NO! What if poor ol' johnny gets an F? His feelings will be hurt, and it would tell him indirectly he needs to play """""""""good""""""""good thing Wise Yoshi will never allow such an opportunity.
NO! What if poor ol' johnny gets an F? His feelings will be hurt, and it would tell him indirectly he needs to play """""""""good""""""""good thing Wise Yoshi will never allow such an opportunity.
Careful, you wouldn't want those poor healers crying about the game telling them how poor they were at dealing damage. (because they didn't do any)
Might seem interesting, but the "you don't pay my sub" types will likely prevent it from ever happening.
It's always amusing when the limit break is pulling more """dps""" than a player.
Adding a personal log of dps/healing done I could agree with but rating would create a really problematic thing: to rate something you would have to establish a measurement before, and who/what should decide what is good/acceptable/bad dps (or healing done) ? There is a reason why the devs are very ambivalent on the whole topic.
I really don't know if SE could even pull this off. I don't know if any development team could.Agreed. This is why they have to be very careful with how they implement it. DPS jobs in particular cannot be graded on their DPS alone. Doing things like taking avoidable damage and letting their enmity get to a certain point would greatly reduce their score. But the system would be pointless without increased incentives for better performances.
I mean, let's look at something as simple as avoidable damage, since you brought it up. Ideally, it's all avoided. Sensible enough. So, we design this system to ding people for taking avoidable damage. But, well, I suppose we'd need an exception for shared-damage attacks, since people really should spread the damage there. We might also want to consider the fact that the ding incurred by a RDM for getting hit should be significantly harsher than a BLM, because RDM doesn't even really have a rotation to interrupt whereas a BLM losing Enochian costs them significant DPS. So now we've got a potential need for job-specific performance metrics, which take into account the nature of how each job plays. And should either job get dinged if the "avoidable" AoE only hit them because the tank fouled up and turned the monster in the wrong direction?
It's an incredibly complex problem.
I think a more productive approach would be expanding the SSS encounters. Rather than a training dummy, put in a couple of key NPCs to simulate fight mechanics. Then, the game could give moment-by-moment feedback, potentially: "Careful of the AoE, Kupo!" or "Try not to let your DoT abilities drop off!", followed by an easily-digested DPS score at the end (with an assumption that you also meet key criteria such as keeping everyone alive as a healer, holding hate and mitigating damage as a tank, etc.). It still wouldn't be perfect, but I think it would provide a better learning opportunity for fights than playing with a group of relative strangers who may or may not be screwing up themselves.
I can't even see how SE could do something so complex depending of what can happen, and how people will troll with or abuse flaws in this kind of system.
Example 1 : a stack marker appear on someone else, i go stack with him but everyone else is staying away, so i get killed for doing the mechanic properly. Do you count my death as a bad thing or a good one ? How do you handle my dps loss that ensue (cause no mana left and death debuff) while i did nothing wrong ?
Example 2 : if someone else keep following me with his aoe marker and get us both killed, are you removing points from me ? As in 1 how do you handle my dps loss ?
Example 3 : how do you deal with people getting killed so often that i sometimes get out of mana on my rdm rezzing them ? Should i get points removed for not being able to dps anymore with lucid still on cooldown, while i did a good thing rezzing these two healers hoping that they will save the raid ?
Example 4 : if i know i can survive an avoidable aoe, should i getting points removed for staying in it so that i can dps more ?
Example 5 : the tank turn shortly the boss towards the group, i get cleaved and killed while the tank is still alive. Who do you remove points from ?
Example 6 : the tank start to run everywhere with a big group of mobs. Do you take points from me as a MCH because i can't dps with my bishop turret properly, and keep wasting 10 seconds cooldowns because the tank can't stay still ?
Example 7 : if there is personnal rewards involved, how do you deal with people being killed on purpose so that their healer friend can get a good grade rezzing them multiple times ?
If you can't even answer these simple questions (and i am sure we can find way more of them), then maybe a duty performance grade is not as good an idea as you think.
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