No. Last thing we need is individuals causing a toxic situation. I’ve seen it enough when a raid team wipes for the first time and you see some clown trying to call people out and being rude.
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If someone's going to be openly rude about it, they're going to find something to be rude either way. Showing who is underperforming is pretty crucial when it comes to solving a problem. If you get kicked for poor performance, who cares? Just find another group that wants to carry. 5 players shouldn't just be held hostage trying to carry the extra weight of an underperformer if they don't want to just because kicking him would be "toxic." It's far more toxic to expect a carry out of people who weren't offering one.
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[quote]Dude if you beat the raid that’s all that matters who cares about some dumb numbers at the end. [/quote] Its still a good reference point for how much damage you were doing with your current setup. Also, “number chasers” are the reason why you know what the optimal damage strategy is. I dont know how often you raid, but from the sounds of it, you struggle to remove toxic players from your fireteam.
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Xeroにより編集済み: 2/9/2022 9:51:09 PM[quote]Its still a good reference point for how much damage you were doing with your current setup.[/quote] Good point. But bad spot to execute it, especially if the Raid is done. It's redundant to view numbers from a Raid after its complete as the main objective is already accomplished. Players got their loot, and as a team, folks should understand that the "team effort" was what got the group to the end, not the numbers alone. They are just a minor component. A team is made by the members working together, since this can be argued both ways, the solution is to NOT even touch this suggestion. But redirect it, since it has potential for negative player behaviour. For those who want to crunch numbers, a middle ground is to put in a "practice area" for up to six players. If the true objective is to measure loadout numbers, one can do this solo or as a Fireteam. They won't need a "Raid team" to accomplish that. Think outside the box. ¯\_(ツ)_/¯
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[/quote] But bad spot to execute it, especially if the Raid is done. It's redundant to view numbers from a Raid after its complete as the main objective is already accomplished. [/quote] Ok so my main scenario where i envision this being useful is this: player a decides that they want to use a different weapon, player b thinks that they might use a support weapon such as divinity. So the first attempt that they attempt this new tactic results in a clear, player a wants to figure out if it was just a big enough damage buff that contributed, or if the weapon that they decided to use made that much of a difference so that they can possibly use their new tactic in future runs. I couldn’t really articulate the situation as well as i wanted to, but my main point is that sometimes the numbers can help you figure out if you want to do the same thing in your next run of the raid.
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Xeroにより編集済み: 2/9/2022 10:07:59 PMThey can, but wouldn't it feel better to do all that testing before commiting to a mode that requires more time and attention, rather than switch out guns/armor mods/whatever else, and adding to the time to do the activity? Or throwing off the flow between players? Think about it. I'd like to think that folks want to get things done as efficiently as possible, and the idea I suggested as a middle ground could be used moreso before Day 1 Raid Races as well, so it has its use. Again, big picture thinking. You know? I can see the idea being done, but not in a high stress activity for players like a Raid. Even if it's being done elsewhere. ¯\_(ツ)_/¯