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  1. #51
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,584
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by AxlStream View Post
    No need for a tool. Just put enrage timers in normal. Leniant ones for sure but not overly so. Like 15 minutes for normal alphascape fights, 7 minutes for dungeon bosses etc. People will either wise up real quick, stay out of the content or quit.
    Jokes on you - normal mode raids already have enrage at around 15min each since probably Gordias (can confirm A8N Brute Justice and O3N Halicarnassus based on own experience).

    Despite that you could have dragoons never using blood of the dragon, black mages never using fire spells and bards never use songs and still not hit that enrage timer, so thats not gonna help.
    (1)

  2. #52
    Player
    TURBODOG's Avatar
    Join Date
    Dec 2017
    Posts
    9
    Character
    Attila The-bun
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Seems to me, the simple answer to a lot of these requests and the solution to a lot of division in the community is a difficulty setting. You want a challenge, set your difficulty up, take more damage, deal less; challenge yourself to the max. For those of us that don't want it set it down, take less damage, deal more. To balance it out, rolls for loot would favor higher difficulty settings first. No freebies for the carried, but no lockout from a large part of the game for the uncoordinated either. win/win.
    (1)
    I think I am, therefore I am... I think....

  3. #53
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by TURBODOG View Post
    but no lockout from a large part of the game for the uncoordinated either. win/win.
    Mind if I piggyback on this bit? This is something I see float around here all the time, that a paying customer should be able to do all or most of the content. The thing is, that's just not how nearly any video game in existence works. If I suck too much to beat a boss in God of War, I can't skip it. I can't get carried by other players. I don't get to see the rest of the game. I need to get better, if I want to make the most of my purchase. MMO's hit this weird area where we want to remove skill gating, when skill gating is an integral part of a game experience.
    (3)

  4. #54
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by TURBODOG View Post
    Seems to me, the simple answer to a lot of these requests and the solution to a lot of division in the community is a difficulty setting. You want a challenge, set your difficulty up, take more damage, deal less; challenge yourself to the max. For those of us that don't want it set it down, take less damage, deal more. To balance it out, rolls for loot would favor higher difficulty settings first. No freebies for the carried, but no lockout from a large part of the game for the uncoordinated either. win/win.
    This wont work.
    In mixed queues there will be a huge chunk of max difficulty players just for boosting their loot rolls, even if they wont really participate in the content due to too high difficulty for them.
    And seperated queues are already implemented, Hard/Extreme for trials and Normal/Savage for Raids and even Ultimate for the extra high difficulty.
    (2)

  5. #55
    Player
    TURBODOG's Avatar
    Join Date
    Dec 2017
    Posts
    9
    Character
    Attila The-bun
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by dragonseth07 View Post
    ...If I suck too much to beat a boss in God of War, I can't skip it. I can't get carried by other players. I don't get to see the rest of the game. I need to get better....
    The key difference in a single player game is that you're wasting no-ones time floundering while trying to get better, a single player game doesn't blacklist you for not being good enough. As I put it, I get to test drive content that's over my head in an attempt to get good enough to do it properly, you get the trophy I'm not allowed to preserve your bragging rights, I get practical experience to get better as a player. Where would the downside be?
    (1)
    I think I am, therefore I am... I think....

  6. #56
    Player
    TURBODOG's Avatar
    Join Date
    Dec 2017
    Posts
    9
    Character
    Attila The-bun
    World
    Ultros
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Legion88 View Post
    This wont work.
    In mixed queues there will be a huge chunk of max difficulty players just for boosting their loot rolls, even if they wont really participate in the content due to too high difficulty for them.
    And seperated queues are already implemented, Hard/Extreme for trials and Normal/Savage for Raids and even Ultimate for the extra high difficulty.
    Fair enough, I seldom examine things from the loopholes that would be abused, not sure why I even joined the thread, it's all what if anyway....
    (1)
    I think I am, therefore I am... I think....

  7. #57
    Player
    Kirsten_Rev's Avatar
    Join Date
    Aug 2018
    Posts
    171
    Character
    Kirsten Revenant
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by TURBODOG View Post
    The key difference in a single player game is that you're wasting no-ones time floundering while trying to get better, a single player game doesn't blacklist you for not being good enough. As I put it, I get to test drive content that's over my head in an attempt to get good enough to do it properly, you get the trophy I'm not allowed to preserve your bragging rights, I get practical experience to get better as a player. Where would the downside be?
    This is a good point.

    I do worry, however, about the unforeseen consequences to any difficulty adjustment / solo practice system. My general experience right now suggests that people only tend to vote kick / rage / blacklist people over repeated, critical mistakes. If there were more coping mechanisms introduced, would there be less tolerance? Would there be immediate pressure on individually struggling players to lower the difficulty, with increased loot odds serving as extra incentive? Would there be immediate rage for even isolated or slight mistakes, since additional practice tools would in theory improve the base level of player skill?

    ----------

    All this said, I personally wish MMOs weren't so focused on providing players with comfort zones. To me, the beauty of an MMO is precisely that it isn't like normal games. There isn't practice. It's part of what makes them so addictive for me: my decisions have consequences. I can't just hit the quickload button and have it all be forgotten.

    That said, I've spent over 20 years playing video games, so I speak from a position of relative privilege. I've never been afraid to enter content in FFXIV, nor was I afraid even in less-forgiving titles like FFXI. I knew I was never going to be the weakest link in any arbitrary group of 6-8 people. So I can sympathize with people who prefer MMOs that more closely resemble cooperative theme parks than anything else. To each their own.
    (0)

  8. #58
    Player
    Baka_Neko1's Avatar
    Join Date
    Nov 2013
    Posts
    60
    Character
    Baka Neko
    World
    Gilgamesh
    Main Class
    Arcanist Lv 80
    a self improvement tool. ie take note from snapchat and make it hard to share. if people can't see it easily, they won't force others to share. still ban harassment because some people are still tools. boom.
    (0)

  9. #59
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Kirsten_Rev View Post
    With this in mind, what I'd propose - and which SE certainly won't implement - is FATE-style reward tiers for instanced content. This would require a mechanism that measures, in a rough sense, how well a person is executing their job: oGCD usage, rotations, DoT uptime, healing, enmity. It can't be a simple parser, because that would naturally prioritize damage alone, rather than job performance, and would also penalize players significantly for lower-quality gear. Now, supposing such a tool was implemented, a player running an Expert Roulette wouldn't necessarily get the full 90 Tomestones of Genesis. Say their performance was the equivalent of a bronze: they might only get 20% of the base dungeon reward, and 20% of the Roulette bonus. Say that they're running Ridorana, and a Glamour item they want drops, but they got a low performance rating on that fight and were barred from Needing on it.

    In this scenario, individuals who suck slow themselves down. Now there's incentive to improve: it saves you a lot of time. Better reward ratios means fewer dungeons to run. It means faster leveling. It means higher likelihoods of getting the rewards you want.

    This approach would address both player skill, and player motivation. That's the ticket forward, in my estimation. It's possible that player ignorance is the primary culprit, but from my perspective, I see far more of an issue lurking in the realm of player motivation.
    Something like this would generally be impossible to implement fairly without causing mega dramatics..

    Can you imagine it if for example if a tank dies in a fight and suddenly one or more of the dps eats a massive cleave and get killed because they had hate.
    Let's suppose it takes a minute or so for them to get raised and now there rating is going to be way down even though there's nothing they could have done about it.
    open the loot chest from that boss andtheres the item you want but you can't roll....

    Or times when alliance members generally end up killing each other because they overlap all those puddle aoes that happen. and now those players who were safe at the arena edge now find themselves in puddles because players have put those puddles on them and left them no where to go. Or 3 or 4 people die because no one else stacked with them for a stack mechanic. both things that seem to happen frequently in 24 man raids. If players were locked out of rewards because of stuff like this there' would be so much outrage.

    i cant tell you how many times i've been killed because some idiot with one of those repeating circle aoes makes a bee line for my blm who's then forced to try and move when i shouldnt have to. so even if i survived my rating would go down because this dumb guy is chasing me with his puddles....

    a couple of bad players can make even the simplest of things a nightmare to deal with. like in allaince raids yesterday people were dying to the red blue mechanic on angra maiyu because the tanks just couldnt keep the boss still. so what would usually be a quick one or two steps now ends up being trying to dash half the arena floor
    (1)
    Last edited by Dzian; 10-18-2018 at 09:21 PM.

  10. #60
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    Quote Originally Posted by thegreatonemal View Post
    They changed based on speed runs or party setups. Openers are the most important thing to learn for endgame content as they set you up for the rest of the fight. And all classes have a general opener to use doesn't need to be the best for every single encounter but it provides a baseline for the lowest players among us to hit.
    Some jobs have multiple openers, so which ones does the game teach you?

    It's wasted dev time, they would have to update it potentially every major patch cycle, and you know how good they are at continually updating a system. Egi glamours every other patch, everyone?
    (1)

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