the teachers want to teach, and the students want to be taught. In a roulette. People just want to do content. At the pace they want to do it at. They don't want to teach. They don't want to be taught.
So your suggestion would be outstanding. There are slower paced players (I don't use the term casual as it comes from a situation involving slurring other playstyles from a decade ago, this isn't the place to explain that) and those slipping through cracks that simply don't need to be doing content that others would rather be doing. And then you have those that want to get as much reward from time spent as they can, and those who want a bit of a challenge on a daily basis.
Though one could argue that the roulettes are spread out this way already. Between Leveling, 50, 60, and Expert. And outside the leveling roulette, you had to do the dungeons in the roulette at least once. So playing devil's advocate here. I could almost argue that the solution is already here. And the 'bad' players are just being lazy. That's an issue we have to overcome in this discussion.
But know that I would like to see a better method of player segregation. WoW: Legion did a decent job with it. Normal, Heroic, Mythic, and then Mythic 2-15. The majority of complaints with the system there was that Mythic was too hard. Well.. those players that complain about Mythic ought not be doing Mythic IMO. And those doing Mythics had no problems staying out of Normal and Heroic due to the rewards being far better in Mythic for what they wished to accomplish.
That tells me the system worked.
I'd like to see that done here. And it'd be easy for them to pull off. They've got the gear sets already ready. They could have a Normal, Hard, Expert, and Master level difficulty. Tomestones from Normal buys 180 gear, Hard gets 200, Expert gives 230, and Master gives 260. Or something similar. And condense it when the content isn't relevant (like when Stormblood is released, can't leave noobs in a previous expansion... this isn't EQ).
All the difficulties are based on a setting or content (some dungeons are naturally harder than others due to progression of an expansion). And you get the rewards based on that or the roulette (that picks from a pool of similarly difficult dungeons). And what happens is everyone does the hardest content they're capable of. Either through skill or gear, and most likely both.
So if you're decently geared, and skilled. You shouldn't see jobless people in your queue. Unless someone is trolling. In that case do what you need to. You shouldn't see the keyboard turners and ability clickers. And likewise you shouldn't see the speedrunning madmen in you lower queues. Unless its a scrub trying to act better than they are. But you've got a votekick for that situation if needed.