I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
twisttop138 wrote: »I'm of two minds really. I think group content should be group content but this pressure plate stuff isnt the way. Make interesting mechanics that challenge group players, have that be the reason it can't be soloed. Then if someone can solo it, good on them. It makes it so everyone wins. Us group players have content that's challenging and people that wanna really challenge themselves can I do understand that not everyone wants to group, and pugs can be a crapshoot. I recommend to everyone that asks to join a guild that fits you. They're out there. My social guild has regular weekly rostered vet dungeon training runs. They're so popular that we have to add more. I think if more solo players could find a positive experience in group content they would do it more. It just works, cause we always stop if someone wants to loot or listen to the dialogue or if the group agrees we go fast.
I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
Reginald_leBlem wrote: »I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
In what planet does forcing players who are capable of solo farming a dungeon into a group helping fix the problem of speed running/fake tanking?????
How does that argument make sense to you? Because it's clear to me that if there is anything worth farming in those dungeons for a dps, it's going to make a lot of people unhappy because those high damage, capable players ARE NOT going to wait around twiddling their thumbs for you to listen to every line of dialog between bosses. And if they are going to be doing 80% of the damage and know they can solo, they may as well speed up the process and que as tank.
Credible_Joe wrote: »EDIT: Summarizing some of the back and forth so as to avoid off-topic and repeated discourse in the latest pages.
TL;DR: sentiments supporting or opposing content designed for groups are immaterial, including my own above sentiments sympathetic to solo players. The core of the issue is that this design, and any other design that excludes and punishes alternative gameplay styles only produces a net negative experience. Those affected only have a bad time, the rest are completely unaffected. The design vector should reward and incentivize group play instead.
Those are the assertions I'm making, any discourse related to group vs solo play is off-topic.
- Argument: Group content should be designed for groups and solo players shouldn't complain about it
- Rebuttal:
Credible_Joe wrote: »Whether or not the design is intended for a group, holding a big red stop sign for any demographic of players is a bad experience for the excluded players.
There are better ways to incentivize group play. The point of this topic isn't that all content should be designed around solo play; it's that a hard check that just stops solo players from participating does not bring engagement or joy to anyone-- it JUST excludes players from engaging with this content, and is a bad time.
Net negative experience. The people it isn't for aren't affected, the people it is for feel dejected and excluded.- Argument: No one ever hears similar complaints about trials or arenas
- Rebuttal:
Credible_Joe wrote: »Everyone talking about trials or who think group content should be for groups are off topic.
Pressure plates that serve no purpose except to exclude solo players; or even groups smaller than what the designers want at any given point are just straight up not enjoyable for anyone. No one that's done that in direfrost ever thought "this made my gameplay experience better," except to be contrary to sentiments expressed in this and similar threads.
Trials don't need hard group checks. The ones in Aetherial Archive are completely redundant and are just as bad as anywhere else they're found. 11-counts and lower can complete that content; requiring a full raid of twelve with the assumption that no one will drop part way through for ANY reason just makes it frustrating to engage with the content at all. Everywhere else the difficulty of encounters designed with twelve players in mind strongly incentivize group play without arbitrarily tripping us.
The design point should be "The more the merrier,". It should NOT be "You need this amount of friends to engage with this content."
So to be clear, sentiments for or against group play notwithstanding, this thread criticizes this particular element of group enforcement.- Argument: There might be mechanics further in the dungeon that require multiple players, and the initial check simply enforces that requirement
- Rebuttal (warning, this one's long):
Credible_Joe wrote: »This angle is valid, but plays into the larger issue of designing puzzles, or more generally, problems for players to solve in video games.
Take just the pressure plate check at the beginning, for example. Any competent adventurer would find a suitably sized rock, or a pile of rocks, or otherwise figure out a way to weigh down the second pressure plate in order to advance. But, according to the design of the dungeon, the only solution we're allowed is to bring a second player. Companions don't count.
This goes deeper past video game design and is an issue for dungeon masters in TTRPGs. We've all heard this story-- a DM that's trying to flex their brain power designs a puzzle and has a very specific solution they want their players to spend time figuring out.
They don't consider that one of the players is at least as smart as they are, or even just more creative or cunning, and proposes an alternative solution that the DM did not consider, but is just as valid. The DM has two options:
- Commit to the original solution, contrive an excuse as to why the player's alternative is not effective
- Accept the alternative solution and improvise from there
Most agree that option 1 is a bad time and option 2 is good DMing. Unfortunately, video game designers do not have access to option two. Their solutions to problems they've designed are baked in.
So, good design in video games accounts for the limits of the medium and will avoid open-ended problems for players as much as possible. Any time we think "there's an obvious solution to this problem that we don't have access to purely because of the limits of the game," there has been a misstep in design. Examples include the small slopes we can't traverse Northward in Pokemon, gatekeeper NPCs we would feasibly be able to fight and defeat, sneak past, or trick in a lot of RPGs, locked doors that are impossible to pick for some reason, even when you have the actual Skeleton Key.
I said in an earlier reply, sentiments for or against content that's designed around or for groups are immaterial. This thread is criticizing the return of Option 1 design that we've seen in the past that has only brought frustration to players.
Maybe there's content further in the dungeon that requires multiple players, but again-- making a problem with an exclusive solution is the root issue here. Telling us we're not equipped to do this on our own and that we can't win without someone else present puts a limit on our characters that assumes we're incapable of finding some other solution to that problem. That's not a good feeling.
Reginald_leBlem wrote: »I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
In what planet does forcing players who are capable of solo farming a dungeon into a group helping fix the problem of speed running/fake tanking?????
How does that argument make sense to you? Because it's clear to me that if there is anything worth farming in those dungeons for a dps, it's going to make a lot of people unhappy because those high damage, capable players ARE NOT going to wait around twiddling their thumbs for you to listen to every line of dialog between bosses. And if they are going to be doing 80% of the damage and know they can solo, they may as well speed up the process and que as tank.
You don't have to stop in DLC dungeons for the quest. I don't listen to the dialogue when getting skill points, but in base game dungeons, you have to wait for the dialogue.
Again, YOU are missing the point of group dungeons, it's a group instance. If you don't want to do them as a group, you don't have to do group instances...it's that easy.
As far as fake tanking because you want a quicker queue, that is very selfish. How about you make a real tank and actually learn how to tank? How about making a real healer and learn how to heal?
I do all roles, you learn a lot more about the game if you do other roles than just DD. I hear a lot of DDs complain about the tanks and healers when the DDs die. This is usually due to the DDs standing in stupid or being in the wrong place because they want to be on the top of the DD damage done logs. I OT vet trials all the time, I hear my DDs say crap all the time because they are in the wrong place, then blame the tanks because they're standing next to me or behind me and get cleaved. I have gotten to the point of telling them to stop standing by me then, that's on YOU, not the tanks.
Again, it's group content, to be done with a group. Fake tanks that leave group because they wanted a quick random for transmutes and XP are screwing everybody else, it's selfish to be like that. Not having the patience to let someone else get the quest done in a dungeon is selfish. If you want to be selfish, then don't queue for group dungeons. Just go into the dungeon by yourself. If there's an instance that you have to be in a group to complete, then you have the option to not do it, or actually not be selfish and let others at least complete the quest. Fake queueing has become a major problem in the game.
Reginald_leBlem wrote: »The sooner you learn you can't control other people, the better. You don't have to like or agree with fake tanking to understand that artificially locking someone out of farming the content solo will not improve speed running or fake support roles.
You can think it's selfish and complain all you want. Doesn't change reality.
spartaxoxo wrote: »Reginald_leBlem wrote: »The sooner you learn you can't control other people, the better. You don't have to like or agree with fake tanking to understand that artificially locking someone out of farming the content solo will not improve speed running or fake support roles.
You can think it's selfish and complain all you want. Doesn't change reality.
Frankly this may increase speed running. All those people who know they won't be able to hear the story anyway but want the skill point are going to entering the queue. You think I'm going slow down for a bunch of people who are rejoicing that I can't hear the story because I'll be forced to run with them? Because I won't. I'll taunt the bosses and let them grab quest because I'm not a jerk. But when I do group dungeons in PUGs I try to be fast because that's what's most efficient for those farming it. It's not great for actually hearing the story though.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I've never seen an MMO with companions. But since we have them, they should be able to fill the role of a person if needed when it comes to standing on a pressure plate or similar mechanic. Something tells me that companion will not know the mechanics needed if such a "gate" is implemented.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I've never seen an MMO with companions. But since we have them, they should be able to fill the role of a person if needed when it comes to standing on a pressure plate or similar mechanic. Something tells me that companion will not know the mechanics needed if such a "gate" is implemented.
Wow and FFXIV both have npc party members for running certain types of dungeon.
I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
And even within ESO you can do almost 80% solo.
Not to get too dark.. but there are alot of reason people want to play solo (depression being a big one)
We found the target audience for subclassing. This guy.
All dressed up and no where to go.
But AA!
adriant1978 wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I've never seen an MMO with companions. But since we have them, they should be able to fill the role of a person if needed when it comes to standing on a pressure plate or similar mechanic. Something tells me that companion will not know the mechanics needed if such a "gate" is implemented.
Wow and FFXIV both have npc party members for running certain types of dungeon.
SWTOR has companions too.
Reginald_leBlem wrote: »Reginald_leBlem wrote: »I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
In what planet does forcing players who are capable of solo farming a dungeon into a group helping fix the problem of speed running/fake tanking?????
How does that argument make sense to you? Because it's clear to me that if there is anything worth farming in those dungeons for a dps, it's going to make a lot of people unhappy because those high damage, capable players ARE NOT going to wait around twiddling their thumbs for you to listen to every line of dialog between bosses. And if they are going to be doing 80% of the damage and know they can solo, they may as well speed up the process and que as tank.
You don't have to stop in DLC dungeons for the quest. I don't listen to the dialogue when getting skill points, but in base game dungeons, you have to wait for the dialogue.
Again, YOU are missing the point of group dungeons, it's a group instance. If you don't want to do them as a group, you don't have to do group instances...it's that easy.
As far as fake tanking because you want a quicker queue, that is very selfish. How about you make a real tank and actually learn how to tank? How about making a real healer and learn how to heal?
I do all roles, you learn a lot more about the game if you do other roles than just DD. I hear a lot of DDs complain about the tanks and healers when the DDs die. This is usually due to the DDs standing in stupid or being in the wrong place because they want to be on the top of the DD damage done logs. I OT vet trials all the time, I hear my DDs say crap all the time because they are in the wrong place, then blame the tanks because they're standing next to me or behind me and get cleaved. I have gotten to the point of telling them to stop standing by me then, that's on YOU, not the tanks.
Again, it's group content, to be done with a group. Fake tanks that leave group because they wanted a quick random for transmutes and XP are screwing everybody else, it's selfish to be like that. Not having the patience to let someone else get the quest done in a dungeon is selfish. If you want to be selfish, then don't queue for group dungeons. Just go into the dungeon by yourself. If there's an instance that you have to be in a group to complete, then you have the option to not do it, or actually not be selfish and let others at least complete the quest. Fake queueing has become a major problem in the game.
The sooner you learn you can't control other people, the better. You don't have to like or agree with fake tanking to understand that artificially locking someone out of farming the content solo will not improve speed running or fake support roles.
You can think it's selfish and complain all you want. Doesn't change reality.
Reginald_leBlem wrote: »Reginald_leBlem wrote: »I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
In what planet does forcing players who are capable of solo farming a dungeon into a group helping fix the problem of speed running/fake tanking?????
How does that argument make sense to you? Because it's clear to me that if there is anything worth farming in those dungeons for a dps, it's going to make a lot of people unhappy because those high damage, capable players ARE NOT going to wait around twiddling their thumbs for you to listen to every line of dialog between bosses. And if they are going to be doing 80% of the damage and know they can solo, they may as well speed up the process and que as tank.
You don't have to stop in DLC dungeons for the quest. I don't listen to the dialogue when getting skill points, but in base game dungeons, you have to wait for the dialogue.
Again, YOU are missing the point of group dungeons, it's a group instance. If you don't want to do them as a group, you don't have to do group instances...it's that easy.
As far as fake tanking because you want a quicker queue, that is very selfish. How about you make a real tank and actually learn how to tank? How about making a real healer and learn how to heal?
I do all roles, you learn a lot more about the game if you do other roles than just DD. I hear a lot of DDs complain about the tanks and healers when the DDs die. This is usually due to the DDs standing in stupid or being in the wrong place because they want to be on the top of the DD damage done logs. I OT vet trials all the time, I hear my DDs say crap all the time because they are in the wrong place, then blame the tanks because they're standing next to me or behind me and get cleaved. I have gotten to the point of telling them to stop standing by me then, that's on YOU, not the tanks.
Again, it's group content, to be done with a group. Fake tanks that leave group because they wanted a quick random for transmutes and XP are screwing everybody else, it's selfish to be like that. Not having the patience to let someone else get the quest done in a dungeon is selfish. If you want to be selfish, then don't queue for group dungeons. Just go into the dungeon by yourself. If there's an instance that you have to be in a group to complete, then you have the option to not do it, or actually not be selfish and let others at least complete the quest. Fake queueing has become a major problem in the game.
The sooner you learn you can't control other people, the better. You don't have to like or agree with fake tanking to understand that artificially locking someone out of farming the content solo will not improve speed running or fake support roles.
You can think it's selfish and complain all you want. Doesn't change reality.
Apparently you didn't understand or comprehend in my comment about putting an option in the dungeon finder for doing speed runs. We also have the group finder that people can use to post for speed runs. When people just run through to the final boss, they end up "controlling" what other people do in the game, which is something you should consider.
Again, it's group content, you don't have to do it if you can't play and get along with others. If you just want to play solo, that's fine, play solo. If you want to queue as a fake tank, then put a taunt on and actually tank with your dps. Again, if you want to speed run farm content, that's what the group finder is for. There are plenty of options that people just refuse to use.
Being selfish like that is the reality, you trying to say it's not doesn't change that reality.
Reginald_leBlem wrote: »Reginald_leBlem wrote: »Reginald_leBlem wrote: »I really don't understand those who insist on 'Group dungeons are designed for groups.' Okay, that's true, but if someone wants to try to complete a group dungeon solo, how does that change anything for you? How does it ruin your experience?
Wouldn't it be better to have a game that makes everyone happy? Group players, duos, solo players, etc.?
What people are saying by "group dungeons are designed for groups" is that when people complain about not being able to do group content solo, they aren't getting what the idea of "group content" is. There is plenty of solo content in the game. AA trial you have to have all 12 players to complete. Some trials you don't have to have all 12, but AA has 12 pressure plates that have to b activated to get past certain areas.
The people that use the "Play as you want to play" argument have a point to a certain extent, but when they pug in as fake roles and speed run when people put in chat that they have the quest in a dungeon, and ignore that, are not allowing others to play as they want to play. It becomes selfish game play, and when doing group content, that doesn't include selfish play...it means you work with the group. I know for some, they may not like that, but if they don't want to deal with someone doing the quest, they can easily leave group and re-queue.
To be honest, I think they need to add an option in the dungeon finder for doing "speed runs", or be able to queue for both if you don't need the quest. Granted, there will be longer queues for either at some point in the day, but this would satisfy both play styles. We have had a real problem with fake role queueing, and when there's a more difficult dungeon, even on normal, that really requires a tank, you'll get people that drop instantly leaving the others having to wait for a new player to fill that role. We have too many DDs in the game and not enough support roles because tanking requires you to actually know the mechs and it's not a "glorious" role, same with healers. People don't like doing those roles...and that's a problem for the game.
While some people want to do things solo, that's fine....but you have to remember that group content is for a group, it's not a solo instance, so complaining about not being able to do group content solo is really a non-issue. As I've been told by people, you don't have to do the content. I think that ZOS is doing something about the fake queueing and the idea that group content is for groups.
In what planet does forcing players who are capable of solo farming a dungeon into a group helping fix the problem of speed running/fake tanking?????
How does that argument make sense to you? Because it's clear to me that if there is anything worth farming in those dungeons for a dps, it's going to make a lot of people unhappy because those high damage, capable players ARE NOT going to wait around twiddling their thumbs for you to listen to every line of dialog between bosses. And if they are going to be doing 80% of the damage and know they can solo, they may as well speed up the process and que as tank.
You don't have to stop in DLC dungeons for the quest. I don't listen to the dialogue when getting skill points, but in base game dungeons, you have to wait for the dialogue.
Again, YOU are missing the point of group dungeons, it's a group instance. If you don't want to do them as a group, you don't have to do group instances...it's that easy.
As far as fake tanking because you want a quicker queue, that is very selfish. How about you make a real tank and actually learn how to tank? How about making a real healer and learn how to heal?
I do all roles, you learn a lot more about the game if you do other roles than just DD. I hear a lot of DDs complain about the tanks and healers when the DDs die. This is usually due to the DDs standing in stupid or being in the wrong place because they want to be on the top of the DD damage done logs. I OT vet trials all the time, I hear my DDs say crap all the time because they are in the wrong place, then blame the tanks because they're standing next to me or behind me and get cleaved. I have gotten to the point of telling them to stop standing by me then, that's on YOU, not the tanks.
Again, it's group content, to be done with a group. Fake tanks that leave group because they wanted a quick random for transmutes and XP are screwing everybody else, it's selfish to be like that. Not having the patience to let someone else get the quest done in a dungeon is selfish. If you want to be selfish, then don't queue for group dungeons. Just go into the dungeon by yourself. If there's an instance that you have to be in a group to complete, then you have the option to not do it, or actually not be selfish and let others at least complete the quest. Fake queueing has become a major problem in the game.
The sooner you learn you can't control other people, the better. You don't have to like or agree with fake tanking to understand that artificially locking someone out of farming the content solo will not improve speed running or fake support roles.
You can think it's selfish and complain all you want. Doesn't change reality.
Apparently you didn't understand or comprehend in my comment about putting an option in the dungeon finder for doing speed runs. We also have the group finder that people can use to post for speed runs. When people just run through to the final boss, they end up "controlling" what other people do in the game, which is something you should consider.
Again, it's group content, you don't have to do it if you can't play and get along with others. If you just want to play solo, that's fine, play solo. If you want to queue as a fake tank, then put a taunt on and actually tank with your dps. Again, if you want to speed run farm content, that's what the group finder is for. There are plenty of options that people just refuse to use.
Being selfish like that is the reality, you trying to say it's not doesn't change that reality.
People are going to play how they want in the group finder. End of.
That has nothing to do with artificially locking a solo player out of a dungeon except it will put more people who aren't going to play the way you want them to into the group finder for that dungeon.
RealLoveBVB wrote: »Why isn't there a complaint why trials can't be soloed yet?
RealLoveBVB wrote: »Why isn't there a complaint why trials can't be soloed yet?
Surely adding forced group mechanics to DLC Dungeons that are bundled in the Content Pass to justify the price increase vs a Chapter is going to entice more people to buy it. Right guys??
After all, the thing that most solo players who play the Chapter/C.Pass zone want is being forced to have a group to play the rest of the stuff they paid for. Haven't you seen all the threads asking for more stuff like Direfrost Keep pressure plates?
Surely adding forced group mechanics to DLC Dungeons that are bundled in the Content Pass to justify the price increase vs a Chapter is going to entice more people to buy it. Right guys??
After all, the thing that most solo players who play the Chapter/C.Pass zone want is being forced to have a group to play the rest of the stuff they paid for. Haven't you seen all the threads asking for more stuff like Direfrost Keep pressure plates?
To me this is the point.
I'm not inherently against having these mechanics somewhere, but the fact I was forced to own these DLC Dungeons, with these mechanics, only because I wanted to play Solstice story at launch... When I diligently avoided owning any other DLC dungeon... This is not ok.
RealLoveBVB wrote: »Why isn't there a complaint why trials can't be soloed yet?