If there's one thing I've learned in my time playing and discussing FFXIV it's that you can't underestimate the skill floor. This is just my brainstorming on potential ways to raise that floor across the board, admittedly motivated at least somewhat by my selfish desire to not see the dev team continue to lower the ceiling in an effort to narrow the gap.
I admit I'm not the most ideal person to come up with this sort of thing. I'm motivated to do my best both out of pride and also a sense of responsibility towards the other people I encounter; I never want to feel like dead weight or like someone might perceive me as such. I realize that this isn't entirely uniform across the board so rather than focus on driving home the moral point behind my reasoning I'd prefer if we could leave any kind of ethical discussion to the side and focus on functional applications within the game to steer people in the right direction.
The first step to try to increase overall player knowledge/performance would be to understand why some players are doing so objectively poorly to begin with. I think this can be broken down into two main reasons.
Firstly, a lack of knowledge that they are underperformers.
In plenty of games (though not really FF games) you're able to win by mashing buttons a fair bit of the time. There is no inherent reason for someone trying to play this game differently from those. There may be some sort of overarching strategy to what they're doing (I've seen people in fighting games who understand high/mid/low hits but don't bother to learn combos) but overall they're of the belief that it's effectively a free-for-all.
To try to combat this we need to show this group of players that there is a really big difference between playing correctly and incorrectly. I think we can do this with either a carrot or a stick, since it's been made clear (though I strongly disagree with the stance) that there will be no ingame dps meter. ,
The stick is simple, but unlikely. Solo instances which necessitate some basic understanding of your skills to complete. I think tying such things into job quests would have been great but even just some main story battles that you will fail without proper dps would be awesome. Sadly, SE has already backpedaled on the laughably easy standard of difficulty in the story battles we see now with their introduction of easy/very easy modes. I'm sure in the coming years we'll see an option to just watch a cutscene of the battle too.
If we can't punish people for doing poorly I do think a really attractive option is to reward people for doing well. Clearly there is a measure of dps within the game, I think seeing a tangible reward contributing appropriate levels of dps would be really great. Even if it wasn't tied to every instance, if we gave out 1.5× exp/tomes for any roulette where you contributed adequately (with perhaps a small nerf to the baseline reward) it would incentivize people to try to reach the threshold for their bonus. With no ingame dps meter, and therefore no way to know exactly how well they're doing or need to do, they'd have to actually try if they want the gold star.
I'm also specifically not trying to delineate multiple levels of play here - it would functionally be a pass/fail system. Encouraging min/maxing in casual content is not what I'm after here, I'd just like to see people get more educated about the game.
So that's how I'd like to propose we help people who don't know they need help, but there are certainly people (even people I've encountered on these forums) who are aware they're underperforming and don't want to improve. This is a really foreign concept to me but I'm trying to wrap my head around it.
I do think the prior suggestion might get some of these people off their butts enough for the sake of their own rewards, but is there another way to change some minds?
My first thought was of the mentor system. I thought it was great that SE updated the qualifications necessary for mentorship, it was a move in the right direction in my opinion. I hope to see this continue to develop.
Next up I'd like to add a further prerequisite to mentorship - completion of a Stone, Sky, Sea-style basic trial. It would be ilvl-synced so that gear is a non-issue and require some basic, relevant mechanical handling to your role. If you're tanking you'd need to properly mitigate a few big hits, if you're healing you'd need to keep some NPC targets alive and every role would have to do a set amount of damage as well as contend with some common mechanical indicators like ground AoE, stack markers, look-away mechanics and the like.
I don't want this to be some really difficult gate to mentorship, I think the standards should be quite low. Mechanically it should be no more involved than a normal raid and the dps requirement should be tuned as such.
My reasoning for picking the mentor program is also two-fold. First, people want the shiny thing by their name. Second, it's currently a pool of people who aren't consistently able to set even this relatively low-level example for new players. We'd be killing two birds with one stone.
Sure, I know that even if SE implemented all these changes there would still be a group of people who just wouldn't care enough to try and that's fine I guess… but I think it'd go a long way towards convincing a lot of people on the fence about things to at least look over a guide and read their tooltips.
So what do you think? Can you see any other ways to convince people to improve? I'm all for some more suggestions, I'm positive I've not come up with the best ones yet.