This have impressively shifted into a discussion about accountability for ones promises, a misguided understanding of the way a mathematically-based mechanics of a game work and plain out psychology opinions over the past two or so dozens of pages...At least, parsers are in the background there, somewhere...

Well...

1) There are many people that thoroughly enjoy their jobs. Largely because they feel satisfaction at the results and/or just cause they ended up being lucky on the coworkers. When you work with people that are just enjoyable to be around, competent at what they do and fair in how they act towards others, the work both passes quickly and is in no way a "chore". Thus, any comparison of raid culture (or any culture for that matter) to job is just irrelevant, as it's not the lone concept of what a "job" is that is a problem for people, but the specific environment of a specific job that they end up at.

2) When the game is deprived of its nice graphics and what not, it is clear that it is just a bunch of calculations done. If X is higher or equal to Y, you win, if it's lower, you lose. X is based on 1A, 2A, 3A and 4A, while Y is fixed. Simple, right?! A "clear" happens when the sum of the parts, as in, the sum of individual peoples damage equals or exceeds the bosses HP. Every person adds their share (fair or not), based on their ability and stats. If a person makes mistake, their numbers decrease as a result. If that number decreases to the point that the Y is not met before the players end up dead for a reason that would not have occurred if that mistake was done, it is that person fault. "Recovering from a mistake" is actually nothing more than salvaging as much of those numbers as possible. It's never a case of reaching what it would be without the mistake being made.
If the sum of losses from a mistake reaches a point that what would be cleared no longer is (enrage, party wipe etc.), then it is the fault of whoever made the mistakes, whether it's one person or all eight.

This is not a void. Performance of an individual is related to performance of others to a lesser or greater degree. If tank dies, the damage done goes down (healers need to revive the tank AND keep DPS alive, at least long enough to not be killed before the tank is resurrected, while the DPS may not have the luxury of worrying about their rotation and instead run with their tails between their legs here or there to lower the damage done to them, like to avoid cone AoE's that they would never be in if the tank would be alive). If the difference between the players gear and skills is not high enough to brute-force the fight, it actually takes only two or three more serious mistakes, even in leveling content let alone savage/extreme/ultimate. If they were all done by a single player...it's that players fault. The numbers are absolute, one cannot suddenly increase their potential just cause another person died. If they could, they would be at that potential to begin with. There is no "party member died, your damage increases by 20%" type of mechanics in this game (at least, not class/job based).


Ultimately, no one still even tried to answer two questions I posted quite early on, to my knowledge.
1) If the people that use ACT manage to remain civil due to the shadow of ban if they act out of place, why would the same shadow of ban stop being effective just because the parser is now official and not third-party?! The reason for the ban never is the parser, it's the action based on it.
2) Was there ever any actual investigation made into the effect of parsers on the playerbase as a whole in any game that officially adopted parsers?! I could not find anything of the sort with a quick search, and I'm confident in there not being such a thing, so I won't do a throughout one.


As I have said at some point, removal of the parser if it turns to crank up the number of harassment incidents is most certainly an option. As such, I entirely agree that a trial run would cause little harm. Ultimately, no matter the result, someone will complain, but without any actual data to go along with it (and Square Enix, let alone players, does NOT have that data), it's just a back-and-forth argument that is hardly going to convince anyone of anything. A trial run would go a long way to getting that data. Basing ones "guesses" only on current amount of harassment incidents is just that...guessing. And I can flip a coin too. I can keep on flipping it until it will come up heads or tails just how I want it. Guesses mean nothing at all.