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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Miste View Post
    There are plenty of ways to kill another player and ruin their performance while not dying yourself.
    That's exactly why you would need a system that rewards the whole team for doing good and not reward each person. Worst case scenario, if you're personally rewarded for your DPS, it would be to your benefit to help other DPS die so that you'd have to take care of monsters more.

    If the team as a whole is rewarded, you'll have no reason to backstab people.
    (1)

  2. #2
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Reynhart View Post
    If the team as a whole is rewarded, you'll have no reason to backstab people.
    But then you're no longer just aiming for a kill, you're aiming for a smooth, fast kill. The goalposts move. Now you have plenty of reason to remove the weak link from your group.
    (4)

  3. #3
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Liam_Harper View Post
    But then you're no longer just aiming for a kill, you're aiming for a smooth, fast kill. The goalposts move. Now you have plenty of reason to remove the weak link from your group.
    That is a problem why? We already remove weak links from party finder content, which is where the majority of this discussion is aimed at, and we have every right to.
    (1)

  4. #4
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Liam_Harper View Post
    But then you're no longer just aiming for a kill, you're aiming for a smooth, fast kill. The goalposts move. Now you have plenty of reason to remove the weak link from your group.
    People already go for the fastest run available, nothing moves from that. However, if you have a reward for your tank taking less damage, you'll probably see more or them keeping their stance.
    (1)

  5. #5
    Player
    Miste's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,720
    Character
    Miste Vaer
    World
    Excalibur
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Reynhart View Post
    That's exactly why you would need a system that rewards the whole team for doing good and not reward each person. Worst case scenario, if you're personally rewarded for your DPS, it would be to your benefit to help other DPS die so that you'd have to take care of monsters more.

    If the team as a whole is rewarded, you'll have no reason to backstab people.
    Uh...but the OP's suggestion was to add a +20 to loot rolls if your performance is high.

    If the entire group gets +20 on their rolls then what's the point? It cancels it out and negates any bonus at all at that point. I was replying specifically to OP's suggestion so...yeah, not sure why you replied to me with this? It has nothing to do with my reply to him about his idea.

    Your idea is also faulty and not thinking hard enough about the entire picture. One person can play with very high performance while the other 7 barely scrape by....then that one person gets screwed due to other players ruining the group performance.

    It isn't a good system to reward player or group bonuses based on single player performance OR group performance because no matter how well you personally play other players can ruin your bonuses by killing you, playing poorly, etc.

    Either system has serious flaws and in my opinion will only create more grief, hate, and segregation between players than there already is.


    Quote Originally Posted by Reynhart View Post
    People already go for the fastest run available, nothing moves from that. However, if you have a reward for your tank taking less damage, you'll probably see more or them keeping their stance.
    Any system that would reward tanks for staying in tank stance would be incredibly daft. Tanks and healers are so strong that tank stance is almost entirely useless for most things beyond establishing initial enmity.
    (3)
    Last edited by Miste; 01-08-2019 at 06:27 AM.

  6. #6
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Miste View Post
    Uh...but the OP's suggestion was to add a +20 to loot rolls if your performance is high.
    That's why I suggested a performance bonus chest system.
    Quote Originally Posted by Reynhart View Post
    How about a performance based number of loot instead ?

    You could add optionnal objectives to dungeons, that would simply increase the number of chests at the end, to encourage everyone to perform better.
    - No death ? "Flawless victory bonus chest"
    - Less than x number of damage taken ? "Life preservation bonus chest"
    - x amount of total damage dealt ? "Brutal bonus chest"
    - Every monster killed ? "Slayer bonus chest"
    etc...
    Quote Originally Posted by Miste View Post
    yeah, not sure why you replied to me with this? It has nothing to do with my reply to him about his idea.
    I replied to you to flesh out your fear of consequences, not because I was disagreeing
    Quote Originally Posted by Miste View Post
    It isn't a good system to reward player or group bonuses based on single player performance OR group performance because no matter how well you personally play other players can ruin your bonuses by killing you, playing poorly, etc.
    At worst, you'd simply have the same situation as now, you wouldn't lose anything by having a system that support improvement with bonuses. It's like saying "first participation bonus is bad because I could end with no first timer". That's what they would be, "bonuses".
    Quote Originally Posted by Miste View Post
    Any system that would reward tanks for staying in tank stance would be incredibly daft. Tanks and healers are so strong that tank stance is almost entirely useless for most things beyond establishing initial enmity.
    Frankly, tanks play the same whatever stance they use, so it's not like playing would be less engaging. Right now, they don't use it because the only way to earn loot is to kill the enemy. If you had different objectives, it could change the meta a little.
    (1)
    Last edited by Reynhart; 01-08-2019 at 07:31 AM.

  7. #7
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Reynhart View Post
    Frankly, tanks play the same whatever stance they use, so it's not like playing would be less engaging. Right now, they don't use it because the only way to earn loot is to kill the enemy. If you had different objectives, it could change the meta a little.
    Actually, it would because half the engagement comes from optimization. If I'm arbitrarily forced to sit in tank stance, I'm basically losing damage for no discernible reason. Ironically, this makes it so the healers have even less to heal when normal mode is already mostly a joke. Put simply, it wouldn't change a thing. People such as myself wouldn't even look at normal mode for longer than we have to or wouldn't care regardless. Forcing tanks into their stance in a manner such as this screams laziness. It means the devs have no idea how to actually make tank stance engaging or fun but they'll force it on you anyway.
    (2)