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.Here is the problem you can teach a player how to play their role. But you can't force them to play properly after you teach them, brining you back to the original problem of getting them playing correctly. WoW's proving grounds showed this pretty clearly, players would go in play well enough to beat it then go right back to playing like trash.
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
Last edited by Deceptus; 07-30-2020 at 11:21 AM.
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.
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.
Last edited by NanaWiloh; 07-30-2020 at 02:24 PM.
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.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.
If the bar was actually raised people wouldn't be able to do things like that and still win.
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.
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)
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.
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.
As long as the development of this feature didn't get in the way of any other development projects, even on a small scale like new primal weapons, triple triad cards, etc, then I wouldn't mind it.
But there is so many guides on YouTube and other platforms that we really don't need this, if someone really wants to learn they will do the easy step of watching a guide or reading a tool tip.
Plus don't confuse players who are trying to learn/ haven't fully figured out thier job yet with a bad player, cause everyone learns at different paces and anyone that's played this game long enough doesn't need me to spell out the difference in these kind of players.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.