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  1. #1
    Player
    thegreatonemal's Avatar
    Join Date
    Jun 2015
    Location
    Gridinia
    Posts
    678
    Character
    Malcolm Varanidae
    World
    Marilith
    Main Class
    Lancer Lv 100
    Quote Originally Posted by NanaWiloh View Post
    Bar already raises does nothing to stop people from playing like trash. When I see people in full savage playing like garbage one moment, then the next moment playing like they know what their doing. Makes it pretty clear to me people choose to play like trash when the chance presents itself. Being new and learning is one thing, intentionally playing garbage while knowing how to play is another.
    The bar hasn't raised at all. People troll in video games. Sometimes just to do it other times to change things up A week or so ago me and some buddies make an titinia ex party and we didn't have our job stones on. Only one person in the party did and we still cleared in about the same amount of time a good party did when it was relevant content just as an example.

    If the bar was actually raised people wouldn't be able to do things like that and still win.
    (0)

  2. #2
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,590
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by thegreatonemal View Post
    You can if you've taught the players the proper way to play then you can raise the bar for clearing content. Making the way for harder and harder content as players level up. Players then have the choice to stop playing or play the the standard.
    Developer conundrum: how to best satisfy the small core of "make it so hard that unskilled players quit" without actually changing the game so completely that unskilled players quit.

    Business conundrum: more players in an MMORPG equals more revenue. Deliberately creating leveling content that encourages players to stop playing equals less revenue. Which, as the owner of the business, do you pick?
    (1)

  3. #3
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Hall of the intermediate/masters should be the content itself and reading the damn tooltips lol
    (0)

  4. #4
    Player
    MirielleLavandre's Avatar
    Join Date
    Aug 2013
    Posts
    647
    Character
    Gabrielle Beausejour
    World
    Halicarnassus
    Main Class
    Paladin Lv 100
    I remember the Maat limit break fights in FFXI...imagine if FFXIV had gatekeeping like that in order to level up further lol...(never ever would happen!). Even getting the testimony to even do the LB5 was quite the experience..
    (0)
    Last edited by MirielleLavandre; 07-30-2020 at 08:43 AM.

  5. #5
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    1. Requirement for joining the DF after lvl 30: Hall of the Novice Complete, Job Stone Equipped

    Goes over basic job functions

    2. Requirement for joining the DF after lvl 50: Hall of the Adept Complete

    Goes over newer added elements of battle (stack markers, CD management etc)

    3. Requirement for joining the DF after lvl 70: Hall of the Master Complete
    (1)
    Last edited by Deceptus; 07-30-2020 at 11:21 AM.

  6. #6
    Player
    SingleMaltFan's Avatar
    Join Date
    Oct 2019
    Posts
    24
    Character
    Alexandria Vasileva
    World
    Malboro
    Main Class
    Scholar Lv 90
    Implementing this won't give the results you're looking for. Neither the Proving Grounds in WoW nor the Gatekeeper in Secret World were any kind of test of competence in dungeons or raids. They were solo fights with artificial limitations that in no way tested or prepared a player for group content.

    You learned how to beat those specific fights solo, and very little of what you did bore any resemblance to how you played in a dungeon.

    I suppose you could argue that such a system would weed out the hopelessly incompetent, but the merely bad would still get through. And it would do nothing whatsoever to deter jerks.
    (2)

  7. #7
    Player
    jazo's Avatar
    Join Date
    Sep 2013
    Posts
    370
    Character
    Aliane Redwyne
    World
    Shiva
    Main Class
    Samurai Lv 80
    Its a good idea to have a high end job-role tutorial stuff, but since they keep implementing and changing job actions (and some even revamping them completely) other than the very basics on novice level will just waste dev time every time something changes, so they MIGHT implement something like than after the number crunch and revamps for next expansion.
    (1)

  8. #8
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    I think rather, the Guildhest system should be chucked out and instead replaced with solo tutorial-esque missions which cover certain things... Basically have them replace the combat dummy thing (or have one of these guildhests BE vs a combat dummy).
    I would like to think these guildhests just be a bunch of mechanics thrown at the players to clear; something like Titan's rotation to teach that most bosses have a rotation/pattern that's predictable.

    The thing really is though, whatever mechanics they "didn't get" eventually just become a common thing later on- specifically "harder" mechanics found on raid bosses often just become normal dungeon bosses in the following expansion.

    If anything the game itself needs to polish/rework their own use of mechanic iconography so that there isn't ambiguity on what certain symbols mean. This is often a problem in 2.0-3.0 as their meaning is different fight to fight. Normally I'd say it's part of learning a dungeon/raid boss, but the game will often use the generic red/blue/purple arrows to mark things that other perfectly good markers exist

    (the gather/run away mechanic on a certain heavansward slime throwing dinosaur is exactly what I'm talking about)
    (1)

  9. #9
    Player

    Join Date
    Jul 2020
    Posts
    1,759
    The "unpopular opinion/(tank) rushing" thread actually reminded me of this thread and of a certain phrase:

    "You think you do, but you don't."

    People already don't necessarily follow what Hall of Novice actually teaches. If there is further expansion to the hall, my guess is it will teach even more things that the player base don't actually follow as it could have different objectives to what the player base might have.
    (0)

  10. #10
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Yeah, not everyone is gonna care or learn anything, but by that same token not everyone would feel that way either.
    It's still a useful tool that some would find helpful. I know I sure struggled when I first started and Hall of the Novice really helped me out.
    If they had tools to teach me more advanced things I def would have had less problems later too.
    (0)

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