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Why Do FFXIV's Tutorials Not Really Work?! 

Caetsu Chaiji Ch.
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The Smith, Text-boxes, and rarely a practical demonstration! I wonder why they don't work, so let's discuss!
Discord Community Server, come hang out:
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Twitter: / caetsuchaijich
Music Used:
FFXIV Endwalker - Cradle of Hope
#ffxiv #endwalker
Chapters:
00:00 Introduction
01:19 Text-dump or Text Pop-up Tutorials
02:55 Optional DPS Tutorials
03:22 Optional Tank Tutorials
03:39 Optional Healer Tutorial - ATTACKING
04:28 How Healers Might NOT Learn to Attack in Group Content
05:32 How Tanks Might NOT Learn to do more Damage in Group Content
06:06 Do More than the Bare Minimum!
06:55 That's Right, It Goes In The Square Hole!
07:34 Teaching without Testing
08:46 How About Relying on Guides by Other Players?
09:27 How Do You Make a GOOD Tutorial?
10:23 Strict Mandatory Tutorials can be Detrimental
11:20 Summarizing Conclusion
12:28 Fun Fact

Игры

Опубликовано:

 

6 авг 2024

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Комментарии : 204   
@morphtroniccelfon1
@morphtroniccelfon1 9 месяцев назад
I will always remember when i was leveling AST and got an all sprout party, very first dungeon too, and teaching them the ropes. Informing the tank about tank stance and cooldown, dps the basics, and of course LB and comms. They all were very excited and thankful.
@Gralysin
@Gralysin 9 месяцев назад
i''m helping some friends as a healer in a casual static and i had to tell the sage to do his job quests to unlock panhaima... sometimes i really wish the game would lock you out of fights when you have pending jobquests or something
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
How does that even happen?! >.< This is somewhat comparable to players entering dungeons as a class instead of a job, intentional or not. To some degree there really should be a check to see if you did get your job actions, just like how there is an item level requirement! :/
@Gralysin
@Gralysin 9 месяцев назад
@@CaetsuChaijiCh long story short: 8 super casuals i know started the journey to git gud and do savage last week we cleared p9s for the first time :) i can see them growing up before my eyes (they totally arent ready for p10s tho haha)
@thew00dsman79
@thew00dsman79 9 месяцев назад
@@Gralysinoh I’d love to see that
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
@@CaetsuChaijiChAs someone with memory problems I would genuinely love if the game gave me a slap on the wrist for not doing my job/class quests. When I'm running around on one of my eight alts, I don't always remember what I have and haven't done on them, which has absolutely lead to me entering a dungeon and wondering why the fuck my scathe button is greyed out. (Which isn't a *huge* deal for THM/BLM, but it would absolutely impact, say, a healer.)
@ShifterVampire
@ShifterVampire 3 месяца назад
That's bad, but at least you haven't got the Marauder in Aurum Vale who got 1-2 shotted by toads :D
@Kpsla
@Kpsla 9 месяцев назад
Players always learn the most from other players, if not through direct instruction then by example. I believe a significant source of bad players in the community is the result of one tricking. I don't think it's a bad thing to main tanks or healers, but if you never enter a dungeon as anything but Tank, for example, you will never have another tank to compare yourself to, and when other players who DO have a better tank to compare you to try to help you, you get defensive because tanking is all you know. Almost every bad player I met was like this, where a simple change in perspective would change the world for them for the better. Raids and Trials don't really let you compare tanks either since in most normal content the OT is just a blue DPS and the healers don't really notice each other except when they swiftcast rez the same target by accident. That's also why most bad players are the tank or the healer. Red's are usually only bad because they don't know mechanics. They usually learn by seeing it done or by following each others lead, reinforcing the idea that players learn faster together.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That is actually an extremely interesting point! I've previously brought up that a great way to get better at a role is to understand the other roles by trying them . But an even more prominent point is that doing so, let's someone else play your primary role, letting you learn from them! And as you say, it is far more likely to perpetuate terrible habits and convince yourself it's fine, if you never see someone else prove you otherwise until you already view yourself as a veteran of the job, where learning from others is now somehow "beneath you"!
@amethonys2798
@amethonys2798 9 месяцев назад
​@CaetsuChaijiCh The issue is in most scenarios if you one job all the way to max (which the game typically encourages due to having to start back from level 1 if you want to switch) you don't get to see other tanks in your dungeons. Timmy isn't going to think that he CAN pull wall to wall since he hasn't been shown it is possible and going 2 enemies at a time is technically working.
@JohnSears
@JohnSears 9 месяцев назад
Whenever I think about tutorials, I think about that second boss in Bardam's Mettle. I really wish there was more like that, especially earlier than the second expansion.
@ranned6
@ranned6 9 месяцев назад
that would make sooo much sense, especially since i've seen people confounded by that boss so many times and pretty much every "attack" is decently telegraphed if you know what to look for
@elizabethk8718
@elizabethk8718 9 месяцев назад
Yeah, I've seen a lot of people dislike that fight, but it's actually a great training ground. It was right at the point where they really standardized the mechanic markers, so it taught several of the most common ones right off the bat. Only problem is that it's still a bit too forgiving, only needing one player to not fail twice per segment.
@JohnSears
@JohnSears 9 месяцев назад
@@elizabethk8718 Bardam's Mettle (Savage): One strike and the party wipes
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
The problem with the Bardam's Mettle puzzle boss is honestly that if you fail you aren't going to get a chance to figure out what you did wrong unless you're already familiar (when iirc at least a few of the mechanics just weren't in msq to that point, at least as of when I went through msq from 6.0 to 6.2ish), and iirc at least one phase can punish you for your party being fuck-ups. Combine this with it being fairly long and you can end up with a new player spending several minutes in chains without actually understanding what the fight is asking, and that impression sticks around even as they learn it later. It doesn't help that it's the only boss of its type to that point. Going back and adding more, shorter, puzzle bosses to earlier msq and future dungeons still being shorter but having more complex puzzle boss demands would probably improve its reception.
@Fidel_Cashflow
@Fidel_Cashflow 9 месяцев назад
I forget if it was EW or ShB, but there's a DPS role quest where you have to destroy a bunch of enemies grouped together within a time limit. It's extremely easy to do, but the only way to complete it is to use your AOEs to hit all the targets at once. It's impossible to complete by just using single target abilities. There are people running level 90 dungeons who still don't know to use AOEs, and I think it would help a lot if there were solo quests like that in early ARR. I think a lot of this is caused by this game's dungeon gameplay being super different pre-ShB; The game taught you to never use AOEs if you didn't have Diversion up, and to only attack the target that the tank was targeting. I think that's also why most jobs don't even have AOE attacks by the time they get to the first dungeon. What's expected of the player changed, but the quest progression didn't, so the game is teaching people a bunch of bad habits.
@raarasunai4896
@raarasunai4896 9 месяцев назад
The problem with that is some DPS jobs don’t even have AoE until nearly at the ARR level cap, most notable Dragoon not getting their first AoE, Doom Spike, until level 40
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
@@raarasunai4896this is a problem of the current skill progression design, to put it bluntly. Everyone should have certain skills by specific points of the msq to prevent bullshit like PLD not getting a gap closer until ShB levels and DRG getting an AOE tens of levels after every other melee. The feeling that some jobs are incomplete before X level is part of this design problem. What should be done is if every member of a role has a tool, they should all get access to said tool at about the same level, which would actually allow for msq knowledge tests like op described.
@masterplusmargarita
@masterplusmargarita 8 месяцев назад
Reading this comment transported me right back to when I started the game, and was surprised when the Lancer questline wasn't teaching me how to play Lancer - to do that, it turns out I had to go to Hall of the Novice. It's really weird how the game has these questlines that every player HAS to do to be able to play their jobs properly, and there isn't more quiet teaching moments, especially now that they're specifically divided by role. Have a tank quest where you can only survive if you press your mitigation, and then one of the bosses needs you to press your invuln. Have a healer quest where there's an NPC tanking for you, but they're very low DPS, so you need to DPS as a healer. Heck, have a phys ranged quest where an NPC yells out "Use your mobility to *do whatever mechanic that requires movement* while still putting out damage! I can't move and do damage at once!", since that's the whole concept of Ranged tax.
@masterplusmargarita
@masterplusmargarita 9 месяцев назад
One of the worst offenders is the limit break tutorial, which pops up at the start of your very first dungeon. Chances are new players are somewhat nervous and trying to focus on actually doing the dungeon, so it's incredibly unlikely they actually read that and will probably just close it immediately to be able to actually deal with the overwhelming new mode of gameplay. It took me until somewhere in the lvl 40s until I remembered LBs exist, especially since it's not even automatically added to your hotbar, and the LB gauge is tucked away waaaay in the periphery of the UI.
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
Yeah when I was new it took me until like 45 to even find where LB was to add it to my hotbar, and I even actually read the tutorial about it. It's a problem.
@Dw7freak
@Dw7freak 7 месяцев назад
What's worse is that the Limit Break action isn't even on your hotbar by default. You have to put it there yourself. And with there being only a few points in the MSQ where Limit Break is needed, and at least one of those is Tank LB, most players might never even put it on their hotbar.
@Wafflemage
@Wafflemage 9 месяцев назад
I remember unlocking Astrologian back in Heavensward and being utterly confused by the amount of skills it had at level 30.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Astrologian does have a surprising amount of actions, and I imagine it was even wilder back then!
@amethonys2798
@amethonys2798 9 месяцев назад
And yet still has bad OGCD healing until like level 60-70. Playing healers in leveling roulette is awful because all of your "useful" buttons are usually later in levels. Having to spam Benefic on trash because you only have one charge of an OGCD heal doesn’t feel good.
@raleo7466
@raleo7466 9 месяцев назад
​@@amethonys2798omg this, having to spam aspected and benefic on everything or just new tanks getting anxious because I'm not using my oGCD until they are almost dead and so they pull less thinking I can't handle the healing ._.
@TheQman69
@TheQman69 9 месяцев назад
The last time I took a tutorial seriously, it led to me leveling Thief in FFXI with the subjob Ranger (RNG) back in 2003 because the tutorial said you "had the quick reaction of a Thief with the ranged attacks of an Archer" which made total sense! I did that for nearly 3 months before I sat myself down and said "this isn't working" and no one else is doing it. Until you play the game and find out that THF's use a sword for the first 20-30 levels and then switch to THF/WAR later on. When NIN came out with the Zilart expansion pack, THF started to use THF/NIN so they could dual-wielding knives. The only time they ever used Ranged Attacks was to pull mobs to a party, quick claim something with a dart, or use Acid Bolts to lower the defense buffs of a crab. That was it. The Tutorial as well as the Brady Guide for FFXI were both wrong.
@SylvalumNight
@SylvalumNight 9 месяцев назад
I randomly downloaded the free trial back in december 2019 by myself and knew hardly anything of it and of MMOs in general, and picked Thaumaturge. That literally happened with me once I unlocked my Job gauge and I was so confused. Granted it wasn’t that complicated, but getting used to playing an MMO and also having *that* window and trying to comprehend what’s happening, didn’t go well. I gave up at around level 14, picked it back up when I had friends to help around start of Covid and oops I have 8k hours now.
@silverhairedelf09
@silverhairedelf09 9 месяцев назад
I remember watching my friend (who mains Tank and has never touched a healer job prior to that point) play through the Sage quests and massively struggle with them. He failed the quest twice and me and another friend had to teach him how to play Sage and he passed the quests after a few more tries. He said that the game really just didn't teach him how to use the Sage kit properly (he was GCD healing the tank NPC (forgot her name) throughout the quest, saying that he "couldn't place a barrier on the NPC because there wasn't enough time to since the NPC's hp was getting very low". He eventually picked up Sage as his only healer as he enjoyed it better when we finally taught him, but mentioned that newer players would "definitely struggle with this, especially if they don't have other people teaching them this job" and may "outright stop them from picking up healer in the first place". As a side note, when I finally unlocked Sage and went through its job quests I was expecting it to be incredibly difficult, but I remember not struggling through it like my friend did, mostly because I main healer and read the Sage skills beforehand. I imagine some casuals wouldn't do such a thing, I'm afraid haha
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Interesting! I had a somewhat similar experience of teaching someone else who had trouble. I can say that the problem with the sage tutorial might more likely be that it only really focuses on teaching sage specific things, and just assumes you know how to play a healer (otherwise you wouldn't be picking up a level 70 healer would you?!) 😅
@silverhairedelf09
@silverhairedelf09 9 месяцев назад
@@CaetsuChaijiCh He is aware that a majority of the reason why he had trouble was him not touching any healers before the Sage quests as he still has healer anxiety. Funny he says that because he picked up PLD as his first job and was naturally good at it. He picked up Sage because he wanted to clear the ShB role quests and it needed a lvl 80 healer so rather than start from lvl 1, he just picked up the lvl 70 healer to save some time. Slightly related, but yesterday he mentioned that he's leaving AST as his last lvl90 job because it's too hard and as an AST main it pained me to hear it haha.
@steveh1474
@steveh1474 9 месяцев назад
on endwalker release day, a community discord i was in had 5 or 6 of the regular chatters just baffled by how hard the first Sage quest was, they couldnt do it. all of them turned it down to very easy before they could get through. i dont play healers, its just something im not good at, but i was prepared for a ruthless battle when i got around to it a few days later. i cleared it on the first try.
@billy65bob
@billy65bob 9 месяцев назад
First thing I did on unlocking sage was queue for Duty roulette. 😂 And I got The Burn, so my first time playing Sage was a baptism by fire. I was also a returner after a long hiatus to make it worse. We did wipe once at the last boss, but I didn't find the job too difficult overall. Only Eukrasia really tripped me up, because activating it is kind of like an extremely weird reverse weave... Its position is before skills rather than between skills, which just throws off the rhythm I've attuned from playing anything else in the game, and made me pop off DoTs instead of shields...
@longenglishnameforlungdisease
@longenglishnameforlungdisease 9 месяцев назад
fun fact. hall of the novice tank no.6, you can just pull all 3 groups at the same time and aoe them down instead of using you ranged attack to pull on group at a time
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That is possibly even worse than the Area of Effect demonstration I showed in the video! Yikes! ^^'
@Jaridavin
@Jaridavin 9 месяцев назад
Why is it when I do it, pulling even 2 completely turns the healer AI off? I'm just confused. I felt that one FORCED teaching players to pull small.
@dustinhatfield8373
@dustinhatfield8373 9 месяцев назад
I didnt pick up tanking until it was time to do role quests in shadowbringers. I didnt do harder content until i was done with the story completely. Due to this. It wasnt until the battle against the blasphemy in the level 90 tank role quest that i was forced tonlearn what interject is. Up until then i tried it a few times, didnt understand why it didnt work when stun did. So i just didnt even have it in my hotbar. The solution is simple, content needs to be harder. Not extremely difficult, but people should be expected to know how their jobs perform correctly and what is expected of their role to succeed.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That would help. I also do think, with Interject as a core example, that the game could really use some sort of tutorial on what that even is. I don't think the game contains any tutorial explaining what it means when a cast bar is pulsing!
@GamerNym
@GamerNym 9 месяцев назад
Telling tanks that they should be wall-to-walling unconditionally can be traumatizing at times. I remember getting that advice way back in ARR (2.4 to be specific), right after I had blind tanked Aurum Vale. Naturally I would expect the game to not become easier after that, because that's not generally how difficulty curves work, so I took that to mean that I was expected to wall-to-wall Aurum Vale too, and the thought of that was downright frightening.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I very much agree! Like so many things in life, reaching the mastery where you feel comfortable doing a full wall-to-wall pull, as a tank or a healer, or even in some cases as a DPS, is something that takes time! But once you are there, some players may find it hard to believe it was ever scary or difficult, which can lead to these situations where sprouts and first timers are told to just go for it ^^' I am very surprised that full-on wall-to-wall pull everything was a thing in ARR days!
@Nixitur
@Nixitur 9 месяцев назад
I think the issue is also that early ARR dungeons are a lot more sprawling. As Caetsu points out, you _cannot_ wall-to-wall Sastasha. The dungeon design has changed a lot over the years, leaving the early dungeons as weird outliers that need to be approached completely differently from even mid-game content. Which unfortunately teaches the wrong lessons to new Tanks.
@theopeneyes
@theopeneyes 9 месяцев назад
This is also why it annoys me when tank guides give the hard advice of "you MUST wall pull" without mentioning ARR dungeons as the exception both that said dungeons weren't really designed for it and that not all DPS have their AoE at low levels, good luck killing that wall pulled ARR dungeon when your DPS are a lvl 35 Ninja and Dragoon.
@rynebillings2226
@rynebillings2226 9 месяцев назад
Pretty sure I'd eat the abandon penalty if I saw someone wall to wall kn Aurum Vale. I've had to tell sprouts before that wall to wall doesn't work when the tank is the only one that has AOEs
@adonisdarkblade
@adonisdarkblade 9 месяцев назад
@@Nixitur You absolutely can wall to wall Sastasha. I've done it dozens of times.
@Kitty_Demonix
@Kitty_Demonix 9 месяцев назад
Honestly a tutorial every 10 levels seem reasonable. I'm always asking for tips on how to do all the diff jobs but most dont just know.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That could also work! A little catch up like "this is how your new things work!" It coming every ten levels also mean you get a chance to try and figure out some things yourself first!
@JetEriksen
@JetEriksen 9 месяцев назад
In my mind, if something is "expected" from a player, it should be mandatory to learn. Not that we should teach advanced concept in mandatory fashion (Like heckn BLM funny transpose lines or something). But, the very basics that are expected *should* be forced. For me, that'd be combos for every job featuring them. Tank cooldowns And balancing damage/healing as a healer. There's a few more, and we've already had a similar conversation earlier about how mechanics should probably be more punishing but I don't think teaching important game mechanics by force is a bad thing. And as hard as it may be, if you don't want to learn these elementary concepts, then I really hope I don't meet you in my dungeon runs. I also think something else the game lacks if a difficulty curve. I wish the game got slightly harder as you progressed from expansion to expansion. Somehow though, this game does the opposite? The hardest dungeons to me are ARR dungeons and never the inappropriately named "Expert" roulette dungeons.
@Jugement
@Jugement 9 месяцев назад
The reality is that most players play bad because they feel entitled do as such Most healers i've had that never pressed their damage buttons werent sprouts, but veterans that answered "i am healer, my job is to i heal" when i non-confrontationally suggested they should I've stopped (visually) monitoring my healer output altogether when tanking roulettes for that reason, because at the end of the day its just room for frustration with no purpose
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Sometimes with these kinds of veterans, it can sometimes be a much deeper rooted problem, because if the sprout is allowed to get by for long enough without being required to attack as a healer, they might convince themselves that they are a veteran healer player and don't need advice from others, making it even harder to fix the mistakes. There's also those that, as you said, simply have decided they don't feel like attacking, which is also a problem :/
@Jugement
@Jugement 9 месяцев назад
@@CaetsuChaijiCh Agreed, but i dont think the tutorial is to blame Just the fact that the game catters to casuals and doesnt entice nor reward optimal play (save for efficiency) until the very high end game, as you adressed at the end of the video
@adonisdarkblade
@adonisdarkblade 9 месяцев назад
The easiest way to force new players to actually use their kit is to add an enrage to every boss encounter. In dungeons and in normal trials and raids. Not a difficult enrage, mind you, not even one that requires significant uptime. But the simple fact that it's there at all will put more motivation on tanks and healers to actually do damage.
@MeowMita
@MeowMita 9 месяцев назад
Something i did notice that Reaper 70 tutorial did is that it used pass fail triggers and a very visible and audible triggers for going through your abilities. So for example, how to build up soul gauge and then using gibbet gallows
@rexex345
@rexex345 9 месяцев назад
I think recently their design philosophy has been shifting to "you'll learn damn you, whether you want to or not, weather you know or not." Endwalker and mid to late shadowbringers really started throwing things with a "If you haven't learnt this by now, thats your fault. We gave you plenty of chances." Style of design towards various mechanics. They also seemed to try applying that to older content like Ultima Weapon's limit break... It might work to in the future add some kind of universal marker or tell for tank limit breaks perhaps though.
@ColeMu
@ColeMu 9 месяцев назад
An interesting side effect of Shadowbringers (and EW) being more aggressive is that I am scared to queue Leveling Duty as heals in the event i get the tank that didn't learn anything. The few times I've got Malikah's Well for example where they wall pull and just get nuked, blame me, repeat, get nuked again. Sadly the healer toolkit can only help so much, but it can't heal stubborn.
@moccxhi
@moccxhi 9 месяцев назад
@@ColeMu I mean, it is possible to make that pull, the tank just needs to use the mits properly .-. which I assume they didn't...
@AstraeaAurora
@AstraeaAurora 8 месяцев назад
My main problem with Hall of the Novice isn't that it's actual requirements are slack, it's that we never see anything like it again in the game! Give us a Hall of the Apprentice, Hall of the Journeyman, Hall of the Master, Hall of the Adept, etc. Make them a required part of MSQ progression, so people have a chance to see how the skill floor is rising. Add in optional bonus challenges for each with stricter requirements, so that people who want to improve will have a chance to gauge their skills. Reward mastery with Bronze/Silver/Gold/Mithril medals, set up a leaderboard, make it a mini-game in itself! Set up combat-related skill games in the Gold Saucer that test your knowledge, like a tanking minigame that does a rock-paper-scissors style guessing game with Soak, Dodge or Interrupt, or a DPS race with a NPC that tosses out helpful hints and demonstrates a proper (basic) rotation for your job. Plenty of fertile ground for teaching through structured gameplay to be explored here.
@donspeesen
@donspeesen 9 месяцев назад
I vividly remember google-ing why interject doesn't work 😅 Maybe some stricter mandatory tests would help, but they can only raise the skill level to their current content level, for example getting a tank or healer to understand and use their lvl 15 toolkit. The "problem players" will likely still not care enough to engage with the skills they get after that. One change i would like to see related to this topic, is being unable to queue at and above lvl 30 without a job crystal. I've had enough gladiators and marauders in Stone Vigil...
@MrSpiderspider12
@MrSpiderspider12 9 месяцев назад
To somehow improve the tutorial pop-up text, I will take a page out of action games with short video of the mechanic used instead of a screenshot, and every page you go next is another video with the action icon in the corner pressed.
@jotapechan_
@jotapechan_ 9 месяцев назад
one of the best tutorias for me is sage and reaper job quests
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That is quite interesting! I have heard many complain that they didn't like them! They are pretty focused on the unique aspects of the two jobs, which can make it quite tough if, for example, you never played a healer before in an MMO! ^^
@TheSaoran97441
@TheSaoran97441 9 месяцев назад
Seeing how much interesting comments appear under your videos, I would love one or multiple "recap" video one day, where you go: "In this episode, I talked about [information]. Here are a few points that you all bought to attention, and I thought would be interesting to dive into." Even if it makes a 3h video XD
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
While not something I always highlight, sometimes a video originated from something one or multiple comments brought up! 😁 But that could be interesting as follow up videos specifically!
@Pellaaearien
@Pellaaearien 9 месяцев назад
Is there actually anything in the game that explains if a cast bar is flashing it's interruptible? I remember being told by other players, and now that putting massive interruptible casts on AR trash seems to be something the devs are doing more, people not using their interrupts is going to be the start of my villain arc, but I can't really blame people for not knowing.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I don't believe there is anything in the game that teaches it. I think the dev team just made it so any cast that could be stopped with a one second silence (the old version of interrupts before the pulsing indicator), just got the interrupt indicator now and can be interrupted. But I am pretty sure the game never teaches it!
@TheKeyblader133
@TheKeyblader133 8 месяцев назад
I think the one time a tutorial actively failed to teach me, and then put me in a situation where i couldnt learn, was when STB first introduces you to duty actions. By sheer accident, while starting the duty, I accidentally skipped past the dialogue explaining the button press required to use it. Which it then only shows you one time, and traps you in a forced encounter that doesnt explain the button combo again. This most certainly would have been less of a problem for a player on Keyboard & Mouse, but I use controller, and missing the specific context of the buttons needed (Right Trigger + R3, if i recall) meant it was incredibly difficult to understand what I needed to do, or how to use it. So I had to quit the duty and restart in some pretty heavy frustration. While I agree it needed to be taught, I had very much wished in the moment that they could have bothered to tutorialize it better. Especially without the stress of "You are being actively pursued".
@FarelForever
@FarelForever 9 месяцев назад
What a neat video. Correctly pointing out an issue with the game, while understanding why things are the way they are, and how fixing said issue could create more trouble. Good work :)
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Thank you! 😁
@Dr_Oinkles
@Dr_Oinkles 9 месяцев назад
I noticed as I'm a wee sprout, others like me try really hard to do the class at hands purpose. Tanks, we try to be the most tanky tank possible, and in our heads that means hold the attention over doing damage. Healing is the same way, trying to wholly embrace the healing part of it because we are new and TERRIFIED of causing others any trouble because we mess up our role. So we play super super safe and dont really take risks. The Hall of Novice could be HUGE if they added a few more mechanics to beat them instead of them being so easily beaten
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
A very good point! And this is also the kind of reason why sprouts should focus on just trying their best playing in a way they feel safe with. It is very scary because one of the best ways to learn is to fail, but it is horrible to fail in front of strangers! 😥 It could very much help if the tutorials challenged a bit more so you felt more confident starting out!
@Dr_Oinkles
@Dr_Oinkles 9 месяцев назад
@@CaetsuChaijiCh my best friend has been playing this game for years and finally has gotten me into it. He has wholly helped me overcome the Tanxiety, it actually feels really good leading the team lol but healing is a bit overwhelming for me at the moment. I end up doing absolutely no damage and just spamming AoE heals in a panic. Works for the content I'm doing, but will quickly get a team killed if you're not on top of stuff and boy thata a hard crash to endure sometimes
@Dr_Oinkles
@Dr_Oinkles 9 месяцев назад
@@CaetsuChaijiCh also, hello! Huge fan of the content, you've helped me pick up almost every class with your guides. I'm currently watching the Monk leveling and the Monk endgame videos, super super helpful stuff that you go through each level cap and abilities as you should use them when you unlock them. Thanks for those guides!
@steveaustin4118
@steveaustin4118 9 месяцев назад
I think the Smith is something that can be missed, as the quest only say go talk to the bloke and after you do, you get told go sastasha guard. As for Wall to wall pulling I think these not only hinder a new tank they also encourage DPS to pull extra. I do think there could be a tutorial on what casts bar signal they can and can't be interupted, but there will always be some people who will ignore it all unless a big press button now pops up everytime. I always read when doing a job for the first time
@Jaridavin
@Jaridavin 9 месяцев назад
Personally, I think a decent enough middle grab about the smith is it should require you to do, at the very least, the first tutorial (which all 3 roles share). Because the first one will let you actually see what it is, is simple enough that there's basically no way to get stuck by accident, and even rewards you with a good piece of gear, it might be enough to have players continue doing it for the gear alone, now that they're aware it gives it. Might be a strange observation, but, I tend to notice sprouts who are alts have that brand new ring, while sprouts who are actually sprouts do NOT have it, because they simply did not know about that tutorial set. They just spoke with an NPC, shrugged, saw the MSQ now said to go to their dungeon, and went on their way. So the people the tutorial is meant for ends up being missed, and instead is used by vets making alts because they know how good the reward is for the short time investment.
@-cat-..
@-cat-.. 9 месяцев назад
@@Jaridavin whoa whoa whoa no way to get stuck by accident? back when I was a new player I tried the DPS one and didn't know you had to right click interact with the hall adventurer guy in the first tutorial instance to start the actual fights so I couldn't beat it lmao i let him loop his dialogue a few times and then left 😅 edited for clarity so its more clear which npc im talking about
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Indeed, the simple fact that the tutorial is entirely optional makes it very easy to miss altogether! 😅
@Jaridavin
@Jaridavin 9 месяцев назад
@@-cat-.. I... I'm sorry, this has to be a shitpost right? There's... There's no way you made it to Sastasha without knowing how to right click. I straight up refuse to believe that, and yet... Why do I question? Oh god. Help.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
@Jaridavin i think they simply meant it didn't occur to them they had to actually speak with the teacher to move the tutorial along 😅 you have to right click the Smith to start the conversation and enter the tutorial in the first place after all!
@effyvanity
@effyvanity 9 месяцев назад
Amazing video as always! I really wish they would have made hall of the novice mandatory to complete on every role and also give you a test to type out the correct answer upon finishing it prior to queueing with other players. Especially since it's become increasingly difficult seeing so called "cure-bots" on level 90 roulettes :/
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Thank you! 🥰 That could work too! It really is quite difficult to teach some of the things, but a test like that might work too! 😊
@iPlayOnSpica
@iPlayOnSpica 9 месяцев назад
A tank getting more goodies is a double edged sword. On one hand, you can pull hard despite having a cure bot. On the other hand, some wall pulls are impossible without proper healing, and in the eyes of a bad healer, if you're not dead, they're doing nothing wrong, but if you die pulling more than one group and their cure can't keep up, you're a "stupid" tank.
@natelee7790
@natelee7790 9 месяцев назад
I think it would be nice if we could adjust the "skill level" of the duty support characters to simulate real playstyles. I'd love to be able to practice tanking in a low-stakes dungeon environment like duty support so that I can learn how to effectively rotate my cooldowns and manage aggro, but I know that if I try to do more than a single pull in duty support I'm going to get flattened because either the NPC healer can't keep up or the NPC DPS are only using single-target attacks so I'm going to run out of defensives. I don't know how feasible it would be to do this from a dev standpoint, but it would really help me feel more confident.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I believe the duty support have been balanced to intentionally play slow to make sure they can't compete with real players. Such focus of course comes with the downside that they can never really really teach you the more advanced stuff 🤔😅 It does sound like a good idea though!
@Duillieth
@Duillieth 9 месяцев назад
Interestingly, I had basically the opposite reaction. For me duty support already was the low stakes environment to learn in. Prior to first getting access to it in Shadowbringers, I was a very nervous tank, rarely doing more than single pulls because I sorely didn't want to cause a wipe and waste everyone's time. But in Holminster with no one to judge me but myself, I felt comfortable enough to just try things out even if it meant wiping a dozen times. I'd even say that the somewhat subpar performance of the npcs works well in service to this since you can't guarantee you'll always get cooperative party mates, leading me to becoming much more proactive in my use of cooldowns. After doing that for the whole expansion, I came out the other end completely broken of my tank shyness and doing well enough that I'd get actual typed out compliments on my tanking semiregularly in the optional dungeons.
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
That's funny because the fact that duty support is mid at *best* has been the best way I've improved as a tank! I'm being put into a damn near worst-case scenario as a tank and if I can't survive a double-pull for an extended time in most situations the problem is primarily on me (barring issues like "Urianger got caught on a corner during a pull and is stuck pathfinding in a circle endlessly while I'm having my ass served on a charcuterie board"). ...Also, figuring out how to survive slightly undergeared in such harsh conditions without the pressure of wasting other people's time is fun! ...Even if the game will not stop giving me aiming/scouting gear instead of anything I actually need. 😖
@theopeneyes
@theopeneyes 9 месяцев назад
I think the Hall of the Novice is mostly ok in it's current iteration for teaching the absolute basics but would benefit from a part 2 that basically goes "ok we taught you the basics, let's see if you learned it" where it's the same tasks but much harder. Like healer NPCs being super fragile in the tanking parts or the tank NPC being unable to out-damage a regen on its target in the healer parts. Overall I think Hall of the Novice should be mandatory for being able to enter dungeons since it's very easy and teaches basics to those paying attention but then provide an optional followup for those who want to test if they learned the things correctly. In short I'm advocating for Hall of the Novice(extreme), maybe have it reward a mount to encourage players to run it and to indirectly teach new players than extremes drop mounts.
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
HotN also just needs a rework. The tank tutorial is outdated and hasn't been touched since TP was a thing, for one, so it gives a wrong idea of how to properly tank in ffxiv even if the tank is making an earnest effort to improve.
@manbearpigsereal
@manbearpigsereal 9 месяцев назад
There should be mandatory tutorials for entering certain tiers of content. For example; land 10 positionals in a row to gain access to Extremes as a melee DPS. It's not demanding much for the content you're attempting and should be a baseline expectation for your role.
@97Fenrir
@97Fenrir 9 месяцев назад
I started as a paladin and played for over a year using like 5 buttons until I made a friend who wanted to do dungeon runs. I would turn my stance on and off cus I thought it had to be manually reset to get the aggro. They were like "bro what are you doing" and I'm just like what I'm using my thingy. Then they explained to me exactly how it worked, and the dread set in that I was playing pretty bad the whole time alfhslajslal after that I started paying more attention to the tooltips
@RosaelyonYT
@RosaelyonYT 7 месяцев назад
I learned the game almost entirely from little tricks that other people taught me. The advice that helped me understand healing the most was someone simply saying "you should use cure 2 so that you can use stone instead of another cure 1." Just that 1 sentence tells you everything you need to know about healing if you extrapolate it a little. You can cast another stone if you use your off globals when you get them, you can use more stones if you just use regen first etc. I also think that to improve the tutorials they should move them a bit later in the game. Maybe they should use the Company of Heroes part to actually test your knowledge to make sure you're ready for Titan on your job? It just doesn't make sense to have the tutorial for healers at a time where you have 3 buttons, one of which you should never be pressing after level 30.
@CaetsuChaijiCh
@CaetsuChaijiCh 7 месяцев назад
The company of heroes idea is pretty good! And would also fill a bit into an otherwise bit of a slump part of the story according to some players! 😁 The "more stone casts" comparison is also great!
@AlieksieiMarcelus
@AlieksieiMarcelus 9 месяцев назад
A good tutorial ought to be integrated with gameplay, if not seamlessly at least as well as it could be. FFXIV has a great starting point for that with class/job quests, which I think DoH/DoL quests handle well enough. First you do this, then you do that but high quality. Now we're doing collectables, try them out and so on. Combat jobs could use their mechanics being a bit more involved during their quests, but there's the risk of a rework breaking it or at least requiring some changes, which I suppose is why it's not done. Say an early black mage quest where some ice elemental drains your mp so you have to go into Umbral Ice, but doesnt take much damage from ice spells so you have to switch back to fire to kill them. A warrior quest where you're entangled in a spot but still gotta pull aggro on some adds that would kill weaker NPCs, so you gotta tomahawk. A healer quest where the enemy regenerates and your friendly NPC asks for help, and if you heal them while they're high hp say something like "(player) I'm doing fine! This monster is too tough for me to bring it down alone, help me!". Put a tough guy with a shield in DPS quests so they gotta stand in the boss' back or flanks to deal damage. Have someone taunt a melee "Ha! You're going to need to hit harder than that!" while taking no damage from a combo starter, only the followups. Just gotta make it hard to fail and some dialog guiding you to do the correct thing to pass whenever you don't do it. But with the possibility of job reworks I don't think thats happening.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I very much agree! To add to the healer quest example, I actually discovered that the DPS tutorials have NPCs that use potions at regular intervals, making it impossible for the NPCs to win without you attacking. This could be applied to the healing tutorial as well in a similar way, combined with your example of the NPC calling for help with attacking!
@pedroscoponi4905
@pedroscoponi4905 9 месяцев назад
I think the tutorials can and should be better. Would be good to have them split into different levels as well, with a "basic" mandatory tutorial that teaches the bare minimum, and optional "advanced" tutorials that explain things a bit further - ideally both would have some reward at the end as well. However, I also want to point out that a) generally speaking, it is in the interest of MMOs to have certain things unexplained _deliberately,_ so that the only way to improve past a certain point requires engaging with other players. So even if Square reworks these tutorials someday, I can pretty much guarantee they won't teach you everything. And b) that, of course, you can only take the horse to the water. There is no amount of elegant design or extrinsic incentive that will _force_ an apathetic player to learn and improve. There's a point at which trying to retain and cater to these players is a wasted effort. So if the consequence of mandatory tutorials for the basics is some players quit at the door, that is more than fine by me 😅
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
It is a very difficult balance, and the point that leaving stuff unsaid to motivate conversation between players is actually very interesting! It is an awkward situation where the game is biased towards keeping all players remotely interested and trying to push no one away, but by the same effect, can cause damage later down the line by getting very inexperienced players to go far beyond their skill level 😅
@-cat-..
@-cat-.. 9 месяцев назад
Back when I first started the game as Lancer I tried doing the DPS Hall of the Adventurer tutorials. I loaded in, read all of the chat box dialogue at the top of the screen and waited to begin. Then the dialogue looped. And looped again. I thought "How do you start the actual tutorial?" and left, little did I know you have to right click the NPC to start the tutorial, nowhere in game is this even mentioned. I only came back much later later for the XP ring once I had familiarized myself with how the game worked (Which the tutorial should've done for me lol). ~A month after not knowing how to enter the DPS tutorial I picked up Gunbreaker and tried doing the Tank Hall of the Adventurer tutorials... Non-ARR jobs can't even enter the Hall of the Adventurer instances. I literally couldn't do the tutorial. Nice.
@TheKarishi
@TheKarishi 9 месяцев назад
The one layer worse I've seen for tanks is the Tomahawker, who read that Tomahawk has increased threat generation and figured between that and its good range it was the thing they should be doing most of the time. After all, isn't threat generation the important tank task?
@thebrave9971
@thebrave9971 9 месяцев назад
This is the point where we can say that you can screw yourself out of learning low level barrier healers if you play summoner at all, Barrier Healing is a very different beast to pure healing and it sucks that the one low level barrier healer's level is linked to the level of another class, meaning you could end up in a situation where you have a max level class you don't know how to play at all
@augustinandre14
@augustinandre14 9 месяцев назад
Maybe they could put an obnixously big icon in every major city indicating the tutorial guys that *are optional* which would disapear when you beat them? Hall of the Novice has itself big colourful icons and it's still not enough. I'm talking "visibile from farther", "visible though buildings", "visible on the map and minimap", "bigger than NPCs body", "looking like an epic arrow" and, of course, the ultimate trigger for the brain: "flashing or pulsing". Then, making said optional tutorials as strict as you described. But more of them. Every single tiny technicality of battle would have a dedicated tutorial. With a tiny introductary video showing the skills on the hotbar and the meters and the ground with colourful arrows. Something that can be explained and tested in a matter of seconds each time. And, of course, in order to avoid people being discouraged: unlocking them one by one. Since our sprout came to the NPC without prompt from the MSQ (but because of them being curious of the big bright blinking icon) they should know they can stop at any time. But they shouldn't know how many tutorials there are since... well doing one for every tiny feature should amount to a few dozens. Unlocking them like you unlock the Lord of Verminion training tutorial blind should avoid immediate giving up by hiding the fact there are dozens. Every few tutorial you'd have a training battle with a piece of the Novice set to motivate going through a whole set of tutorials. Something I learned is that you should always assume people are blind and are tired after 3 seconds. 8 if motivated. So offering the *option* of learning is to be done in the flashiest most visible thing in your game. (FFXIV is known for its visual clutter anyway... we should put more emphasis on tutorials and MSQ standing out) And in bite size. But, as you said, not learning in these *optional* battle should be a disqualifying measure for passing them. While still allowing headless chicken to enjoy the main game if they don't want to bother. EDIT: Wanted to add since it came to me afterwards. We should also limit the tutorials by categories. The first time you intereacte with the NPC, it would say "your class is X, here's a few test battles to explain to you the main details" and you'd be launched into the X list of tutorials. Corresponding to your role. Now let's imagine you are a healer. You see the big flashing epic arrow. You intereact and, in the matter of 3 sessions because sometimes you went bored and went do something else, you down all healer tutorials. Congratulations! Now the big arrow is a small wimpy one. Your screen is no longer cluttered in the cities. But if you decide to unlock a DPS class... The big version of the arrow pops back. You've never done the DPS tutorials. So it's back and here to stay until it's done at least once. Now you are getting to your level 30 MSQ quest. It pops back up again. Have you done your class quests? I think not. It'll only dissapear if you possess at least one jobstone. And one last time for good measure. When you get your first jobstone, it'll reactivate to give you access to the "markers" category of tutorials. Which explains and allows you to test every marker (stack, spread, that weird red arrow share, tethers, proximity tethers, towers/meteors and both types of tank busters, at least). And thus, unlocked one by one you should have 4-5 categories of tutorials, so that it's not a mess. But, in practice, you'd not know that there is more than one until you are deeper into the game. You won't discover the second (and thrid) one before changing role. The fourth one before completing your class quests. Etc.
@Zaknalfein0974
@Zaknalfein0974 9 месяцев назад
Thank you for the content 😮
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Thank you for watching, Zak! I hope you found it interesting! :D
@Colaschnittchen
@Colaschnittchen 9 месяцев назад
I really liked the reaper jobquests. Because they taught me how to use my abilities correctly and refused to let me continue when done wrong
@sacredlunatic
@sacredlunatic 9 месяцев назад
Yea, this is all right on. One more thing I'd like to add. The fact that the game starts you in the city with like an hour of running around talking to people BEFORE fighting anything at all is a huge problem. The beginning of the game would be WAY BETTER if in the middle of the opening cutscene (when you meet Bremont or whoever) you ACTUALLY FOUGHT OFF the beastmen ambush. Just a short solo duty where you fight like 3 to 5 level 1 enemies with your basic attack. Then the hour of talking to people in the city wouldn't feel so bad.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That is a pretty good point, that you could absolutely have been part of that fight!
@Runeknight101
@Runeknight101 9 месяцев назад
Besides making tutorials mandatory, having intermediate and advanced versions would be a strong method to enforce understanding on the players. Also an in-game damage meter.
@lucalopez9604
@lucalopez9604 9 месяцев назад
In a perfect world what I would do is to make it so that MSQ forces you to get a job stone and then revamp the class/job quest to have more challenging solo duties that are personalized for each job to teach you the basics. So have the last conjurer duty have an enrage that requires you to attack, or for tanks to be forced to AOE to get aggro and another one that will murder them if they don't put rampart from the beginning. Have an NPC in the thaumaturge quest comment if you don't cast x amount of f1s, or on the lancer one if you don't put up your buff (that was baby me who somehow skipped that part of the tooltip on disembowel) Of course this would require a lot of resources, from new duties, new dialogue, and tweaks to the already existing job quests, so my second best option would be to rewrite the text tutorials. Put a simple tl;dr at the beginning of all of them, we don't need 4 pages of how astral fire and umbral ice works, just mention how you want to be in fire for damage and in ice to regain your mp on the first page and if people actually want to read the in depth explanation they can but if they are either feeling overwhelmed and just don't want to read the whole wall of text at least let them be able to get somewhat of an idea by just reading 1 or 2 sentences. In the same vein, add some tutorials when you unlock a new role you haven't played before. Mention in a short sentence that you might be the healer but the last HP is the only one that matters and your damage is as important as everyone else, or for tanks tell them that mits aren't going to save you from an emergency, they were meant to stop it from happening in the first place. I'ts not a perfect solution but I think less people would fall through the cracks if the written tutorials didn't look so intimidating (or boring) and were much easier to the eyes.
@Nixitur
@Nixitur 9 месяцев назад
So, the thing about the Hall of the Novice tutorial is that, yes, the first one is the same for all roles and teaches you to dodge AoEs. However, if you've done that with one role, you don't have to do it again with any other. Personally, I started with Magic DPS and only later did HotN with a Tank. It skipped the first tutorial, and the rest of them don't punish you for just eating every AoE. So it's easy to forget that lesson or just assume it doesn't apply to Tanks. I literally googled whether Tanks are supposed to stay in AoEs to keep the boss stationary because the game doesn't make this clear. Also, yeah, the text dumps are _atrocious._ I'm perfectly fine with reading tutorials, but not when I'm in the middle of something. I couldn't believe my eyes when the game dropped me in my first dungeon with three other players and bombarded me with like 10 pages of tutorial that I _absolutely could not read_ while the rest of the party was already rushing into combat. And then there's the issue of Guildhests which are kinda Dungeons-lite meant to teach you the game... but then drop you into highly nonstandard situations. The Redbelly Swarmpoint who keeps spawning healers and archers at range in an open field while you don't have the tools to effectively take on groups sucks a whole lot. And yeah, you cannot wall-to-wall Sastasha; you will get your teeth kicked in, and it's not even close. Healers just need one (1) early oGCD heal. It doesn't even have to be good, just fast. I started as ACN which very naturally teaches you to weave. It doesn't take a genius to hit Summon Ruby and notice "hey, my main attack is on cooldown, but I can still Fester, neat". And then later you notice "hey, I can actually hit Fester right after Ruin, cool". It helps that the oGCD Fester is also _really strong,_ so you are incentivized to pay attention to when you can or can't cast it. Give Healers something like that.
@Nixitur
@Nixitur 9 месяцев назад
Alternatively, maybe the Hall of the Novice for Healers should punish you for healing the tank when they're above, say, 2/3 health. Or punish you if you don't attack for, say, 4 or 5 GCD intervals. Maybe have the NPC say something like "I'll be fine, just focus on attacking unless I _really_ need healing". That would be a bit hard to communicate, though, and might feel a bit contrived to players. But I think it's the most direct way to explain this topic. Any other ideas I've had (like spawning an enemy that you _have_ to attack, but the tank can't) sound like they'd feel even worse and risk teaching the wrong lesson.
@kita6502
@kita6502 9 месяцев назад
i always felt like certain stuff was common sense. like tanks using mits. but back when i first started tanking i was so confused how pulling worked. i would put on tank stance hit enemies then lose aggro before i finished pulling and not even knew why making me scared to pull big because i would just always lose aggro. it wasnt until later where i realized i should be using my ranged attack on different mobs or pull with that and provoke. im pretty sure its never even mentioned in tutorial and even though the skill says it generates more enmity you just assumed tank stance made all your attacks generate enough enmity. this has made me way fast at keeping aggro and pulling. instead players pulling ahead it would be nice to tell the tank to use ranged attack and keep moving. a way i would teach a tank this is to have a tank mini game that lets you practice pulling and by how well you do earns you rewards like a glamour or a minion etc. another nice thing imo would be to have a training sim like ffxvi has. that not only lets you practice your class at the level you are now but lets you try out your class at max level. letting you spawn monsters with different mechanics etc that also lets you practice attacking with mechanics going off and allowing you to practice greeding. a lot of times people just simply stop attacking because theres no incentive to greed in normal content. but for people who want to learn greeding, you are forced to take risks in parties to greed vs be able to learn on your own. which may be fine for some. but i know for a fact there are people who have anxiety if they fuck up or anxiety in when they die because they feel like they let their team down. lastly GIVE ME AN OPTION TO RESET BUFF TIMERS ON PRACTICE DUMMIES/ TOWNS you can go in a dgn unsynced to reset timer but its so intuitive and most dont even know you can do that. a lot of the rotations challenge is practicing the opener and 2 min & 1 min loop. and when learning you will mess up
@billy65bob
@billy65bob 9 месяцев назад
IMO, the classes and jobs should be trained primarily through their job quests, with success being almost impossible without basic mastery. For example I'm pretty sure that pugilist requires you to do a 1-2 combo on some training dummies very early on. As another example, BLM's job quests (stormblood's in particular) are extremely difficult without both endgame gear and decent mastery of the job. RDM 60 is also stupidly difficult. I personally see HotN more as an excuse to get some nice looking gear with a really nice XP bonus.
@HoldenOut
@HoldenOut 9 месяцев назад
Most of all I want mid-level tutorials that teach me mechanics that aren’t covered in the basics. I remember not understanding how to avoid certain AoEs that would come out super fast, until I read online that some attacks are telegraphed on the cast bar instead of on the ground, which the game never mentions. Or the meaning of the different attack markers, or the existence of resurrection invulnerability and how it’s cancelled if you take an action. Frankly startling that they can make a 200-hour ARR while leaving so many explanations out
@melissas4874
@melissas4874 9 месяцев назад
The early training ground did teach me as dps and tank, but I paid attention. I can see that healers may have issues. They really need to update the current tutorial and maybe create new levels for each expansion after it is no longer current. I do think they want player to figure out these newer mechanics together, but it would help those leveling and doing older dungeons or raids.
@Aioaverona
@Aioaverona 9 месяцев назад
I guess my overall two questions are how often you get a new tutorial, and when do you get it? Do you get the tutorial after after every new ability? So I unlock Esune as a cleric and then decide to play as arcanist and upon reaching level 30 decide to go Scholar. Do I then because it's a different class but same role go through again how esune works because it is a different class? Or let's say that I'm a melee Do I get to see the tutorial each and every time about combos even though the just is the same, the difference is just positional? Wouldn't that bog down the experience for players that knows the game and rub plenty of alts?
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I think the text tutorials only appear the first time you see something, meaning they wouldn't appear again once you've gotten the explanation once 😊 Also just while we are on the subject, I don't think there is any tutorial at all whatsoever for esuna. You're just supposed to know instinctively that the blue line over a debuff means esuna works! 🤔 The core problem I think is that text tutorials in general aren't always the best way to convey something important to understand 😅
@raarasunai4896
@raarasunai4896 9 месяцев назад
There definitely needs to be a stricter tutorial for tanks. The number of bad tanks I encountered in the last few levels of leveling up my healers was ridiculous. From Paladins who used Only Clemency as a mitigation and told me to fuck off for Rescuing them to safety, to Dark Knights who would use only TBN and nothing else, to a Warrior using only Rampart(to his credit he did start using other cooldowns when I pointed it out, so I give him a pass) to a warrior in the level 85 dungeon who didn’t even know what mitigation is! Ram himself straight into the first enemy pack and died twice in a row, and even when I tried to explain what mitigation is, he could not, or would not, understand. One of the few times I decided the 30 minute duty finder penalty was the more prudent route and left that duty In that same boat, I had a healer once who leaned too heavily into the “do damage” idea. A sage who set Kardia on me as the tank (Gunbreaker) and did nothing but spam Dosis and through slow-casted raise if someone died. I asked him 3 times to step up the healing, stating that Kardia alone wasn’t enough(it was the level 89 dungeon) and that I was not a Warrior who had 50,000 ways to heal myself. We ultimately voted to dismiss him from the group after we died to the first boss 3 times because he refused to actually heal
@runejensen3321
@runejensen3321 9 месяцев назад
often when i do the new alliance raid but certainly also dungs and stuff how other tanks are doing them as inspiration for tips and tricks so i have an idea of whats happening with mechanics and stuff like that which have helped me alot during my time as a new tank ofc all makes mistakes but thats part of the game :D
@thesunthrone
@thesunthrone 9 месяцев назад
Teaching new users is a challenge all tech faces, not just video games. There will always be users that will throw aside the manual and say "I'll figure it out myself" then rather fail repeatedly than just sit down and learn once. With this said, I think the reworked ARR dungeons serve a decent middle-ground in teaching. You can't really fail most of those dungeons, but all the unified tank buster and stack prompts do help to teach simply by showing. The game doesn't really scold you for failing, you do just take some damage that's not lethal, and you really have to try hard to die during Livia sas Junius' attack barrage - however it shows the player by doing just how cooler others look by doing the mechanics right. Sure, it doesn't hurt too much, but they aren't getting hurt at all. This is a silent, gentle encouragement in vast people's minds to do better. Sure, there's plenty of mechanics the game either doesn't teach or glosses over. But the basics it now teaches quite decently and without overwhelming the player too much. We have to remember that MMOs are EXTREMELY demanding games for completely fresh players, and a lot of what we consider common sense is just our compounded institutional knowledge from playing multiple of them throughout our life. So a game just letting you play and figure it out on the fly is far better than one that tries to ensure you definitely learn everything. Those that want to learn, will - while those that throw away the manual will at least have the example of other players to look at and wonder "Hmm, what am I missing here?" For teaching a complex game, that's enough.
@raleo7466
@raleo7466 9 месяцев назад
Also, a tutorial for the leveled up clases would be nice. K remember trying sage and having to study in RU-vid how did the blue buttons work, bacuse the job is honestly visually the same in everything. Even know I have to pay attention not to use holos instead of physis
@xbon1
@xbon1 9 месяцев назад
They should be mandatory but only in shadowbringers and beyond where there’s no excuse to not properly play your role in group content
@akaipandatv7194
@akaipandatv7194 9 месяцев назад
I really feel like the HotN should absolutely be required to do to move on with MSQ but also should be absolutely reworked. I love FFXIV, it's by far my favorite MMO of all time and don't think that will ever change. I have noticed though especially these most recent days it's catering more towards the player base that just wants to play end game as soon as possible. There's nothing wrong with people who wish to reach end game as soon as possible, but there's honestly nothing in the game that holds any role accountable for there shortcomings. Aside from what Savage and Ultimate content? I can't really say that's good enough seeing as most people bypass that content completely. I personally love savage content though some of is bash your head against a wall difficult, but the main reason that difficulty curve exists is because there's nothing else that really forces you to learn your role. I know my point of view is very much the minority, but I can't tell you how frustrating it is to see DPS rush through so many dungeons ahead of the tank because they think they know better or to possibly rush the tank, i'm not really sure on this logic. On a side note to add to this, some of the class/job quests that start at 50-60-70 etc like for SAM RDM GNB etc are terrible at teaching. The best one i have seen so far is actually SGE and RPR. Which is a great sign of future "Tutorials" I feel. The sage quest using the starter gear, you would think would be of comparable difficulty to any MSQ quests at matched level for the job you're playing, But i actually struggled a teensy bit with it, only because of the accessories i had were slightly outdated turns out. But that aside the quest made me work for that victory which was a great feeling. That was a rant but i hope the point was clear. ARR Tutorials weren't really thought through very well, but i feel like they are improving over time.
@Scerttle
@Scerttle 9 месяцев назад
First time I played the game I turned off pop up tutorials after about half an hour. I literally googled how to disable tutorials because the pop ups were annoying. You're inundated with so many random dumb pop ups that I got fed up VERY quickly. My first job was gladiator, but I had a friend who was on Discord call with me who was my healer and she walked me through the first three or four dungeons telling me where to pull to and where to stop and eventually got me to wall to wall when we had some ranged players, then linked me to Mr Happy's tank guide and someone else's tank guide lol Now in my Discord server I'll typically link yours and Wesk's guides to newbies haha
@Scerttle
@Scerttle 9 месяцев назад
I just remembered with regards to the Smith tutorials, there's a massive text dump at the start of those too and I would look at my phone while it forced you to "Read it" before hand. This game really has a problem with tell-not-show in the early stages. I wish I knew how to write Japanese so I could subtitle these. The devs say they try to watch videos from the community but if there's no Japanese subs they struggle to take the information on board.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
That's a great point that even the practical tutorials like the Smith are mainly done with a text dump at the start, which certainly doesn't help! I'm glad my guides can sometimes fill in the gaps at least 😊
@Scerttle
@Scerttle 9 месяцев назад
Another thought: I think it's funny how almost EVERY single playthrough I've seen from someone new to the game (and even some veterans in late game content) will die in the solo instances and put their difficulty down to very easy. The solo instances are easy if you're familiar with your tool kit, but if you're not they're definitely a road block. Problem is, it's a bit late in the game to be testing people's ability and people will absolutely choose that very easy option.
@Scerttle
@Scerttle 9 месяцев назад
@@CaetsuChaijiCh lol your guides more than fill the gaps. One of the folks on my server said he got accused of being a toxic tank during one of the first trials that doesn't have NPCs and he had no idea he was playing the game wrong and people didn't give him the benefit of the doubt. I told him to do two things: 1. Always say "I'm new" 2. Gave him links to your Paladin guide and tank mastery guide lol Like so many people who don't watch YT vids, he thought provoke was part of his rotation.
@lordoman1940
@lordoman1940 9 месяцев назад
Tbh i just started playing and i didn't even understand how bard songs work and i was just clicking buttons till everything was on cool down till i watch your bard leveling guide
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I'm glad my guide helped you! I could imagine whatever guidance the game gives for those are very limited as well!
@iambecomegameend2972
@iambecomegameend2972 9 месяцев назад
Not sure how I'd do tutorials since I've learned the most from videos. They definitely need some kind of update to get rid of old information though.
@redlunatic2224
@redlunatic2224 9 месяцев назад
I feel like this can be a good opportunity to kill two birds with one stone. ARR is famous for being slow, but my experience was greatly enhanced by constantly changing classes and learning how they work, so why no push people towards this kind of experience by retooling some of those early quests to require different roles to complete them. This way, we're injecting a bit of extra flavour into those parts by mixing in some more class quests, and we're spicing up some of the blander MSQ parts by adding some tasks that would act as tutorials for different mechanics.
@InnocentGuillotine
@InnocentGuillotine 8 месяцев назад
Honestly I think making at least some of HotN mandatory (the final stage can be rough for THM sprouts, due to fragility/lack of movement/sprouts not understanding ffxiv snapshotting comboing in a bad way, from experience, so I won't necessarily say *all of it*) and giving it a rework to actually match up to modern gameplay (...and to make at least one healer tutorial actually requireheavy aggression to clear) would be enough. You'd still have people who don't care, but they don't care even if they're corrected by other players so they're not going to give a shit about the game telling them they're wrong either.
@hazenoki628
@hazenoki628 9 месяцев назад
I thought attacking from the rear still made it easier to hit when you're below the enemy's level, is this no longer the case?
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
This might be true, I feel like it hardly ever comes up in party content though! I can't actually say for sure honestly but that is a fair point!
@hazenoki628
@hazenoki628 9 месяцев назад
@@CaetsuChaijiCh It certainly doesn't come up much, and I agree that the novice duty shouldn't say what it says. A note on the existence of positionals would be better.
@HeyItsAyls
@HeyItsAyls 9 месяцев назад
A handy tutorial for newer players would definitely be how to do AoE damage on dungeon pulls. Not uncommon to see Sprouts using single target attacks when they should have AoE abilities. The only problem? When do you get your AoE ability? Your mention that Tanks get AoE training in the Hall of Novice made me realise that no one else gets that tutorial because they just don't have anything that low. All Tanks get their AoE at level 6-10, but then it's a crapshoot. Ranged typically get it at around 18, so good enough, but poor Healers (and Dragoon, RIP) don't have anything until the 40s. Whole roles and jobs going through the first expansion with no way to know how to deal with large groups of enemies.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
It's a massive problem that I think could at least in part be resolved by specifying the tutorials a bit to each job, and making the smiths tutorial cover a wider level range. Like, dps jobs are not taught combos, because mages don't have them. They aren't taught how casting works, because melee don't have that for the most part. And so on and so forth, so the dps tutorial just touches on more vague tips and tricks 😅
@billy65bob
@billy65bob 9 месяцев назад
Would definitely help if all the DPS jobs had a AoE attack by level 15. It feels a bit random, but it's also why I only pull single groups if I'm tanking in a
@allireni1995
@allireni1995 9 месяцев назад
Would love a Hall of the Novice rework with it being mandatory
@iPlayOnSpica
@iPlayOnSpica 9 месяцев назад
On the scope of cure bots, single player Final Fantasies didn't have a tutorial for using Cura/Cure II. Simply not using it just got your party killed and rewarded you with a humiliating game over if you refused to use it over Cure... or before that happens, you just realized mid-game enemies do more damage than Cure can keep up with, and your healer's been getting more mp upon level ups for a good reason. Tanks have way more in their kit in FF14 compared to older FF's, and msq bosses don't do enough tankbuster damage to need anything more than Cure (even in a trial, Medica II will carry the heals, ironically being stronger than the Cures cast between Medica II refreshes, and you have a co-healer).
@spacegamer13
@spacegamer13 9 месяцев назад
Wouldn't make them mandatory but give them good rewards for whatever point of progression they're intended for. Let's you put in a lot more tutorials as well since the player can skip them if they so choose. Eager to learn players will do them anyways and unwilling players might if they want the reward.
@stormneko
@stormneko 9 месяцев назад
put mechanics in sastasha, polish up the smiths, treat active help like friend requests and loot rolls i believe in sink-or-swim. i think it's a problem that the scholar faerie is good enough at healing that no one has to avoid a single AoE in copperbell. other commenters have noted specific ways to teach specific mechanics, and places to make them required; i'll just add that the player should be able to test out of them (the tank main who made a new character to revisit ARR's story doesn't need to sit through mitigation 101), and the consequences for failing should be nonlethal but supremely annoying. give captain morgan an "enrage" that silences everyone for 2 minutes, and tune him so the party can still auto-attack him to death. have the soulcounters repeatedly summon a pile of little guys; maybe at a rate that at least 2 people need to interrupt the action, like the coeurl in sastasha - make it a trip/silence test too my issue with the smiths is how.......slow.........they..........speak. their text boxes advance on a timer instead of player input. someone who needs more time to read can probably get along fine with the default "Events" tab of the chatbox (if they know npc text is there. nothing tells you npc text is there; it doesn't light up to indicate new messages), but for someone who can read "are you ready for a summary of what we're about to teach you?" 5 times before the text box advances, it feels like there's nothing of value here. these npcs are wasting time just to waste time. optional or not, useful information or not, the hall of the novice is just unpleasant to play in. update the information, give the player more control, nice there's another reason the active help doesn't work - even among people who are willing to read a text dump, not many are willing to do so while being mauled by monsters. the popup in the middle of your screen is distracting and can get in the way of targeting; the text box it expands into takes up even more of the screen; and closes completely instead of minimizing so the player gets to choose between not seeing the screen, reading right now and dying or getting left behind in the dungeon, or trying to remember how to hunt down the specific tip they closed. tucking active help away in the notifications and having it stay there until the player presses a "yes i get it" button instead of "get this off my screen button" gives it a far better chance of being read
@moccxhi
@moccxhi 9 месяцев назад
I really wish at least the smith's tutorials were mandatory quests that all players have to do. They're extremely easy, and if players *still* suffer with them, maybe it would be a good idea to give players some more visual ques, as opposed to verbal. I remember when I started the game, a long long time ago, I was sometimes having trouble reading the instructions fast enough. I was excited to play, but also kinda scared as it was my first mmo...and also my first game, outside of some card games or sidescrollers. If, however, the game showed the icon of the ability you are supposed to use, it would be much more helpful! Another thing that the game should definitely do a better job with is teaching the players about their rotation. This, I don't think should be mandatory, but I believe players should at least be aware that there is a good order in which you should press your buttons... and a bad order in which you shouldn't press your buttons. I find that a lot of casual players do not even know that rotations exist, and just think they should press their 1-2-3 combo and freestyle other stuff to their liking - which is not how the game works at all. Why should players seek out discord servers just to learn their rotations? Nowadays, I am far from a casual player I once was, and I see the game in a different light. These things come naturally to me, but to a new player they definitely wouldn't, and if a player chooses to play mainly solo or with their friends, they may not have a chance to ask someone for advice about these things, because they will think the way they're playing is perfectly normal.
@xerravolos
@xerravolos 9 месяцев назад
There were tutorials?
@dizzyshiek2546
@dizzyshiek2546 9 месяцев назад
What if they added a second round of more challenging and mandatory tutorials that unlock and become mandatory before in engaging in the more challenging and social oriented content. so the people that don't really care to play with other people or about increasing there skill level can still play how they have been, Then once the player has made the choice to engage with the more challenging group content by completing the tutorial, they are then allowed to queue into something like that duty finder or party finder for more challenging content, such as extremes, where it becomes far more important to understand your role and your job, since now you are intruding on peoples time and potential enjoyment.
@Cassapphic
@Cassapphic 9 месяцев назад
The game really needs to do more both to teach players how to play the game beyond the very basic concepts of the holy trinity, as well as encourage players to learn the game further. Whenever I queue into a max level raid and half of the dps with raid buffs just never press them, I'm completely baffled, I just cannot understand how someone could play this game for long enough to have gotten to max level and never get the moment of "ooo new ability what does this one do" even if they're not exactly making super smart optimised rotations and openers, idc about that a lot of people do not care to search for guides and most guides assume max level as said in the video which really doesnt help. A side job quest at the end of each expansion as a reminder for someone about what they're new tools do and how to use them could be very well served. Also the game needs to teach core mechanics to new players better, the limit break tutorial is a popup when you first enter a light party, which is probably queueing into sastasha with randoms who've already run halfway to the first mob pack, you dont have the time to read the first popup of like 5 let alone realise you can now limit break if you figure out how to put the damn thing on your hotbar (that should be done automatically sqex please), the game should teach what a gcd and ogcd are, and how often dots tick as a new player on bard I thought the dots were busted ticking every second because why would I assume every 3?
@ShifterVampire
@ShifterVampire 3 месяца назад
While it may be nice if people would learn more about the game, if the majority of the players would say "it's too difficult" and leave then the game would die. And to be fair some players doesn't really care about dungeon and battle mechanics and just do other stuff in game and clear mandatory parts with trusts, so why would they need to learn anyway if they don't interested in battles. But for people who are interested I'd like to have some harder *optional* tutorials which would teach them about the game and test their knowledge. They'd be even better if they had no rewards/achievement/etc, just some information about where to find them. That would mean that people who are willing to learn could do it, while other people would not be upset they can't get something from this because it's too difficult.
@CaetsuChaijiCh
@CaetsuChaijiCh 3 месяца назад
I very much agree. And often the players that demand the game is harder, don't realize that those players that are not super amazing at the game, would not suddenly become better if faced with a harder challenge, they would probably quit as you said, which means we would have ghost towns instead! >.
@ShifterVampire
@ShifterVampire 3 месяца назад
@@CaetsuChaijiCh To be fair I don't mind optional content to be harder. Or maybe even have all content to have a different difficulty setting with "easy" for someone who just do it to get it done, "normal" to players who interested, but just learn it and "hard" (or even further to "extreme") to dedicated players.... but that's a lot of work for developers so I don't think we would get anything like that for anything other than combat. And all this content would need rewards, probably, so yeah...
@raleo7466
@raleo7466 9 месяцев назад
I learnt most of everything via RU-vid videos or other players, the game does have some tutorials but no one tells you that a white bar above a debuff means cleanseable and then you have a trial where you have to cleanse a doom. They should rework the tutorials, at least make people do their job quest and learn the basics of dealing damage while mitigating it (yes, teach the dps that they can also help the party thank you)
@eureka5635
@eureka5635 9 месяцев назад
If I didn't play other mmos beforehand, I would have been completely lost in this game
@C_Kiri
@C_Kiri 9 месяцев назад
I think what confuses me about this whole situation most is that... okay, I don't want to sound too much like I want to police how people play their video games, but, when it comes to stuff like people more or less choosing not to learn how combo actions work, or to genuinely just focus fire healing onto the tank as fast as your GCD allows while doing nothing else... is that kind of player having fun? How enriching actually is the experience, just to exist in an MMO space with various pretty dungeon backgrounds? If a player wants to be a tourist through the story... sure I guess... but do you not even want to risk enjoying yourself more by pressing the shiny buttons the game gives you? Do you really purchase a continuous subscription fee for a video game just to not read what your capstone ability does? Are you not curious why the game gave you that weird 'Interject' thing you removed from your hotbar? I'm not even that offended, not intrinsically, I just find that sort of apathy extremely alien. But I mean, of course I *do* get offended when people imply this can't be a problem in a team coordination game; Yeah I don't pay your sub, but you sure are burning time off of mine now that we're going on minute 50 of The Vault because you're spending every GCD doing Throwing Dagger. It's a strawman most of the time, but that was so specific because it's a very real example I'm citing from a couple years back. The fact that this can happen, and that player genuinely doesn't know any better, and the developers' solution was to increase the scope of Duty Support to let them experience the MSQ in an even more frictionless way than before, instead of incentivizing caring about the gameplay they've crafted over the course of a decade, sure makes me feel... something. I don't know what, but I feel a lot of it.
@medivh1035
@medivh1035 9 месяцев назад
Just need to get used to it... I ran into so many sprout dps that uses single target attack when l Do a big pull in wanderer's palace or amdapor Keep....
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
I don't see too many of them, but it is always surprising to see! 😅
@Zanador
@Zanador 9 месяцев назад
Some jobs don't get any AoEs at all until like level 40, so it's possible that they just got used to single-targetting everything for 30+ levels and never even noticed that they eventually got an AoE
@khmatrix
@khmatrix 9 месяцев назад
After playing PSO2 I was surprised that the game just gives you the necessary abilities to start off with no need to do side quests to unlock more. When you hover over to an ability it will show a video on how the abilities works with the text. CBU3 needs to have the same thing as PSO2 + mandatory tutorials with covering all aspects of combat (maybe add voice acting?). I think new players should just receive all the abilities up to 50 off the bat to avoid the "slow" gameplay claims that newer players reach a conclusion to and leave the game in the middle of ARR.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Voice acting would absolutely help with making some of the teachings harder to miss! I can almost guarantee that giving all of the first 50 levels of actions right off the bat would in turn overwhelm some other players, and would bore players that like gradually unlocking things, because handing them the first 50 levels of stuff immediately, also means there's nothing else to get for 50 levels! :/ It is a very difficult balance to find!
@khmatrix
@khmatrix 9 месяцев назад
@@CaetsuChaijiCh Ah yes thats also true. Its a mixed bag hmmmm. If anything getting abilities through levels without doing the side quests would also be nice.
@pedroscoponi4905
@pedroscoponi4905 9 месяцев назад
@@khmatrix The thing that bothered me back when I began playing last year was less the drip feed of abilities, and more the fact that not all classes are treated equally in their leveling experience. WAR feels pretty good throughout in terms of ability pacing, whereas NIN doesn't feel like it really starts until your second Mudra, and I only felt that BRD "started" at _Level 52_ when you get your third song. Some slowness is inevitable in the first few levels but which class you start with has a huge impact on how slow that is.
@adelxiii6327
@adelxiii6327 9 месяцев назад
i remember in HW days and ( maybe stromblood if i remember well ) were no Tutorials at all .. just "good luck"
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
From what I can find, The Smith was added at some point in the middle of Heavensward, and without Duty Support back then, we had a combination of "Good luck", Harder to deal with dungeons comparatively, and you had to do it with other players that probably would notice sooner if you weren't up to par! ^^'
@adelxiii6327
@adelxiii6327 9 месяцев назад
@@CaetsuChaijiCh yeah sometimes we were wipe at 'dps check' in causal content ,, jobs were harder to play and make damage. but nice video i will watch it all for sure thanks :3
@car-keys
@car-keys 9 месяцев назад
We will always have curebots as long as they can get away with it. In all content before extreme, you can easily complete them by only spamming cure 1/2. Even if someone tells you to stop, why should you if its working just fine? The game overall either needs weaker healing spells (much greater mana cost too), or higher required heals per second.
@ruinparadox4812
@ruinparadox4812 9 месяцев назад
This problem is really egregious with the sage tutorial quest. The quest giver tells you how to use Kardia and one shield ability of Eukrasia. Suddenly, then you're thrust into a bossfight with next to no knowledge of your other abilities and when and how to use them. It also doesn't help that she has only like a few hundred hit points and then you have to struggle for your life to try and keep her just barely above 20% hp. The tutorial was so bad, I had to get a friend to give me a master class on how to play sage since they main the job.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Both the Sage tutorial and the Reaper tutorial is very bare bones certainly. I recall attempting the Sage tutorial while limiting myself to only the spells that were kind of explained, but during the boss fight at the end, I ended up needing some of the stronger options (that presumably weren't explained) to recover after a large AoE attack ^^' It is a pretty good example of a tutorial that tries to test your knowledge, but is on the other end found lacking in the teaching part!
@EdgeKisaragi
@EdgeKisaragi 9 месяцев назад
But you can read your tooltips and figure it out a bit before hand. That’s what I do whenever a new ability comes out or I come across it. I see SO many SMNs using en kindle / rekindle on themselves and no the main tank still. 🙈
@strattaravar
@strattaravar 9 месяцев назад
I feel like the Sage quest is designed with the assumption that since it (I'm pretty sure) requires you to be a high enough level to unlock it in the first place, you have enough understanding of the core mechanics of the game that it expects you to not have to rely on just the tutorial itself to teach you about healer cooldowns and can instead focus on teaching you about how Sage works more specifically. At least that would be my assumption.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
@strattaravar That is also a very good point, and it probably also applies to Reaper. As I recall, both of them mainly focus on explaining the specific things that are somewhat unique to them. But as Sage doesn't require you to have a healer at level 70, and Reaper doesn't require you to have a melee DPS at level 70, it is totally possible that all of the common healer mechanics completely escape you in case of Sage, and all of the melee DPS things like positionals and combos, escape you for Reaper. That of course doesn't change the fact that you could probably greatly alleviate such an issue by taking the time to read the many tooltips ^^'
@artemiswillhelm2633
@artemiswillhelm2633 9 месяцев назад
I don't think sage explains how to use toxicon or get the stack during the tutorial either 😭 I learned from pvp prompts on the sage rotation while in wolves den
@ShxpxRok
@ShxpxRok 9 месяцев назад
Tutorials should be mandatory and stricter say you stand in aoe it kills you or paralyzes you for 30 seconds have to be really inconvinent to let most people know you should not stand in this. This new tutorial would be what mentor roulette focuses in on you go in and you teach people say at level 15, lvl 35, lvl 50, and finally lvl 60 how to do the basic mechs in the game it's these tutorial dungeons and trials that build the players and you mix regular dungeons in. doubt it will ever happen since jp players do not have these issues.
@bamberscher_offiziell7261
@bamberscher_offiziell7261 9 месяцев назад
Would be kinda cool if they would add some real good players from Reallife as Mentor Npc into the Game. That teach you the rotation of your job.
@TowaruTsura
@TowaruTsura 9 месяцев назад
I really think this is giving some players too much credit. I've been playing this game since soon after HW's release, and I've not met many people in this game who didn't take advice and improve when prompted, but when I do, they are always extremely rude, dismissive, and verbally abusive. Players who don't care, as the video calls them, wouldn't really throw themselves at a forced tutorial until they succeed on accident. I think they KNOW how to do it, they just don't want to. From my experience, players who don't care actively play worse when asked to do something, because of pettiness. Like a child who spends hours in their room pouting instead of cleaning it, when cleaning it would be faster, easier, and allow them to do the things they want to do quicker. They don't want to do it simply because they've been asked to. They see the game as something that's theirs to experience and if other people are inconvenienced by them playing like crap, that's their problem, and how dare you say otherwise.
@CydonianKnights11
@CydonianKnights11 9 месяцев назад
Tanking became fun once GNB released I disliked playing as a tank before then. GNB is my main because of gunblades 🤤
@TheWipal
@TheWipal 9 месяцев назад
i dont wanna read , theres too much textttt thankfully i was showed around 😂
@mismismism
@mismismism 9 месяцев назад
The tutorials should be mandatory. Especially if they're going to cater even max level, non-savage content, to the lowest skill level players like they have in EW, they need to make sure the players that stick around, actually onow what they're doing so they can release content that doesn't feel so aggressively easy to the point of being brain dead to long time players, not even hardcore players, I'd be considered midcore at most and some of these level 90 dungeons, trials and even raids, are too easy day 1 blind. The first dungeon or 2, they don't get it, fine, but there should not really be a way that players can aimlessly flail their way to max level content without understanding the most basic mechanics of their job.
@backyardshorts5505
@backyardshorts5505 8 месяцев назад
I don't think the in game tutorials helps you if you do them once rather if AAR forced a msq quest to complete them then every instance forward incorporates those mechanics as win conditions new players would improve overall
@lv.99mastermind45
@lv.99mastermind45 9 месяцев назад
Don't worry, the mentor system will solve everything
@VashimuXIV
@VashimuXIV 9 месяцев назад
I can’t fault them for wanting to try with the tutorials, but I think it’s genuinely fallen to the community more for guiding people about playing the jobs. Though that then falls on people willing to look for the help and tips in the first place. You’d think that the mentor system would help too, but you’d be so wrong. Really, thank the community so much for all the work they put in to help teach newbies, and you for stirring these discussions Cae. Cheers.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Indeed, others suggested that deliberately not teaching everything with tutorials also can drive people to help each other, which would Matter in an mmo, so it is difficult to say what's actually best 😅 Thank you! 😁
@DjOneOne
@DjOneOne 9 месяцев назад
mfw i get a cure1 enjoyer in lvl 90 content ( ^ω^ )
@Zanador
@Zanador 9 месяцев назад
Man, I have a lot to say about this topic. I love the game but one of the things it's absolutely terrible at IMO is conveying important information to new players. TL;DR: Anything that's only in a text dump should be moved to a quest, Smith instructions should be mandatory and harder to ignore, Job quests whould be harder to ignore, and the game should teach things like GCDs/oGCDs and boss markers better. Text-dump Tutorials: I always read these, but I realize most people don't. If you take the time to read them they're usually pretty decent at conveying information... for combat mechanics at least. Whenever they try to explain something like the Glamour system they tend to be overly wordy while barely explaining anything. Anyway, the problem here is that core job mechanics are explained in text dumps and not anywhere else. Stuff like BLM's AF/UI or Monk's stances should be explicitly explained in the job quests. Some of them already are I think, but not all of them. While we're on the topic of Job Quests, SO MANY new players do not realize how important they are when starting out. I've encountered many a new tank in Sastasha who hasn't unlocked their ranged attack yet. I think making the first few class quests mandatory before entering Sastasha would help drill in the idea that they are not really optional, but actually extremely important. This is another thing that is mostly explained in a text-dump and nowhere else as of right now. At the very least, maybe throw up a warning pop-up if you try to queue for Sastasha without having done your level 15 quest. The Smith: If The Smith's stuff is intended to be "THE tutorial" on doing content in a party, it should probably be mandatory to finish it before entering your first party duty (or at least have a warning like I said above). Beyond that, there are a few problems with the way it's set up right now. First and foremost, steps intended to teach specific mechanics like AoEs, attacking while not healing, etc. should REQUIRE you to get it right to progress. Just like the tank combo tutorial fails if you mess up the combo, it should do the same with AoEs and such. For teaching you to attack while not healing, they could just put a (generous) time limit on that duty which you won't beat if you're just healing your allies. They could also reduce the damage your allies deal in relation to you. The next big problem with The Smith IMO, and something that extends to a lot of solo duties, is that the instructions you're given are text-only, and they appear in a small window that times out after a while. These text boxes are super easy to miss in the heat of combat, even if you're trying to pay attention. I've failed half a dozen story duties simply because I didn't realize there was an objective other than "kill everyone in front of you" - the level 30 Rogue quest and that one big battle in the Thanalan opening quest line both come to mind. If these instructions were voice acted, or at the very least remained on your screen indefinitely in an obvious spot, it would help alleviate this problem. In addition, there's a number of important concepts that the game doesn't really make any attempt to teach new players at all. I don't think anything in the game ever explains the difference between GCD/oGCD abilities, the importance of always keeping your GCD running, or the concept of weaving. These are things that should probably be taught either by The Smith or by job quests. DPS jobs with combos should also probably learn about combos - maybe there can be a separate Melee DPS Smith track. Online Guides: A big, big problem with online guides of all kinds is that they all assume that you are Level 90 and have finished the MSQ, or at least that you're out of ARR. Tank guides tell you to pull to the wall, forgetting that that'll get you killed at low levels. Healer guides tell you to heal with oGCDs, forgetting that low levels don't have any (and that the game doesn't explain oGCDs at all!) 90% of rotations for any job online are level 90, and 9 of the 10% remaining are level 80. Fisher guides tell you to use Identical Cast and Triple Hook. When you look up how to get GC seals to unlock the gear trade-in you get people telling you to trade in gear. This goes on and on. Online guides are extremely hit-or-miss for newbies because so many guide-makers pretend that low level doesn't exist and that everyone blows through the MSQ in an afternoon before doing literally anything else. As someone who's been leveling and moving through MSQ fairly slowly, this has been a big annoyance for me. And while I'm here - boss mechanic markers are a very common tripping point in new Raids and Trials, even for me after 1500 hours. Every major boss has new mechanics which aren't explained and you're expected to just figure out. When there's 4 mechanics happening simultaneously as well as a million non-telegraphing particle effects going on, it's often impossible to even notice half of the mechanic indicators. I've been in a dozen Trial and Raid fights with experienced friends where I die for seemingly no reason, my friend says "oh yeah when you see that indicator it means XYZ", and I literally don't even know what indicator they're talking about. This is much worse when you're NOT with friends, because then everyone else does the mechanic silently and you probably don't understand what they're doing or why. There are Alliance Raid fights that I STILL don't understand after doing them multiple times, because I just die and the other 23 players do it without me and without explaining anything. This issue is harder to fix than the others for sure, but it's something they should definitely consider looking into IMO. Edit: Related thing about raids/trials... it would be nice if the game explained what the point of the second tank in 8-man content is. I honestly still don't really know what the point is in 99% of content - outside of Savage/Extreme it seems like the second tank might as well be a DPS. I've seen a number of new players get confused by content with multiple tanks, not knowing what to do as an off-tank, or not realizing that off-tanking is a thing and fighting over aggro the whole time. Edit: Oh, also ability tooltips. Most people don't read their abilities anyway (although they really should and maybe this could be encouraged somehow) but for those who do - many tooltips are confusing or outright unhelpful. Bard's songs don't explain how Repertoire gets triggered, and good luck figuring out Masterful Blitz or how to use all of your Mudras just through tooltips and in-game explanations. Even the ones that have all the relevant information are formatted in a really confusing way - instead of saying: "Deals X damage, applies Y DoT for 30 seconds, and increases your damage by Z% for 10 seconds" they say: "Deals X damage. Additional Effect: Applies Gabagool's Strength to self. Gabagool's Strength effect: Increases damage by Z%. Duration: 10 seconds. Additional Effect: Damage over time. Potency: Y. Duration: 30 seconds." It's just way harder to parse than it needs to be, and I often need to read tooltips like this several times before I fully understand what they're even doing. Anyway sorry for the huge wall of text, this is just a topic that I've thought about a lot. At the end of the day there will always be players that don't want to learn or that skip tutorials and complain that they don't understand things, but there's definitely a lot of room for improvement on this front.
@devilpantsu
@devilpantsu 9 месяцев назад
As a longtime FF14 player since 2014, I would absolutely love a mandatory tutorial to make completely sure people know how to play their class, job, and role, especially if it straight up blocks progress until they get it right. I straight up don't care if it makes smoothbrains unsub, I don't want to play FF14 with freecure fishers, tanks with delusions of being the main character, and auto-attacker DPS. The game would be better without them.
@Telamont
@Telamont 9 месяцев назад
Honestly the basics are not that complicated, when you are in a group with other people it is not fair to those people if you dont know the bare basics like AOE and not to stand in the shiny red circles.... Tutorials should be mandatory and if you can't preform basic things for group content you shouldn't be allowed to enter group content and if you can't complete the tutorial than maybe this game isnt for you. Also to be clear i dont mean you need to be an expert with big parses and other elitist crap, if you're learning and actually trying to learn I will happily take 2 hours to try and teach you how to be avg at your role, but it is not fair to the 3-7 other people in the group if you can't be bothered to learn the basics of a role.
@loomingdeath1758
@loomingdeath1758 9 месяцев назад
The easist way to sum up the entire video is..... YOU DON'T PAY MY SUB. Is why people do what they do...
@DICEBOY22
@DICEBOY22 9 месяцев назад
On tutorials... Okay... Embarrassing caveman moment but for me as a console guy... I only never experienced 1.0 ( or maybe it was 2.0? ) because mission do emote was a gamer rage "huh?... WTF?..." quit moment. Could do better on those / type something missions.
@CaetsuChaijiCh
@CaetsuChaijiCh 9 месяцев назад
Those are still kind of silly at times! Sometimes they require you to write something specifically in lower case 😅
@kylestewart2829
@kylestewart2829 9 месяцев назад
Lol thats a us problem in the rest of the world we read the tutorial and get corrected by fellow wol
@Greed540
@Greed540 9 месяцев назад
Yes, the XIV tutorial is shit / nonexistent, however. Most FFXIV players literally do NOT CARE at all. I myself did not read a single guide / tutorial toolbox or anything. I just read what my skills do and learnt myself how to use them. So essentially, if i could learn the game by not researching anything, other can do too. A proper tutorial would definitely be beneficial overall and help like an additional 40% of casuals become "better" players but there will still be atleast another 40% who are gonna be lost regardless. I dont know what the solution to that problem is. Getting banned for giving gameplay advice doesnt help either.
@MrBCWalker01
@MrBCWalker01 9 месяцев назад
The game would be best if it actively filtered out the bottom 20% of players. Mandatory tutorials are how to do that filtering, and they need to be ongoing; at 50 (for example) there ought to be a mandatory tutorial for 8 and 24 man content for each role. And yes, the Class and Role Quests should also be mandatory as part of that ongoing tutorial process (and be revised to properly train and drill players). Those that refuse to Git Gud should be filtered out of the game- simple as. Those that will, but only if they are compelled to do so, will do so; compelling player skill to get better over time is necessary for the long-term health of any multiplayer game- MMO or not. In a PVE environment, this means regular and escalating challenges that are not skippable or cheesable (i.e. firm Level and Item Level syncs). It is incumbent upon the game and not other players to ensure that players are up to standard at all times. They don't need to ensure that you're good enough for Extreme, Savage, or Ultimate but they should ensure that Normal content goes smoothly save for that first time experience (and yes, that too needs to die; going blind is gimping your group- watch a guide first so you know what to do and how to do it BEFORE you queue up and thus do not disrespect others by wasting their time and risking failure).
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