There is a time bonus for clearing Dalriada first boss pretty quickly, the 3rd chest with 60 coins.
will never happen with dps checks on an individual level especially the quest completion not being marked, they would loose to many subs at that point and its a business first and foremost. its about the money. Also, unfortunately, the casual player's far outweigh the ones that learn the job and play it to the fullest but that's why we have ultimates, savages, and such but even then those turn into carrying players.I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.
Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
I'd imagine they won't do this because it's going to lead to hostile behavior in the case of a wipe or very new player. It's also not going to be fun if you're the good player in the group and the other 3 players result in you losing all rewards for the dungeon.I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.
Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
That said, I wouldn't mind some form of reward for good play. Comms just don't work, the majority of players either don't care or aren't experienced enough to judge who deserves one. FF14 unfortunately is one of the most thankless games to perform well in. It gets you nothing but occasional belittlement.
A system that evaluated you personally based on dps, healing (minus overheal), amount of damage mitigated and so on and gave you something, even if only some collectible stars that lead to achievements with a few rewards for different tiers would be a big improvement. It would give newer players motivation to try and improve. But you don't lose on anything significant should one player slip up or run a bit slower.
They can implement it all they want. Doesn't mean people will use it. Heck an intermediate hall has been asked for for years. Part of the reason is a difference in culture between JP and the rest of the player base. They use the DF and PF differently. Most see what many NA and EU would call the bare minimum as unacceptable. As everyone tries their hardest to not be the one letting the group down. Even if we finally got something implemented you'd have the same people who give the typical responses to anyone asking nicely to improve groan and complain about it.
Specifically if it was handled like the ARR extremes and CT where you have to do them before continuing whatever expansion story you were going through. You know the whole ugh why do we gotta do this "hard" content? The games I play shouldn't feel like work. While also getting those who go and say things like oh well why should I have to do this when the rest of the content I do is so dang easy I could have my cat play for me. And why? Because why should it matter as long as we cleared it. Heck, there's people who have said as long as you have that sprout marker it's totally fine how they act or perform cause they're still a baby. You know even when you run into said sprout in Amurot. Which yes I did have that happen.
So, even though I would love it if we had a way in game that was there to actually help improve people's performance in such a way that you'd only know from them getting a title or gear that came from it I don't see it happening due to the Devs having been very leary of wanting to put something in.
I actually like it, and it's lore appropiate too. At certain points in the MSQ have an NPC testing your abilities with an actual hard solo instance that you are not able to fail and retry in Very Easy mode. You are not able to continue with the MSQ because the NPC won't trust you or deem you worthy for the challenges ahead till you clear the instance.
After all, would you send the Hero of the Floor Champion of the Vuln Stacks on a mission to save Planetos from the end of days?
lol square enix would never do this, so many players would quitI actually like it, and it's lore appropiate too. At certain points in the MSQ have an NPC testing your abilities with an actual hard solo instance that you are not able to fail and retry in Very Easy mode. You are not able to continue with the MSQ because the NPC won't trust you or deem you worthy for the challenges ahead till you clear the instance.
After all, would you send the Hero of the Floor Champion of the Vuln Stacks on a mission to save Planetos from the end of days?
And not even necessarily bad players *points at my previous post about the time WoW did this*
I wouldn't tie them to mentor as people who just want the crown to just have it would still go and do anything you implemented to keep it. Again I would love it if the game would keep a better learning scale. Yet, I remember the amount of threads people made about Steps of Faith before it got nerfed on how hard it was. It was mostly only difficult because it was one of the few and sometimes the first time you actually had to rely on the rest of the group to know their skills, learn the mechanics and work together. We didn't get anything difficult until Bardem's where people were thrown off with how hard everything hit.An intermediate hall needs to be a thing, as does an experts hall. Tie completion of that to being able to mentor people, and tie completion to being able to progress the MSQ. (You may groan at that, but I groan at max levels not having a clue on how to play)
To go at the point of folks potentially being mad at having to do harder content to progress, should games not have scaling difficulty? It just makes sense. If you're a lower level, you get easier content, start to get half way - get some more challenging content, so on and so forth. As it stands, majority of the dungeons in this game are just reskins of one another... Beyond just having higher tiers of halls, there needs to be content that actually requires people to try. (looking at you, hard mode dungeons that dont exist anymore) Not just EX, Savage, and Ultimate.
Even the Nadhham was hard for some as up to that point even enemies in solo instances melted. The devs have shied away from having any slight increase of difficulty to the point where when people do actually try something harder than what the story gives them they complain about the spike.
Title. (and no, the smiths outdated tutorial doesn't count)
I'm getting sick of running dungeons, trials, etc. whatever the hell content, and people just don't have a clue.
The usual suspects are out:
- Healer who stands still, doesn't deal damage, cant even keep up with healing
- Tanks who just sit there and pull 1 group at a time
Some people play this game casually, hate to break it to you. Not everyone is going to be up to the same speed as you with the game.
Last edited by Voison; 07-10-2021 at 09:05 AM.
|
![]() |
![]() |
![]() |
|
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.