Quote Originally Posted by Dzian View Post
Checkpoints within a fight might not work mid battle per se. but checkpoints as a whole could be great and its something that's been suggested multiple times.

All it really needs is like 3 simple checks:- and lock out various options if the answer to any is no.
A: have you entered the fight before?
B: have you made it to the phase 3?
C: have you got the boss down to lower than 10%?
I was under the impression OP was referring to checkpoints within a fight, like what people were suggesting for A6S’ Robot Party and Ultimate; not checkpoints in regards to personal progression per player, so apologies to the OP if that was what they meant.

While these would be wonderful, I’m not sure how the devs would code them into the fight. As it stands now, I think the only flag they have is: fight cleared? Yes/No. They would have to implement multiple flags for this to work.

Would they do it by phases (e.g., Phase 1, Phase 2, Phase 3, etc.) or by a boss’ HP percentage (e.g., 75%, 50%, 25%, etc.)? I feel like both could be tricky to implement, though I certainly wouldn’t be against the implementation for PF requirements.

Using the example of V5S, I suppose if they were to divide it by phases, they could do something like:
—Phase 1: Beginning to add phase (generally this is 100% ~ 60% with a decent group)
—Phase 2: Adds / Doom Chimney / Throttle & Putrid Passenger Phase
—Phase 3: Post-Putrid Passenger Phase (since the mechanics just repeat from this point forward until enrage, albeit in a faster fashion).


That being said, I still stand by my original point: if a person joins a PF and doesn’t have any business being in there, a party leader should enforce their own rules. They are more than within their power to do so, and shouldn’t feel “bad” if they have to kick a person that is holding back a group (or a person that joined a clear/farm and had never stepped foot into the fight).