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  1. #1
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100

    Tools they could add besides DPS meters... (For endgame)

    Was thinking on this after running it multiple times.

    1) Personal replay system to understand what happened when you died. Like snapshot the last 5-10 seconds before you were killed, and have the ability to replay that. Also, show hidden target areas of the attacks when doing the replay. It will help a lot.

    2) A checkbox progress meter based on key mechanics the boss does. This is more of a personal record so you know what specific mechanic you've survived past. It's not perfect, but I'd love to be able to know how many more checkboxes there are before the enrage hits on each fight. They could even have ??? next to the ones you haven't seen yet.

    Was trying to think of other things but those two would be "nice to haves". Not sure what else would be missing.
    (5)

  2. #2
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,907
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Ah, a good topic there.
    SQEX doesn't do anything to point out mistakes or if you misunderstand the game.

    One thing I'd like that goes into your 1 is a Death Recap. It's a shame to admit but we struggled in our E9S prog because we couldn't exactly figure the beam mechanics right away. Am I dead from a share, did I died from something I should avoid? Usually they tend to point avoidable damage with insta-death or vulnerability debuff.
    Other times, there can be debate when a tank dies, is it the healer or the tank fault? Damages shown on death recap would be usefull aswell.

    Another tool I'd love is something like XIVAnalysis, a tool that doesn't look into your DPS, but rather into your rotation.
    Did you break a combo? That goes into a report.
    Did you overcapped resources? That also shows how much and when you waste resources.
    Your big cooldowns are in the raid buff window?
    Did you correctly used mitigation?
    Did you left a GCD drift and missed uses?

    And on and on, ways to improve your performances and only available to the player. And why not getting a score for savages/ultimate you could show in your profile so your abilities could be gauged.
    (8)

  3. #3
    Player
    Ralph2449's Avatar
    Join Date
    Feb 2021
    Posts
    221
    Character
    Iris Nakiri
    World
    Omega
    Main Class
    Black Mage Lv 80
    I think a feature that says what you died from exactly in your own combat log would be really helpful, there were times I died and I was uncertain which mechanic caused it since the combat log only shows damage and no specific names


    Quote Originally Posted by CKNovel View Post
    And why not getting a score for savages/ultimate you could show in your profile so your abilities could be gauged.
    Completely against anything like that though, such types of "scores" only lead to gatekeeping and elitism, the effects can be seen by what a mess raider.io has turned WoW into and this form of "tools" are a slippery slope.
    (10)

  4. #4
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,470
    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)

  5. #5
    Player
    Cabalabob's Avatar
    Join Date
    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
    3,470
    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
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,088
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I feel like they ought to do something to encourage people to play better so they're not met with a rude awakening when people start criticizing or just replacing them when they attempt to move into harder content but are simply not pulling the numbers required, but considering that they removed one of the only progression walls in the form of the MSQ duty DPS checks it seems like they'd rather let performance continue to be a strictly player-enforced endeavor.
    (2)

  10. #10
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,091
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Colt47 View Post
    1) Personal replay system to understand what happened when you died. Like snapshot the last 5-10 seconds before you were killed, and have the ability to replay that. Also, show hidden target areas of the attacks when doing the replay. It will help a lot.
    There is actually a Duty Recorder feature, although I haven't used it.

    2) A checkbox progress meter based on key mechanics the boss does. This is more of a personal record so you know what specific mechanic you've survived past. It's not perfect, but I'd love to be able to know how many more checkboxes there are before the enrage hits on each fight. They could even have ??? next to the ones you haven't seen yet.
    You may as well just google it. Someone will have a list pretty quickly.
    (0)

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