What I suggest is realistic within the game's pre-existing systems and code.
What you suggested requires more time and to develop a system that would take a lot of work because of the engine that ffxiv uses. The game needs to tally these things, form an algorithm based on average performance and then distribute accordingly and somehow not get abused.
This is why games don't tend to do this and opt for ones that are time based like overwatch, call of duty, pubg, battlefield, league of legends, the list goes on.
Take a healer for example, a healer with lots of damage done would be evaluated as being above average and as a result recieve better rewards but would be costly and ineffective as a team.
If you just make it a zero-sum game where your knowledge and skill will win you more games and get you the currency, this is not only easy to implement, but cheap and cost effective based on the outcomes it gets.


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