unfortunately you cannot "force" people to play better. you can punish them with vulns/damage downs/deaths, etc, but ultimately the biggest punishment is time spent.
unfortunately you cannot "force" people to play better. you can punish them with vulns/damage downs/deaths, etc, but ultimately the biggest punishment is time spent.
It's not necessarily about trying to force people to play better, but rather more about making it so that the logic behind how various mechanics actually work isn't as big of a culture shock. In general, this game has done an attrociously bad job at actually communicating how its gameplay mechanics actually work to the point where the only way to know things that are very rudimentary is to actively seek out education about them. The difference between a GCD action and an OGCD action, for example, is not explained anywhere in the game's budget tutorial system, and there's no active tutorials that let you test that other than just telling someone to smack a training dummy until they get it.
In many other games, you might instead see something like a fixed combat scenario that tells you to act out a specific order of actions in a small window--one that requires you understand how to weave in order to clear it. Weaving is not hard. maximizing your weave windows might be, but the actual act of pressing a button while your GCD cooldown rolls is not, and having an introduction that would get players introduced to that concept and make them go through the motions can actually do a lot in terms of at least familiarizing the player base with a concept. Perhaps the biggest mistake was not giving every job an OGCD at level 1 or level 2 to begin that process.
That’s true but you can give people who want to go above and beyond more to do
Take healers for example, I can’t force my cohealer to not be a medica 2 bot, but I can ask that if they want to be a medica 2 bot and heal enough for 5 alliances that I be allowed to contribute to damage in a more interesting way than 1111111111111111112111111111
The current design philosophy of pushing all the difficulty of design onto the content has the fatal flaw that it makes jobs only interesting in content that’s actually designed with this philosophy in mind (ie savage) so jobs have decent floors and terribly low ceilings because the ceiling is designed to be “do your job in the midst of complex mechanics”, but when you take said job into casual content you only get the floors, because complex mechanics don’t exist
Jobs should strike a balance where part of the jobs rewards come from simply playing the job correctly (like modern BLM), because otherwise you end up in the current situation. Where jobs are only interesting in content that’s hard enough that you forget your job is boring
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