Results -9 to 0 of 831

Threaded View

  1. #11
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,507
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Quote Originally Posted by lezard21 View Post
    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.
    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.

    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.
    (25)
    Last edited by Kaurhz; 07-10-2021 at 09:06 AM.