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  1. #21
    Player Miles_Maelstrom's Avatar
    Join Date
    Aug 2013
    Location
    Idylshire
    Posts
    448
    Character
    Miles Maelstrom
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    Absolutely not. The metric for performance should not be dps. That encourages selfish bad play, and punishes new and less geared players. You don't want this. I would just make it off something like doing mechanics. Didn't take a lot of ground told aoes, here is your participation medal.
    (1)

  2. #22
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Erys View Post
    Overhealing should be a penalty because you are wasting mp. Thus not playing right. And I'm not speaking any overheal. I'm talking about 10%+ overheal, which you see A LOT in dungeons.
    That's an oversimplification. There are a lot of reasons to overheal that aren't "wasting mp," a few of which were already mentioned. Here's another: as a White Mage, if a fight is about to end I will almost always toss a Cure II on the tank (or anyone who's lost any HP) just to grab a free Lily while we're still in combat. Yes, technically this is a waste of both healing and MP, but my MP will likely be full before the next fight anyway. Meaning this is purely "playing right." A system that penalizes this would be the only thing wrong about it.
    (6)

  3. #23
    Player
    Lynart's Avatar
    Join Date
    May 2011
    Posts
    84
    Character
    Machiko Lienwyn
    World
    Goblin
    Main Class
    Paladin Lv 51
    Quote Originally Posted by Katryn View Post
    Competence and skill are their own reward and in turn lead to the ability to achieve one's goals in life or in this game. The idea that people need to be rewarded further for this defeats the very principle of what having it to begin with implies. It would also be difficult to implement in a way that would not negatively effect the game and community.
    In life, yes.

    In this game, no.

    If I am training correctly to get faster at motorcycle racing, I instantly know when I get on the track. My lap time will drop, I will pass more riders than I could before, or I will get bumped up a group.

    In every job irl, you can use performance metrics to argue "why I should get a raise." If you are actually correct about how you saved the money x by doing y, and no one instructed you to do y, you have gone above and beyond your job, and you will be rewarded (if not, find a new job, seriously).

    None of the above applies to MMORPGs.
    (2)

  4. #24
    Player
    Fortune_Cookie's Avatar
    Join Date
    Jun 2017
    Posts
    63
    Character
    Eden Dawn
    World
    Louisoix
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Miles_Maelstrom View Post
    The metric for performance should not be dps.
    The only performance metric that ultimately matters is overall party dps. Everything else, including "clean" execution or an "elegant" strategy, is subjective. However, there's no easy way to measure each player's contribution to party dps (or time to completion, if you don't like the word "dps"). It might be an interesting challenge to come up with a system, but this game is probably the least likely mmo to attempt to do so.

    Realistically, the reward for better play is access to harder content, which in turn carries greater in-game rewards.
    (1)

  5. #25
    Player
    vio_p's Avatar
    Join Date
    Mar 2015
    Posts
    76
    Character
    Shizuno Urushibaa
    World
    Cerberus
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by Talraen View Post
    The effect this (overhealing being a penalty) would have on healers would be tremendous. In a bad way.
    in a good way it'd be nice to see some healers not panic aoe heal so much, admittedly it cant not be done for some dungeons / raids but there are some you just dont even need to aoe heal on.

    Quote Originally Posted by Qaaliaa View Post
    There is so much more to being a "good player' than numbers. NIN who remember to pass out goad to whomever needs it
    ninja's dont need to anymore, theres other dps who can do it which is one bonus, only thing ninja's will most likely have to deal with still is doing some heavy combo activity like before stormblood to have the best dps possible

    one thing about this idea i would like to point out are those types of players who take advantage of such things. this will cause a lot of players to probably focus on lower leveled dungeons if its giving extra exp.
    (0)

  6. #26
    this would kill the game so fast lol
    (5)

  7. #27
    Player
    Erys's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    191
    Character
    Erys Shir'en
    World
    Zodiark
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Miste View Post
    Do you play healer? Over healing to get tank full HP and regens helps us DPS.
    Yes I played healer in 3.5 because I was bit bored of dragoon in dungeons. And the only overheal I ever did was using shields before pulls which were rather "useless" since they go away quite fast, so I stopped using them.
    I just let the tank drop to 75% and then put up the regen and never heal them unless they are 25% or less. In between pulls they would get healed by their natural regen.
    /shrug I do me you do you I guess.
    (0)

  8. #28
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Vidu View Post
    No one race against their other partymembers but instead have an incentive to do well themself to earn extra-stuff - and that would be a good thing. Before you can cooperative you have to make sure that you know your own stuff, then you can focus on cooperative group-play.
    It kind of does put you against your party when it comes to support-oriented actions. If some RDM is struggling to meet the "good" dps mark, they are discouraged from helping the healer by raising party members. A Black Mage will do better damage without stopping casts to avoid non-lethal AoE damage. A healer will be discouraged from dealing damage instead of shielding and healing before dps/tanks can use their self heals. If overhealing is penalized then you would see alot of no-Regen healers. AST would be encouraged to buff themselves over others to get a better score. Tanking requires a good balance of mitigation, enmity generation, positioning and raw damage, and their ability to hold aggro is partially determined by the skill and gear level of their team mates. No algorithm will be fair to tanks and other party members would have multiple ways to screw over a tank's performance. These algorithms would incentivize bad play, always.

    I have to agree with Kosmos that bringing competitive elements to cooperative content is a bad idea. I also agree with your first post. Measuring the level of someone's performance is impossible to do with an algorithm because it depends on the situation. People tend to forget this when discussing parsers too. You actually need to see more than just dps numbers to determine who did well, like whether someone died to unavoidable damage, didn't get dispelled or had unavoidable debuffs or AST buffs. I'm ok with having a solo performance check like job quests or SSS, but PvE is a team effort. The essence of cooperation is that you pass or fail as a team and I'm happy for it to stay that way.
    (5)

  9. #29
    Player
    Vidu's Avatar
    Join Date
    Jan 2014
    Posts
    3,993
    Character
    Vidu Moriquendi
    World
    Odin
    Main Class
    Bard Lv 90
    Quote Originally Posted by SendohJin View Post
    this would kill the game so fast lol
    Can you - or anyone who doesnt like the idea - explain why though?
    I mean, seriously the idea is:
    "Oh, you did very well in this dungeon - here have a little extra bonus to reward your for that!"
    Oh, someone else wants that reward too? Sure, no problem, they just need to do well too!*

    Leaving the fact asside that its very difficult, even outright impossible to implement such a thing, I dont get why some are even against the plain idea of rewarding someone for the (extra) effort and for actually performing well - the only people who'd get upset/left out here would be those who are clearly underperforming and basically getting carried through dungeons atm (yes, even a casual player can be underperforming and should be expected to do well - not savage-good, but well)

    *well = a meat, that a normal player whos paying attention, knowing his rotation etc. can achieve without having to be close to savage-performance
    (0)

  10. #30
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Vidu View Post
    Can you - or anyone who doesnt like the idea - explain why though?
    I'll give it a shot. I think it's a combination of two factors. First is the mechanical: you're rewarding better players, which is the same thing as punishing worse players. The rich get richer, and the poor get poorer. Good players actually have less need of good gear (assuming that's the loot) than bad ones. Of course, if you give them money or crafting mats or something, this becomes a non-issue.

    The more important factor is psychological. A system like this is basically the game telling you you're bad. Some people are going to react to that by wanting to get better. Others are going to get insulted and angry, and quite possibly quit. While I'm sure most good players would rather these bad players stop playing, less players means less revenue, and that's bad. Square Enix does not want to insult players, even bad ones. That's why they nerf hard content instead of telling players to get good. Happy players don't may more, but angry players pay less. Thus, better to keep everyone moderately satisfied than favor anyone in particular.
    (7)

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