ChaosWotan wrote: »We old-timers remember when experienced players often took time to teach newbies how to beat bosses, and this happened naturally because the content in 2014 and 2015 was still new to all of us, and the community was smaller, with many dedicated and passionate gamers. Now, after 600 cp, and over a year of grinding the same content, more or less, it's natural that old-timers are no longer that enthusiastic about teaching others how to finish dungeons and trials that have become a grind basically.
This does not necessarily mean that old-timers are "elitists". It's more likely that most of us simply get bored when new players slow us down, like a racing driver who is forced to drive 30 mph on an old track where he or she is used to drive 5 times as fast as the newbies.
The best solution is to give us old-timers new content to finish, but devs can never keep up with players who are into "binge gaming", like playing 3-10 hours a day.
Another solution is to have seperate queues in group finder for newbies and experienced gamers, so that one can only join the veteran queue for a specific dungeon after one has already finished that particular vet dungeon. The problem with group finder today is similar to having a school system where first graders are free to participate in classes attended by twelfth graders. That is bound to create conflicts.
A third solution that might work, perhaps, is to introduce a Master Teacher skill line, where the pros get rewards for each boss they finish together with 1-2 newbies in a vet dungeon. Countless fantasy books are stories about a wise teacher and a new apprentice, so why shouldn't this be a part of the rpg in ESO too? Can this be done? And will it work sufficiently well?
ChaosWotan wrote: »@Daemons_Bane
"Basically, you are just promoting a system that will give players more skills for ending with low level players in the random queue"
This is the quickest solution for the devs if they don't want to create a more complex mentoring system. It's far from perfect, but the main point is to get veterans and newbies to cooperate in dungeons, and it will serve that purpose, since very few veterans will complete a difficult dungeon with a newbie if the latter is not told what to do at each boss.
If the newbie status is tied to the account, it will also be difficult for players to abuse this system.
ChaosWotan wrote: »@Daemons_Bane
In order to get xp for the skill line a veteran must finish a dungeon together with a newbie, and therefore it's unlikely that a pro is going to waste time and energy on yelling at a newbie when that vet knows that he or she must get the newbie through the dungeon in order to level the mentor skill line.
ChaosWotan wrote: »Well, if the pro is able to carry a newbie through a vet dungeon, then the newbie has at least learned a tiny bit, and also got rewards, so he or she is better off than not having finished the dungeon at all. Then the newbie can join the mentoring queue again, and most likely find a better mentor, sooner or later.
ChaosWotan wrote: »Psychologically it's also likely that the majority of pros will be more patient and not yell as much when he or she knows that there is a nice reward after the dungeon is finished.
ChaosWotan wrote: »Can't see how it can be worse for the newbie to have actually finished a vet dungeon. Even if a newbie is unlucky to get ten speed runs in a row, he or she will learn things, and get two undaunted keys each time.
ChaosWotan wrote: »If a vet is able to speed run a dungeon, he or she will most likely not yell at the newbie, since the pro doesn't lose much time in any case if he or she is strong enough to carry the newbie. The road for the newbie will therefore be better than now.
And pls remember that vet trials and dungeons are end-game content, primarily created to challenge old-timers and those with lots of talents.
Ordinary quests and normal mode challenges are for casuals and roleplaying gamers.
ChaosWotan wrote: »"Pro" players will always get lot of stuff that newbies and casuals will never get unless they play a lot, for a long time. Btw, I'm talking about cosmetic rewards.
ChaosWotan wrote: »If you give "pros" a nudge in the right direction, then it's more likely that newbies will get help or at least be "carried" through a dungeon by all those vets who are roughly speaking 50 percent selfish and 50 percent altruistic.

ZOS_GinaBruno wrote: »
- The elemental status effect Concussed now applies Minor Vulnerability to enemies instead of Minor Maim.