The job quests should probably actually teach you the job you're playing. Walk you through your abilities and require their use for quest completion.
The job quests should probably actually teach you the job you're playing. Walk you through your abilities and require their use for quest completion.
I agree to an extent but when I hear stuff like pull more than one group of mobs then I'm like I never read that particular tooltip. You queued for something and therefore agree to be paired with random people who could potentially be bad. If it bothers you make a PF. This forum is way too much of an echo chamber for my taste.
That is of course where it should come into play first, but if those mechanics don't come into the content unlocked down the road from those solo duties, you naturally divorce that learning from the apparent intent of the game.
Again, I share many of your concerns with Lezard's list. I just don't believe the general ideas the list seems to follow are going in a fundamentally wrong direction, so long as the implementations (the individual fight designs or its mechanics) are well situated.My issue with the suggested list is it wasn't rewarding players for good play, you were effectively punishing them within the duty itself for not performing up to a baseline.
Then the game needs to do more to keep the good players around. Give players that clear current Raid tier or Ultimate 3 months of free gameplay. Or give them access to a special ward in housing areas where all houses are mansions but cheaper to get so long as you have the corresponding title to buy them.
A pseudo-enrage mechanic. It would kill the player that failed the DPS check, not the entire party. Once the player gets tired of constantly dieing he will be motivated to learn how to play his class.
It's under Prohibited Actions of the ToS-> Obstruction of Play. You are preventing people from progressing with the game by purposefully pulling single group of mobs.
Last edited by lezard21; 07-10-2021 at 10:34 AM.
Again, incorporate or encourage this process of learning into the solo duties through the creative use of mechanics or systems that help to encourage the process of learning. It should be something that has no bearing on other people, especially if it is something that seemingly does potentially punish other players.
If we want to look into a direction that involves encouraging learning, whilst still incorporating them into the dungeon then a bonus exp/tome checkpoints could be included to help encourage this. E.g. you hit the goal of doing x, y, or z then you get a checkmark that provides bonus exp or tomestones. This could be anything from the execution of an ability a certain amount of time, or a limitation therein. Then you have the point of expanding that effort from a personal perspective without necessarily involving mechanics that seemingly punish players for bad play, but rather rewarding people for good play.
My issue with the suggested list is it wasn't rewarding players for good play, you were effectively punishing them within the duty itself for not performing up to a baseline.
I'm all for a new context that encourages different behavior, but forcing this process, or punishing for not meeting this behavior baseline won't sit well with players. EXP multipliers to individual bosses for correct, proper, or efficient execution of mechanics, be it fight or job mechanics would be a great way to start.
I don't want to have to worry about that healer or tank potentially killing themselves or the tank, just because someone decided that adding a stacking mechanic to GCD heals was a great way to try and force players into something. Especially when more often than not more damage on the bosses will translate to faster kills, which means the boss does fewer mechanics and overall a smaller window for mistakes. So this rides as much on the DPS playing their job correctly in addition to the tank, yet someone wanted to propose the bizarre idea for potentially punishing the healer for trying to compensate?
Oh, I fully love this idea of bonuses! Incentives are way better than punishing players, though I think there'll still be some potential for elitism and toxicity. But I think the benefits outweight the costs.
That is the funniest thing I've seen all day. The dungeon not going as fast as you might prefer is not preventing you from progressing. If the tank is pulling mobs, and the group is killing them and moving through the dungeon then...you're progressing.
They're literally just a matter of "glass half empty/full". If there's a bonus that you were unable to get but expected to be able to receive, you were "punished". If you didn't get punished when such was your expectations, you were "rewarded".
I'm really not sure how they connected those dots. Also not sure how I missed that in their post. Wow is all I have to say. Just because a group is slow doesn't mean they are breaking the ToS. lol That's some major grasping at straws.
Not really, big pulls are for experieced players. The new players preffer feel how it works slowly. Specially for new healers, to know better how spells work.Then the game needs to do more to keep the good players around. Give players that clear current Raid tier or Ultimate 3 months of free gameplay. Or give them access to a special ward in housing areas where all houses are mansions but cheaper to get so long as you have the corresponding title to buy them.
A pseudo-enrage mechanic. It would kill the player that failed the DPS check, not the entire party. Once the player gets tired of constantly dieing he will be motivated to learn how to play his class.
It's under Prohibited Actions of the ToS-> Obstruction of Play. You are preventing people from progressing with the game by purposefully pulling single group of mobs.
Last edited by Fellgon; 07-10-2021 at 10:53 AM.
Plenty of MMOs have done like...optional bonus objectives, speed bonuses, etc. Or like optional bonus bosses that may have some extra mechanic or something. I think the benefits are good.
I still don't like them much. I can do them easy enough at this point, but they're stressful and not fun, especially at lower and mid levels where big pulls tend to wipe parties in dungeons where the packs hit like trucks (and/or are weirdly spaced) and it's hard for healers to keep up when on the run. The later game shifted towards easier big pulls and those are fine, but still annoying to me lol
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