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  1. #1
    Player
    Kaurhz's Avatar
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    Jul 2015
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    3,526
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    They shouldn't really be looking at tools to aid in gameplay to be quite frank.


    They should instead look at seriously investing a substantial amount of time into looking at providing a thorough tutorial system that helps overcome some of the game's more fundamental mechanics, and core job skills to help alleviate the disparity in skill levels.
    (5)

  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Kaurhz View Post
    They shouldn't really be looking at tools to aid in gameplay to be quite frank.


    They should instead look at seriously investing a substantial amount of time into looking at providing a thorough tutorial system that helps overcome some of the game's more fundamental mechanics, and core job skills to help alleviate the disparity in skill levels.
    The only problem with trying to create a tutorial for core job skills is that can change every time they rework a job (including mid expansion). That means they'd have to program an entirely new tutorial for every changed job.

    Certainly I'd agree with adding a mechanics tutorial to Hall of Novices. They don't seem to go back and remove mechanics, only add new ones, so they would only need to build on what's already there.

    I'm still waiting for the Limit Break tutorial. There are so many players who have no idea that bar at the top of their screen has a useful purpose.
    (4)

  3. #3
    Player

    Join Date
    Jul 2020
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    1,759
    Quote Originally Posted by Jojoya View Post
    Certainly I'd agree with adding a mechanics tutorial to Hall of Novices. They don't seem to go back and remove mechanics, only add new ones, so they would only need to build on what's already there.
    People don't even follow the current hall of novice lessons. Adding more to it wouldn't do anything unless the community agrees to follow what it says.
    (1)

  4. #4
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,526
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jojoya View Post
    The only problem with trying to create a tutorial for core job skills is that can change every time they rework a job (including mid expansion). That means they'd have to program an entirely new tutorial for every changed job.

    Certainly I'd agree with adding a mechanics tutorial to Hall of Novices. They don't seem to go back and remove mechanics, only add new ones, so they would only need to build on what's already there.

    I'm still waiting for the Limit Break tutorial. There are so many players who have no idea that bar at the top of their screen has a useful purpose.
    I'm not even talking about specific job skills, but rather just general.. Executing combos, executing AoE abilities, etc. Wouldn't even need to be centered around any given job, but rather just some quasi-skills/job, like those which are present during battles where you play as an NPC, then you can use these to set moderate enrage timers to help people build the mentality into them that "Hey if you use combo actions you can push out more damage, or if you use AoE abilities across multiple targets you can potentially deal more damage in the grand scheme."

    Or.. I probably should've highlighted it like a.. 'Hall of the Intermediate", or "Hall of the Advanced", which doesn't necessarily teach you the core mechanics of every given job, but rather puts you in a position where you need to utilize the core mechanics of the job to achieve victory, which could be, again enforced through the use of an enrage timer, silencing/stunning mobs, or sleeping them. As well as incorporating mechanics beyond dodge the AoE, and putting players in positions where they need to use limit breaks. The game does a good job with Hall of the Novice, but it needs more.. More to try and help people learn the game in creative ways beyond the simple text-on-a-screen active help system they have going right now. You achieve learning and mastery through the use of creative, and challenging tasks- Not through the use of oversimplifying classes, with no real consequence or detriment for failing. Which they seemingly have elected for the latter. Those that wish to learn; shall learn- Those that do not; won't. Having no real tangible point for failure does not encourage learning for those reluctant, with slow understanding, or just an overall lack of accessibility to player-created job guides and resources, and just reflection. Which is a significant problem in anything that isn't extreme primal or beyond since people aren't really encouraged otherwise. Besides, people can be lazy if they're allowed or promoted. But this is just me going on one of my rambles.
    (1)
    Last edited by Kaurhz; 03-18-2021 at 02:24 AM.

  5. #5
    Player
    Cabalabob's Avatar
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    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    (0)

  6. #6
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    That sounds nice in theory: "The people who contributed most will get most rewards".
    But how would you judge fairly? Your performance is dependent on 7 other people and this is not just true for healers. Someone ran you over with a nice little nope marker? Say goodbye to loot because you died. Not your fault but you still died. Party doesn't mitigate properly and you're left to healbotting? Looks like less loot for you because you contributed less dps.
    People not aligning their burst/ raid buffs and you get half the rDPS you could get? Tough luck, less loot it is. Someone stood at the wrong position and you adjusted so you don't wipe and dropped dps? Yup, less loot. You sacrificed yourself so the run can continue? Less loot. Tank positions the boss poorly and melees lose a lot of uptime/ positionals? Better luck next time.
    All it would do is encourage selfish gameplay because now everyone is out for more loot and playing selfish and griefing others is the easiest way. Whatever tool you implement it can never judge performance fairly because it can't see things like someone adjusting to prevent a wipe. Even if it counts casts for mitigation skills or taking unavoidable damage, unless you know the circumstances you can't judge it fairly and it's easy to manipulate to your favor.
    (18)

  7. #7
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,526
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    No, and a thousand times no. Whilst I can understand your grief, this is not a solution. Doing better heavily relies on your resources; what gear you have, what melds you have, what lost actions you have, what essence you have, the composition of your party, and in some cases, the competence of those in your party, reigning true especially for support classes.

    Besides, all you do with this solution is punishing players who are newer to the specific encounter than anything. Not to mention it opens up a whole reason for people to grief those in the party that are competent. I can do it in Choctober. I can do it in Castrum, I can do it in Delubrum, as you can with practically every other encounter. Just get over it, honestly.
    (10)
    Last edited by Kaurhz; 03-17-2021 at 10:50 PM.

  8. #8
    Player
    Ralph2449's Avatar
    Join Date
    Feb 2021
    Posts
    221
    Character
    Iris Nakiri
    World
    Omega
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Cabalabob View Post
    That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    That would never work and it is as flawed as people who obsess over parsing and thus unironically make starts that focus on having the highest uptime rather than doing the encounter well, that kind of system would push people to just focus on dps at the expense of everything else and everyone else, in addition many mechanics dont target everyone equally which does affect the """performance""" of those people who might have played perfect and lets not even talk about those mechanics that can kill you because someone else didnt manage to move to the right place in time.

    The loot system is fine as it is, this entitlement and elitism of "I deserve better than the rest" isnt healthy and shouldnt be pandered to because it only turns game communities toxic. If you honestly are a good player then that knowledge is reward enough, you dont need a game or a company to reward and congratulate you for that because all it does is scream insecurity.
    (3)

  9. #9
    Player
    LaylaTsarra's Avatar
    Join Date
    Feb 2014
    Posts
    4,918
    Character
    Y'sira Kurai
    World
    Halicarnassus
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight.
    You mean like the healers who run profane and NEVER cast a heal. Doesn't matter if the party needs healing they continue to glare glare glare and leave it up to the other healer or healers to keep the party alive. You got to be joking.

    This damage centric mentality is really a joke. People new to that duty are also every bit entitled to the loot just like everyone else.
    (7)
    Last edited by LaylaTsarra; 03-18-2021 at 12:34 AM.

  10. #10
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Cabalabob View Post
    Personally I think that they should do a fundamental rework of the loot system. The way the game works now is so unrewarding, you play at your best, do the most damage, kill all the things... then the guy who was dead the entire fight walks out with all the loot cause RNG...

    It would greatly incentivise players to do better if the loot was locked behind challenges. Think like personal spoils in castrum or delubrum and the more you contribute the more spoils you’ll gain at the end of the fight. That way players who are performing at their best will be done after one run and have everything they need, while players who still need to improve will need to run it extra times to get more practice in.
    This is more about what to add to the game, not really about revisions.
    (0)

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