Well that kind of attitude is pretty much why Yoshi does not want to add official parsers in game. If people respond like this without one added, imagine if it was added...Is it harassment I wonder when someone's application to a static is rejected because the 3rd party data collected about their character reveals quite plainly that they are dead weight? How about when the PF group disbands because even though nobody died enrage still didn't get cleared?
So much of this discussion is quite clearly not "people will use dps numbers to harass others" but actually "people will use dps numbers to harass me"
For all of the turbocasuals gleefully going "sucks to be you because Yoshida agrees with meeeeeeee" it really makes me think:
If anyone thinks that casuals can't be toxic about the fact that their damage is hidden, all I can say is think again. Being dead weight and proud of it or refusing to improve when constructive feedback is provided is toxic behavior. Making everyone else's life miserable absolutely counts. And we have also seen weilding the ToS as a weapon as certain sites have gone on mass reporting brigades of streamers.
Anyway, I've given up on doing roulettes without at a minimum the tank and healer being raid buddies, if not the whole stack being premade ideally. If I didn't need tomes for the tier I would skip them entirely, given that option. The trickle down effect of Yoshida's stance is that casual players are often very aggressive when offered basic advice on how to improve and, by extension, make the group's experience better. You can't ask anyone to do better in this game without releasing the "you don't pay my sub" kraken. That's what dps meters are about. It was never about harassment.
But worry not. If anyone is worried that high-end players will harass you about bad damage, you can rest easy. They don't want to play with you any more than you want to play with them, and to a very large degree they have the agency to ensure that outcome.



Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots
Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV
Maybe they should design fights that actually encourage people to not care as much about efficiency then.
Currently the Savage encounters feel like they're catering 100% to FFLogs parsers who chase efficiency over all else.
Fights where you can safely and smoothly get 100% melee uptime, even in mechanics such as Act 2, when they explicitly designed the AoEs to just so give the player a narrow cone wherein they can be max melee from the boss... feels to me to be catering towards the FFLogs parsers.
Stormblood raid design forced enough downtime that people actually cared much less about parsing then because you would need to adjust a LOT of strats to get that uptime. Right now on P4S the only thing you do different is Act 2 for uptime.
It's best for both worlds back then (minus the LB cheese IMO) because parsing actually felt like another difficulty mode where you intentionally use janky strats or eat more damage to get higher numbers. And because it's not quite possible to get high numbers (99+) consistently during a weekly with downtime strats and without the proper comp back then parsing wasn't such a huge deal.
Last edited by Skiros; 05-16-2022 at 12:07 PM.



I agree they need to design content with random mechanics that force downtime on random players. That way people won’t be able to validate their scores because obviously players who didn’t have to deal with a certain mechanic forced on them would always do more damage. The goal should be to foster teamwork and clear fights. Not to have fights designed to be giant target dummies you can hit with no downtime if you know where to move at X moment in the fight.



And that's a very good point. Even if the DPS meters are personal, PF parties will still make it a requirement to prove that you reached a certain parce
Imagine making "E8s week1" types dps check and not having a parser in your game![]()
ilvl is something you can achieve by completing more tasks.
DPS is something based of a large number of variables that possible could be affected by luck of the draw... Incase you didn't know Crits are a not guaranteed, some AOE/Boss targeting is random. A player could just be having a bad day... Or maybe a class is a bit unbalanced, Or or or...
When starting out a group maybe someone really is a little on the bad side... but if you give them a chance they can improve. IF you never give them a chance or hint, well too bad...
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