Results 1 to 10 of 831

Hybrid View

  1. #1
    Player
    Ralph2449's Avatar
    Join Date
    Feb 2021
    Posts
    221
    Character
    Iris Nakiri
    World
    Omega
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Seera1024 View Post
    No one's asking SE to focus solely on the high end and ignore the casual.

    All people have been asking for in this thread for SE to put something into the game that would encourage players to play better on average.

    There may be disagreements on the degree of improvement that's needed or exactly how to put that into the game, but most people don't disagree that SE could do something to increase the average skill level of players.
    The problem is each person's "average" is very very different, elitist think it is average to just roflstomp and quickly do any kind of encounter efficiently and anything below that is "omg noob casuals never improve ultra bad, i am leaving, you are hopeless", that is not average, that is an inflated requirement to get their fast efficient runs certain people seem to be entitled to for some reason.

    The devs on the other hand understand that an average is needed so they implement min.ilvl caps since you cant quantify average performance checks, now issue with most mmorpgs is that utility is not taught or needed as much in most of the content since 90% of the content can be done easily even without using utility which leads to people not knowing or not using it often.

    The solution to that is simple, you make utility as vital as combat, you make utility needed to be used in all forms of content even at lower end or you either die or if you really feel like that is too much, you are incredibly inconvenienced if you ignore using your utility such as getting stunned for a while, knockback and in other ways have your combat disrupted.

    My point about WoW is that the elitist git gud crowd whose ego depends on video game achievements is extremely toxic, and if they start listening to them we get the same situation we see in WoW, it starts friendly and nice like that "we are just trying to help people get better" and leads to them demanding casual content be nerfed because they are "forced" to do it for the rewards which is why I am thankful that it honestly seem SE devs have been studying WoW and know what not to do.
    (0)
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.

  2. #2
    Player
    Seera1024's Avatar
    Join Date
    Apr 2020
    Posts
    406
    Character
    Chymea Sum
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ralph2449 View Post
    The problem is each person's "average" is very very different, elitist think it is average to just roflstomp and quickly do any kind of encounter efficiently and anything below that is "omg noob casuals never improve ultra bad, i am leaving, you are hopeless", that is not average, that is an inflated requirement to get their fast efficient runs certain people seem to be entitled to for some reason.

    The devs on the other hand understand that an average is needed so they implement min.ilvl caps since you cant quantify average performance checks, now issue with most mmorpgs is that utility is not taught or needed as much in most of the content since 90% of the content can be done easily even without using utility which leads to people not knowing or not using it often.
    And you've missed my point.

    My point is that SE could do more to increase the average skill level of players.

    Like you assigned a point value to every piece of knowledge about the combat in this game and if you gave points based on that and how well people used said knowledge you'd get the skill level of players.

    A brand new just got through the initial cut scene and this is a player's first MMO would have a skill level of 0. They likely know nothing. Someone coming from another MMO would likely have some knowledge of tanking and healing even if they haven't played those roles before. They may start off with a skill level of 10.

    A player like Caurcas whose been playing a long time and prefers the harder content would likely have a high score. Because they know a lot about the game.

    There's nothing subjective about "do you know about X?" or "do you implement X when appropriate?" You either do or you don't.

    The average I'm talking about is if you took all of those skill levels together of say players who have hit max level and average those skills. That's the average I'm talking about.

    SE could do more to increase the average skill level of players.

    Whether it's something they need to do or should do or how much is needed or how much they should is the purpose of this thread.

    This game will not be hurt if SE decides to try to get the average player skill level to increase in and of itself. It all depends on how exactly they go about doing it.
    (9)