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.
Yes and this just augments that toxicity by attaching performance metrics to rewards. If you're in dungeons and 3/4 players barely even the minimum with one to snuff with everyone minimum item level then I'm sorry but the dungeon most likely isn't going to go as smooth as you'd like it to go. If that tank isn't comfortable enough doing full wall pulls, then that drags potentially other people through the dirt and negates their opportunity at a reward. People are bad enough without rewards attached, or penalties, let alone when you start attaching these things.
I get it, I really do. I get tired of people that can't be bothered, I get sick and tired of people that can't even be bothered running an essence in Delubrum and I've done this long enough for it to leave scars on my soul. But the simple fact of the matter remains is you cannot force someone to learn, and potentially punishing players that do care about their performance by creating time-based rewards or loots just creates conflict between players.
If people don't care about their efficiency or their time, then there's a fairly decent chance they aren't going to care for what forced learning you want to try and put them through.
|
![]() |
![]() |
![]() |
|
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.