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Last edited by EnigmaticDodo; 10-15-2021 at 12:43 AM.
I don't think telling people "you got a new skill! read the description and test it out!" would help if they refuse to try things for themselves. Seems like many players wilfully choose to do the bare minimum.
Shucks, it would appear i just described how people behave in all multiplayer games...
The thing is if people don’t have an interest in figuring the game out they won’t try to figure it out. The mechanics in this game are very simple. It should be common sense that a healer is expected to DPS, that AOE spells are almost always better to spam than single target when there’s 3+ targets, that pulling the max amount of mobs you can handle is ideal, etc. These things are really obvious to anyone who reads tooltips or uses critical thought to figure out how to maximize their potential. But the fact is not everyone has interest in doing such. They play games just to push buttons and get loots “efficiency” be damned
You can't teach someone who's not interested in learning. You can't get someone to put in effort when they feel the content is beneath them.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 (and no, the smiths outdated tutorial doesn't count)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
- DPS who single targets mobs when you have like the entire dungeon on you
- Tanks who just sit there and pull 1 group at a time
- People at max level who have no damn idea how to play their class whatsoever (example: Fire 1 Mage at level 80.)
What the hell is going on?
I've been feeling like I'm some crazy elitist just because I have an expectation that you have like an iota of competence.
IDK, detract me. Thanks.
Also, Im not going to bother trying to teach people things in game. Been there, done that. You get screamed at.
Those who are willing to learn and put in effort are doing it already.
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.
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.
My problem with this is it does help to breed a toxic environment. Getting better is gradual and not immediate progress so random groups on DF will only end up being at each other's throats if this has any bearing on group progress, looting or achievements.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.
You just need to deal with the simple fact of the matter that players won't meet your expectation. Then the other question is does your expectation of what constitutes 'good DPS' align with how SE would attune these values.
The biggest rule in teaching is you do not force someone to learn, ever. It is something you encourage over time, and progressively in creative ways. It just happens that SE is severely missing the mark on progressive and creative in this regard.
Last edited by Kaurhz; 07-10-2021 at 09:06 AM.
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.
The toxic environment already exists perpetuated by people who want to do less than the bare minimum expecting others to carry them and throwing tantrums when someone tries to explain them why they are doing things wrong.
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