SolarCat02 wrote: »I don't think a guild of like minded people will last for long, to be honest. Some personalities just do not pair well with like personalities for any reasonable stretch of time.
I watched the tail end of a marriage like that once. It was very messy. Both hated each other, both were seeing other people, but the marriage stayed legal another five years as they both refused to let go until they could convince the world how everything was the other's fault. Everyone remotely near them got caught in the fallout, too.
I can only imagine how much drama would be involved in a guild with more than two people.
This thread is bad and op u should feel bad never post here again k thanks...
The Level discussion is pretty funny knowing that some people did vMSA at lvl 20 and lower
GreenhaloX wrote: »Wolves, wild and dangerous as they are, could be lead by an alpha wolf. So if such GM would have the alpha wolf trait, his or her guild may work. Oh yes, imagine the bad blood during when bunch of egotistical folks who think they are alpha males clash. Just for amusement, an idea, possibly.
AlwaysOnFire wrote: »GreenhaloX wrote: »Wolves, wild and dangerous as they are, could be lead by an alpha wolf. So if such GM would have the alpha wolf trait, his or her guild may work. Oh yes, imagine the bad blood during when bunch of egotistical folks who think they are alpha males clash. Just for amusement, an idea, possibly.
Alpha wolves are a myth based on faulty social experiments by one dude in the 1960s wherein captive (not wild) wolves that were complete strangers were forced in close proximity. The most aggressive and nasty wolves dominated this artificially constructed, stressful and uncertain social stage. In the wild, most non-dysfunctional wolf social structures are family-based and mutual in hierarchy rather than strictly authoritarian.
So if we're going to extrapolate anything from wolves, we can conclude that "dungeon Alphas" are much more likely to be nasty randos that demand submission from strangers rather than natural and well-liked leaders that consistently succeed.
GreenhaloX wrote: »Although alpha wolves are not really a myth. They do exist to lead a pack of wolves in the wild. At least, that is what the nature channel says..
Or atleast label the dlc dungeons as harder than the rest. I seem to get more significantly lower level players in dlc dungeons than any other dungeons.
That's because of random finder probabilities. Players from level 10 to 19 get either a tier-1 dungeon (FG, BC, DC), or a DLC dungeon. Means, a chance of roughly 50% (4 out of 10 or 2/5th to be exact) to get a DLC dungeon.
At level 20, the tier-2 become available, decreasing the DLC chance to 25% (4 out of 16). At level 30, chance is 18% (4 out of 22), and so on.
So yeah, someone had the glorious idea to give players an increasing chance to get a hard DLC dungeon the lower their level.
I've started a guild on NA Xbox 1 for those wanting to learn/do trials together in a judge-free environment. We are accepting all lvls. Msg KOSxX or LakelynRae for an invite. We are striving to be an organized, member lead guild.
Or atleast label the dlc dungeons as harder than the rest. I seem to get more significantly lower level players in dlc dungeons than any other dungeons.
That's because of random finder probabilities. Players from level 10 to 19 get either a tier-1 dungeon (FG, BC, DC), or a DLC dungeon. Means, a chance of roughly 50% (4 out of 10 or 2/5th to be exact) to get a DLC dungeon.
At level 20, the tier-2 become available, decreasing the DLC chance to 25% (4 out of 16). At level 30, chance is 18% (4 out of 22), and so on.
So yeah, someone had the glorious idea to give players an increasing chance to get a hard DLC dungeon the lower their level.
Oh my god... this makes perfect sense now. No wonder I got hit with Mazzatun my very first random as a lvl 10. And I see so many level 15-30s in WGT. This was a lightbulb moment. They really need to unlock the DLC dungeons at a later level and give the lower levels the ones like Volenfell and Elden Hollow and the other easy ones to play in instead.
Or you could stop trying to run Elden Hollow II at level 16? I actually saw a lvl 16 in Glenumbra an hour ago, attempting to form a group for EH2. He said mic's preferred.
You new people are trying to tackle content that's too hard for you. Acting like it's vMoL hard mode right out of the gate.
Maybe complete the main storyline. Level up to 160CP, explore the world.
Go anywhere, any level with anyone translated to Go straight to Craglorn at level 10 and beg 561's to power grind you to 50 in Skyreach.
*** clown shoes.
And how am I elitist? I put time into my character to play this content. I put time leveling my skill lines and respecing. Trial and error for a build that works. You haven't. You want to run in light attacking with a bow doing 127 dps.
What makes you think a level 16 is a new player? For all you know he could have max CPs and is leveling his 12th character. There's no reason you need to level to CP160 to do a normal dungeon, especially an easy one like EH.
Because people with CP halfass know what they're doing. I can tell when someone is new and someone has run a dungeon many times over. If you have leveled a character to 561 and never touched dungeon content, not even for monster sets, then I will be sincerely shocked.
Also, if there are three level 16's(NO CP) and one lvl 160, the dungeon's still scale to 160 CP. it says so in the top right corner. Therefore level 16's are attempting to take on level 160 content.
This may not be an issue for people with max leveled characters but for us in the middle(200-350 range) it's difficult. When tanks do not tank, healers do not heal and all DPS use is a light attack on bow, something needs to be done.
Idc what anybody says. The group finder is broken and pairs people up at random levels. No other game does this. It's stupid and lazy on the devs end.
ChaosWotan wrote: »
When one has done vet dungeons and trials countless times it becomes a kind of grind, and then one just want to be done with it in a relatively easy way. Having used 20-30 minutes only to wipe 5-7 times at the last boss, with inexperienced players, is actually rather frustrating.
Experienced players are gaming to have fun after all, not to teach newbies how to play.
GreenhaloX wrote: »There are no Ffking rules on what CP or level you have to be in a group, dungeons or trials. However, I get it. Some players just want to breeze through the dungeon or trial without breaking a sweat. Oh yeah, I'm sure some hardcore top player types just want to bump chests, grunt out their manly war cries and spam/pee out their buff/burst skills around to mark their territory or manhood.
@GreenhaloX
Next, rebalance trials. Don't force anything. Allow them to be solo'd so that no one is forced into a group. Allow people to CHOOSE to group if they want it. Don't force them. Forcing them just invites sociopathic control freaks. If people want to play group content, they'll group of their own accord. They don't need to be forced. It's a crazy idea to try and force people in the first place, really, isn't it? ESO would only encourage more customers if they were to tell people they were allowed to play the game like an Elder Scrolls game. Consider how popular One Tamriel was. Why was that popular, do you think? More freedom, and less enforcing. That's why. If you let people choose more, you're taking the tools of sociopaths away.
GreenhaloX wrote: »There are no Ffking rules on what CP or level you have to be in a group, dungeons or trials. However, I get it. Some players just want to breeze through the dungeon or trial without breaking a sweat. Oh yeah, I'm sure some hardcore top player types just want to bump chests, grunt out their manly war cries and spam/pee out their buff/burst skills around to mark their territory or manhood. So, here's a simple answer for those. Start your own guild!!!
Make it a requirement that only those who are maxed out in CP can join your guild. This way, you will never have to queue and get into a group with other low level players that you don't like to be grouped with. This would also be good because those that do not want to be in a group with these type of players would not have to. Additionally, make it a requirement that those do not have certain class/build/armor/weapon/dps that meets your guild's requirement/specification cannot join. This would be good for both sides. Those who believe they are Elitists or don't want to play with lower level or newer players could actually have their own guild and group. Then, go wreak havoc and break records and top all leader boards.