Fake rolls exist because people want to cut to the front of the queue. It has nothing to do with what roles are needed and everything to do with players being selfish and not caring about others in the game.
Partially, they also speed up the queue. In my opinion you shouldn't "fake" it unless you can do it, but bad players are often faking which isn't cool. I think I can dps tank almost all of the DLC dungeons (Random Normal), is it harming anyone if I speed up the queue and complete the job, but just not in a traditional build? In general I avoid doing normal dungeons though, as I don't want to wait on quests so I leave the newer players to that. I tend to vet random as a healer or dps.
The root of the issue is a lack of support roles, or ZoS requiring them when they aren't needed.
I'm of the opinion if you can taunt and hold the bosses agro you aren't a fake tank. The fake tank either doesn't bother to taunt or dies almost immediately after taunting. Just taunting doesn't make you a good tank but at least you are doing the minimum.
No one is entitled to another player's time. If you choose to queue for a dungeon solo using the Dungeon Finder, you should not expect three random players to wait for you.
Opposite also applies. You are not entitled to waste a players time that has been in a queue because you want to skip the content they queued for. Always two sides and that is why what we have now doesn't work well.
You should not expect three other players to rush with you. The game unfortunately allows the inconvenience to only go one way.
MidniteOwl1913 wrote: »DenverRalphy wrote: »randconfig wrote: »zos have already provided solutions and implicit responses to this arguable problem:
- vote-to-kick or quit options once in a group a player finds unsuitable.
- guilds/friend lists with which to pre-group with like-minded players to remove the ambiguity of behaviour/objectives with randoms
- an improved group finder where group parameters can be set (objective, type speed etc). It's not perfect and needs a sub-50th level filter but seems otherwise utilitarian.
- an implementation of a 'join encounter in progress' which strongly implies zos favours groups clearing instances quickly, since the rate determining step is now always the lead (positionally in dungeon/furthest ahead) player.
No one uses the vote-to-kick option, especially not new players just getting into the game. This burden should not fall on new players, they should get to experience the content as it was designed, not have it forcibly skipped by speed runners.
Zos would appear to disagree: their implementation of the 'join encounter in progress' implies they are leaning in favour of faster throughput and clearing of instances. This 'feature' favours speed-runners over all else who are massively and arguably disproportionately enabled by it.
The 'join encounter in proress' mechanic' was inserted to solve the problem of group members getting locked out of the fight if they weren't within the boss arena when Johny-Couldn't-Wait decides to aggro the boss. Not to encourage dragging players ahead against their will.
Source?
edit: In any event, they must have realised and recognised the effect of this feature implementation and how it would be (ab)used in/by randoms. The implication of faster throughput/instance clearance by design remains conspicuously self-evident, even if it was not initially marketed as such.
I don't have the source but I do remember this being mentioned as the reason for the change. It's frustrating to be yanked away while opening a chest, but at least I don't miss the boss and the rewards because somebody else can't be bothered to wait a few seconds.
No one is entitled to another player's time. If you choose to queue for a dungeon solo using the Dungeon Finder, you should not expect three random players to wait for you.
Opposite also applies. You are not entitled to waste a players time that has been in a queue because you want to skip the content they queued for. Always two sides and that is why what we have now doesn't work well.
You should not expect three other players to rush with you. The game unfortunately allows the inconvenience to only go one way.
I can't waste someone else's time if that person already plans to spend an entire hour doing a dungeon that takes 5 minutes. They are wasting mine. And faking roles exists not only to speed up a queue but because tank and healer arent even needed in most situations due to how easy the game is. Also, if you willingly get in queue, expect people to rush, that's what it's for. You want to go at turtle's pace then make your own group, don't queue with randoms that are not your friend.
Horace-Wimp wrote: »One thing that has irritated the ever loving **** out of me since I started playing ESO is getting into a random normal dungeon and having one or more players rush to the final boss as fast as they can skipping multiple bosses and other content because "they have so many characters that they just NEED to run dungeons on." In the overwhelming majority of cases it winds up taking longer to skip content than to just do everything with the possible exception of Fungal Grotto I. Fungal Grotto II is fastest when EVERYTHING is completed and NOTHING is skipped. Proven every single time someone tries to skip content only for everyone to be left waiting at the final boss because someone forgot to complete the triggering sequence for the final boss to spawn.
Anywho...I have a solution suggestion that should fix this issue: make the bonus XP account wide so that no mater what character we use to run our random daily dungeon the bonus is awarded just the one time. This way no one will feel the need to bother with running multiple daily dungeons to get the bonus on as many characters as they can. Given account wise achievements it just makes sense to make the daily dungeon bonus account wide, too. Same for the daily battleground. One and done. No more frantic selfish players scrambling to run daily dungeons on 150 characters across 50 accounts.
This should also leave more time for players to focus on their favorite character once subclassing goes live.
I love this idea. ZOS - please make it happen. Thank you.
BXR_Lonestar wrote: »People aren't speed rushing dungeons for the double xp. They're speed rushing it because it's probably their 500th time doing the dungeon and there is no benefit in doing it again.
BXR_Lonestar wrote: »It may help slow people down if they made the dungeon quests repeatable so that players get a second currated drop for when you are trying to fill out your collection, but at some point - when you have filled out your set collections, there is simply no point in taking your time to go through the dungeon if you can burn it all down around you.
Wuduwasa13 wrote: »Solution to dungeon rushing: make some friends, join a guild and set up your own group who share your play style instead of seeking to impose your preferences on randos in order to facilitate it for you.
Wuduwasa13 wrote: »Solution to dungeon rushing: make some friends, join a guild and set up your own group who share your play style instead of seeking to impose your preferences on randos in order to facilitate it for you.
whats the difference of new players joining a guild from the experience they should have rightfully got from a random ?
Wuduwasa13 wrote: »Wuduwasa13 wrote: »Solution to dungeon rushing: make some friends, join a guild and set up your own group who share your play style instead of seeking to impose your preferences on randos in order to facilitate it for you.
whats the difference of new players joining a guild from the experience they should have rightfully got from a random ?
There is no “rightfully” gotten experience from a random dungeon instance as it is precisely this randomness which one must surely expect when entering the queue. Precisely the contrary to an instance comprised of a guild or friend group which permits for you to enter into it in agreement of the experience you wish to facilitate and secure.
No different from any other random instances experience: trials, BG’s, ToT. Purely luck of the draw and outside of your control & without exception, yet somehow people here believe their exceptions are exceptional enough to merit petitioning zos to impose restrictions on other players in order to facilitate their preference because they simply too socially inept or bone idle to do the work themselves and organise what they want. Astonishingly entitled.
Wuduwasa13 wrote: »Wuduwasa13 wrote: »Solution to dungeon rushing: make some friends, join a guild and set up your own group who share your play style instead of seeking to impose your preferences on randos in order to facilitate it for you.
whats the difference of new players joining a guild from the experience they should have rightfully got from a random ?
There is no “rightfully” gotten experience from a random dungeon instance as it is precisely this randomness which one must surely expect when entering the queue. Precisely the contrary to an instance comprised of a guild or friend group which permits for you to enter into it in agreement of the experience you wish to facilitate and secure.
No different from any other random instances experience: trials, BG’s, ToT. Purely luck of the draw and outside of your control & without exception, yet somehow people here believe their exceptions are exceptional enough to merit petitioning zos to impose restrictions on other players in order to facilitate their preference because they simply too socially inept or bone idle to do the work themselves and organise what they want. Astonishingly entitled.
exactly, in part you are right. as an older player the only experience i require from a dungeon run was a little fun there where simply no rewards other than the fun of it that the dungeons had to offer that would have made me queue so often. i meet new people and some of the dungeons remain a challenge depending on experience of the group but remain fun to do. the way doing randoms ended was simply stale
Wuduwasa13 wrote: »Wuduwasa13 wrote: »Wuduwasa13 wrote: »Solution to dungeon rushing: make some friends, join a guild and set up your own group who share your play style instead of seeking to impose your preferences on randos in order to facilitate it for you.
whats the difference of new players joining a guild from the experience they should have rightfully got from a random ?
There is no “rightfully” gotten experience from a random dungeon instance as it is precisely this randomness which one must surely expect when entering the queue. Precisely the contrary to an instance comprised of a guild or friend group which permits for you to enter into it in agreement of the experience you wish to facilitate and secure.
No different from any other random instances experience: trials, BG’s, ToT. Purely luck of the draw and outside of your control & without exception, yet somehow people here believe their exceptions are exceptional enough to merit petitioning zos to impose restrictions on other players in order to facilitate their preference because they simply too socially inept or bone idle to do the work themselves and organise what they want. Astonishingly entitled.
exactly, in part you are right. as an older player the only experience i require from a dungeon run was a little fun there where simply no rewards other than the fun of it that the dungeons had to offer that would have made me queue so often. i meet new people and some of the dungeons remain a challenge depending on experience of the group but remain fun to do. the way doing randoms ended was simply stale
To make a rather obvious comparison: if I join a pug trial via the group finder, I should not expect the same experience as to if I ran that trial with my prog team.
The same is true of dungeons. Sometimes it’ll be a marathon, other times a crawl. If people aren’t happy with this they can remove the uncertainty by organising a dedicated team.
Many people are in dungeons for different reasons: transmutes, xp burst to help level skills, farming gear drops etc.
If players want a slower & more meandering experience then they ought to be making the effort to arrange that for themselves.
Wuduwasa13 wrote: »Wuduwasa13 wrote: »Wuduwasa13 wrote: »Solution to dungeon rushing: make some friends, join a guild and set up your own group who share your play style instead of seeking to impose your preferences on randos in order to facilitate it for you.
whats the difference of new players joining a guild from the experience they should have rightfully got from a random ?
There is no “rightfully” gotten experience from a random dungeon instance as it is precisely this randomness which one must surely expect when entering the queue. Precisely the contrary to an instance comprised of a guild or friend group which permits for you to enter into it in agreement of the experience you wish to facilitate and secure.
No different from any other random instances experience: trials, BG’s, ToT. Purely luck of the draw and outside of your control & without exception, yet somehow people here believe their exceptions are exceptional enough to merit petitioning zos to impose restrictions on other players in order to facilitate their preference because they simply too socially inept or bone idle to do the work themselves and organise what they want. Astonishingly entitled.
exactly, in part you are right. as an older player the only experience i require from a dungeon run was a little fun there where simply no rewards other than the fun of it that the dungeons had to offer that would have made me queue so often. i meet new people and some of the dungeons remain a challenge depending on experience of the group but remain fun to do. the way doing randoms ended was simply stale
To make a rather obvious comparison: if I join a pug trial via the group finder, I should not expect the same experience as to if I ran that trial with my prog team.
The same is true of dungeons. Sometimes it’ll be a marathon, other times a crawl. If people aren’t happy with this they can remove the uncertainty by organising a dedicated team.
Many people are in dungeons for different reasons: transmutes, xp burst to help level skills, farming gear drops etc.
If players want a slower & more meandering experience then they ought to be making the effort to arrange that for themselves.
thats not true, of late it has been more than resonable to expect pug trials to run well even while prog groups in a guild are still learning the trial