Yolokin_Swagonborn wrote: »
Do we need a bonus? This is really aimed at newer players to give them a sense of what they can accomplish.
If they breeze through a 2skull dungeon, they will feel ready to try a 3skull. I just want to prevent new players from getting discouraged by a bad experience accidentally queuing for a dungeon they aren't ready for. That can really sour someone on dugeons and we lose another potential delve buddy each time.
@Yolokin_Swagonborn
I dunno call me old fashion but if the same gear is found in skull 1 and the same in skull 5.
Why would anyone in their right mind would put them through such a task.
I reckon I can speak for most people in my guild and it would be like GTFO and come back with a reward or I ain't doing it.
2 Keys, 3 Keys etc etc.
Interesting ideas for ratings/unlocking system for vet dungeons, but training is also needed for players just entering basic dungeons. That will help them improve more quickly and be able to better utilize a rating system based on knowing what the heck is going on, as the rating system could include a short blurb about the types of challenges involved.Yolokin_Swagonborn wrote: »No training or rating system exists for vet dungeons. There is a steep learning curve for some of them and experienced players may not have the time or patience to walk someone through an extremely difficult dungeon, especially over group chat.
tinythinker wrote: »Now for ESO this could be more like a mini-quest with some Undaunted NPCs asking you to tag along in a super-easy, brief trip through some small cave or tunnel where you learn avoiding AoE, using a taunt, the value of DoTs and HoTs, tabbed targeting, etc. Or it could be sparring practice with Undaunted NPCs more like the video. Either way it would help so much.
Yolokin_Swagonborn wrote: »Hey all. Yolo here,
So there have been several recent heated discussions concerning vet dungeon difficulty, low-CP players getting kicked from groups, players queuing for difficult dungeons without understanding the basic mechanics, etc. Besides for the usual finger pointing and elitism, there were a few good points that surfaced out of these discussions.
- Vet dungeons vary wildly in difficulty and it is frustrating for a new player to determine if their individual skill level is adequate for the dungeon they just queued for.
- CP is a very poor measure of someone's ability to perform their role well in a vet dungeon, but currently it is the only visible indicator of advancement so people rely on it to guage competency.
- Normal Versions of Vet dungeons DO NOT prepare new players for the vet versions as some of the mechanics are missing or can be healed/DPS'ed through.
- No training or rating system exists for vet dungeons. There is a steep learning curve for some of them and experienced players may not have the time or patience to walk someone through an extremely difficult dungeon, especially over group chat.
Ultimately, it falls on ZOS to create an environment where newer players can learn and better themselves without such a steep curve but failing that, perhaps the community could help.
I propose we create a rating system for vet dungeons and measure each one objectively.
Other games have build in difficulty ratings and I feel its important for new player retention that they know whether they are queuing for the dungeon equivalent of "Through the Fire and Flames."
Here is a mock-up of what it might look like: Note that for now I am considering the difficulty of the dungeon as a whole and not the difficulty of individual roles.
The second part would be to create a standard for measuring the difficulty of these dungeons from the perspective of a new player. Note the bolded part. If you come into this thread to tell everyone that X dungeon should be rated easier because your build can solo it, well have fun with your proc set nerfs =p.
Keeping the experience of a new player in mind, this is how I would create the scale.
- Skull: Base level of difficulty. No real one shot mechanics that aren't avoidable or tauntable. Mechanics are non-lethal (or healable) if ignored. Dungeon has no lethal DPS checks.
- Skulls: Moderate difficulty. Some mechanics must be followed avoid wipe or one shot but they are easy to understand and execute.
- Skulls: Hard difficulty. At least one boss with a complex mechanic, kill order or special instructions that must be followed to avoid wipe. Moderate DPS check. Untauntable one shots or heavy AOE damage mechanic.
- Skulls: Extreme difficulty. Contains complex mechanics or requires complex strategies (that are difficult to explain over text) that must be followed precisely to prevent a wipe. Contains a strong DPS check that results in wipe.
- How would you rate the dungeons to better inform new players?
- Do you agree with my assessments?
If you have any suggestions on how to improve my skull scale (again ONLY from the perspective of a new player) or you want to take the time and post your own assessment of each vet dungeons's difficulty, please do so on the comments. I will edit this with any helpful suggestions after sufficient feedback.
EDIT: Wow, thanks everyone for the great feedback. Here are some ideas from the comments.
- Higher tier dungeons would have to be "Unlocked" by completing lower tier dungeons first.
- Add a fifth tier and consider both SotH dungeons as more technically complex than the Imperial City Dungeons.
- Add an undaunted questline that taught roles (tank,healer,dps) and mechanics (stay out of red circles, watch for boss tells). Thanks to tinythinker for this one.
Jemcrystal wrote: »When will zos do something about this?