THE NEED:
An important aspect of gameplay within FFXIV is the ability for new players to find parties for dungeons, trials, and raids. This allows newer players to be able to fully enjoy all the content of the game smoothly. Some of the ways FFXIV achieves this is through the duty roulette system, Relic quest requirements, Tomestone attainment, and other systems. The problem is that re-running old content can become monotonous and bland after multiple runs, and after some time it is done more out of necessity than for enjoyment.
This system would give more incentive to players for re-playing old content and would make it both more enjoyable and more engaging, whilst also encouraging those players who choose to use the system to learn more about their job and improve in their role.
THE SYSTEM:
My proposal would be for a letter rating system (A, B, C, etc.). An important aspect of the system would be to reward and challenge both hardcore and casual players. This means the top tiers would need to be difficult to obtain to make them feel prestigious, whilst also making the lower tiers of ratings feel fun and enjoyable for casual players and not feel like a penalty. For this reason I propose the following rating tiers: C, B, A, S, S+.
The thresholds for each tier can be determined by looking at the average data for each dungeon, with the B rating being assigned to a threshold that encompasses the majority of players. The reason for this is because a rating of B encourages improvement (and replayability) whilst also not sounding harsh or punishing. The rating of A should be achievable by casual players with a moderate amount of effort and concentration, which ensures that this system feels rewarding for casual players. The ranks S and S+ would be catered to the more hardcore players and would be much more difficult to achieve. This ensures that hardcore players also feel challenged and rewarded from this system. Lastly the rating of C should be reserved for particularly poor performance much below the average, this would serve as an indicator for those who are not playing their job correctly and want to improve (the assumption that they want to improve is based on the fact that they would have manually enabled this rating system to begin with.)
THRESHOLDS:
This is just an example of how the threshold could be set to achieve the goals set out above. Threshold criteria would be different for each role and would be based on the average performance metrics of the top x number of players.
S+: Top 5%
S: Top 15%
A: Top 40%
B: Top 100%
C: Outliers falling far below the average (The rating of C is basically a polite warning that you are doing something wrong)
*The reason for B encompassing the performance level of 60% of players is to prevent the possibility of players asking other players what their ratings are, or demanding to see screenshots of ratings to prove their skill. This prevents the possibility of players getting kicked from parties based on their rank (as a rank of B could be given to anyone from the lowest-performing players to the top 41% of players). This could of course be adjusted to be more or less broad as required.
This is just an example and it could be adjusted for different duties or depending on feedback.
RATING CRITERIA:
The criteria for ratings can be different for each role and can be based on a players individual totals at the end of a dungeon/trial/raid.
DPS roles can have their criteria based on their total damage output at the end of the duty + the effectiveness of their buffs. Damage output thresholds would be set accordingly for each duty.
Tank roles can have their criteria based mainly on damage taken + damage mitigated, whilst also taking into account their damage output and losing points for total damage taken by other party members.
Healer roles can have their criteria based on both their total healing and their damage output. The key is to find the right balance so as to reward healers for playing their roles both when they are spending most of their time healing a party that is taking lots of damage, and when they are spending more time dealing damage due to the tank effectively holding aggro and using defensive abilities.

Reply With Quote


