I think they could teach some basics, like understanding how a taunt works etc.
However I don't know if they're going to be able to teach enough of the games meta as it always evolves.
Other than very broad basic knowledge of "Tanking means to taunt a boss then stay alive, blocking big attacks and dodging others" they can't touch on builds or skills due to them changing.
This Undaunted Academy idea sounds like what guilds should be doing: training their guild mates. Finishing a brief (automated) tutorial doesn't necessarily mean players know what to do after the NPC congratulates them and send them out to the next dungeon. (Doing some Pvp may be a good training ground too).
It would not be too complex,I think they could teach some basics, like understanding how a taunt works etc.
However I don't know if they're going to be able to teach enough of the games meta as it always evolves.
Other than very broad basic knowledge of "Tanking means to taunt a boss then stay alive, blocking big attacks and dodging others" they can't touch on builds or skills due to them changing.
Giles.floydub17_ESO wrote: »What the "Undaunted Academy" would go over would be so basic I am unsure how effective it would be. The skills needed to tank, heal or dps the dungeons are really minimal.
Tank, teach them to block and taunt. Ok.
Healer, teach them do toss a heal. Umm, really challenging.
DPS, make sure they can hit a target with a dps skill.
Gear requirements are rather on the low side considering that most dungeons can be completed without issue as long as the group has about 20k dps. Further, ESO will continue to endorse play as you want including hybrids which makes covering gearing rather complicated.
Working with a group is really more about area awareness and this takes time for newer players to develop. A "class" will not instill it.
Especially considering a dps can toss on a taunt or an restaff with one or two heals and can heal dungeons just fine. Many like myself heal dungeons as a 50/50 healer and contribute to the dps since few fights require much healing to be done.
In the end, I would not care what the class said I should do and heal or tank dungeons they way I see fit and the group I am with will be just fine with it.
Giles.floydub17_ESO wrote: »What the "Undaunted Academy" would go over would be so basic I am unsure how effective it would be. The skills needed to tank, heal or dps the dungeons are really minimal.
Tank, teach them to block and taunt. Ok.
Healer, teach them do toss a heal. Umm, really challenging.
DPS, make sure they can hit a target with a dps skill.
NewBlacksmurf wrote: »Naaah it's not what many of you think.
People have no desire to play any restricted trinity roles and a tutorial isn't going to resolve what ppl don't want to do in the first place.
Nerfs and restrictions are not what ppl want to spend their free time with and this stuff adds to frustrations.
If the game is going to use the trinity, then it needs to be enforced and enhanced. That's where your idea makes sense.
If the trinity is not going to exist, then all these references need to be removed and that actually allows balance to take place. Then it's a flip of PvP and PvE skills.
The other thing is undaunted quests should be in the dailies activity queue not at a NPC unless those NPCs also queue you
Giles.floydub17_ESO wrote: »
I do random GF often. I don't have to. I can go with guilides almost anytime I want.
I've seen the full spectrum out they're. I've been with groups where most of all have never cleared the dungeon and didn't know the fights. Somehow all but three times we cleared the dungeon. Those three times I was a tank and could not meaningfully contribute to dps.
In other words, I've seen success almost every time.
Further, Zos doesn't determine how to tank heal or dps anything. Unless it was very basic all Zos could succeed at is to give mediocre advice. Zos sure as hell isnt telling me how to heal tank or dps and I'd hate to see how they would screw up other players but trying to tell them how to do it.
Giles.floydub17_ESO wrote: »@Zyrudin @Magdalina
I do random GF often. I don't have to. I can go with guilides almost anytime I want.
I've seen the full spectrum out they're. I've been with groups where most of all have never cleared the dungeon and didn't know the fights. Somehow all but three times we cleared the dungeon. Those three times I was a tank and could not meaningfully contribute to dps.
In other words, I've seen success almost every time.
Further, Zos doesn't determine how to tank heal or dps anything. Unless it was very basic all Zos could succeed at is to give mediocre advice. Zos sure as hell isnt telling me how to heal tank or dps and I'd hate to see how they would screw up other players but trying to tell them how to do it.
NewBlacksmurf wrote: »Naaah it's not what many of you think.
People have no desire to play any restricted trinity roles and a tutorial isn't going to resolve what ppl don't want to do in the first place.
Nerfs and restrictions are not what ppl want to spend their free time with and this stuff adds to frustrations.
If the game is going to use the trinity, then it needs to be enforced and enhanced. That's where your idea makes sense.
If the trinity is not going to exist, then all these references need to be removed and that actually allows balance to take place. Then it's a flip of PvP and PvE skills.
The other thing is undaunted quests should be in the dailies activity queue not at a NPC unless those NPCs also queue you
Sounds almost exactly like the Hall of the Novice in FFXIV.
In this regard it's a good starting off point in a game where running dungeons is mandatory and mechanics factor in heavily later on.
While it helps with the bare basics, it's a far cry from running the actual dungeons. And that is where the real challenge lies. Not every vet will be willing to give a newbie a chance and show them the particular nuances of a dungeon. Even today in FFXIV, most will just say "go watch a YT vid lol" and kick.
So honestly I think this a brilliant idea... now let me add my thoughts.
It's not ridiculous to add a school, even pokemon (easiest game in the world) has one. You don't have to necessary in force but if you made a quest there then it would be fantastic. Why don't we have one yet? The issues is "play as you want" how do we keep this freedom?
#library
In this regard, I think Zos @ZOS_GinaBruno allows for player made submissions and into a library of content for how to do x. Then again ... maybe there's $.$ to be made writing a book about this... best seller here I come. But no really, it would be useful for all players to come and read other players submissions on content. Sure they would need guidelines, but easily doable. Also can take inspiration from second life's in game books to reproduce player books. Back tracking a bit, maybe make the books sell able via gold (10% to academy(gold sink)) this would allow social guides to stay alive without raffles and such.
#request board
This could be inside the academy, but maybe allow a request board for tasks. Like skyreach leveling, find 4 nirnroot, craft me a bed, craft amour, help with world boss x, help with dugeon boss, help doing banished cells 1, help learning how to be good dps
#Trial Lobby
So we know random people are unlikely to work atm for trials, sometimes not even for pledges, so why not have a waiting room (maybe designed as the dinning area or tavern nearby) where people talk to npc about find a parnter for a trail or pledge.. and he says I can recommend a few people to you then shows a list of people waiting (online still) for trials. I would show prestige, and role, but not class as it could turn toxic for the community direction.
@ZOS_RichLambert @Wrobel
NPC Professors
Now how to do this so it's still allows creativity and ingenuity. I think the teachers should speak like a politician, many people do it this way, but they are many ways to do it.. Mentioon the dangers of dugeons, how it's good to have food (npc gives free good sample) which can be bought guild traders or npcs, maybe some face speech mentioning soul gems give you a second chance or something to do it again, but use wisely or you will be trap forever in the dungeon
On wards for the holy trinity, I think it could be done with the npc teachers saying adventures usually go into dungeons at a group of four people , but some legendary figures have been more undaunted. Say undaunted usually go into dugeons with each person doing there part. It' useful a strong player to keep off aggro from bosse mentions taunting as the easiest way, but also other ways to do it (first to attack, crowd control, etc)
Test dummy
So some already exist in the game, but so do crafting stations. Just charge people to use the undaunted one , and use a queue system. This could be also useful if you have like 8 or something to test aoe damage too. Also have the instructors mention different type of mobs and characteristics. (maybe have a show case once a week)
X mob uses negate while having weakness to fires and etc. Have maybe a special are where people talk for it about hour on live while leave npc there after to talk about the mob.
Duel area
So many people complain about duels, but what if there was an area where you could practice and watch people duel. You can even have people pay. I also think this would be useful for the battleground and what not. Also npcs can sell consumbles like the fireworks and ice shards, maybe even temporary face faint
Amour
Like the test dummy why not explain some details about a piece of gear while saying there's probably even more uses out there. Have an area for discussion maybe on the forums or specialized zone. This would get people interested in trying x content. #hiresomegames or interns or volunteers.
Guild Zone area
Afterwards send them to area where they can visit guilds and etc to find more adventures and friends. Maybe you can do this by having an area where guilds pay like 10 million gold (I joking please no...) and have a yearly or monthy guy who stands there tills passerby about the guild, shows pictures maybe, sell limited amount of items , also offers you to join them maybe even gives a gift.
@Wrobel @ZOS_RichLambert ... think about it please. Sincerly you fan and wish to volunteer or be employed for this project
Ironically, the normal dungeon progression pretty well took care of this on its own at one point, prior to super-scaling everyone and everything.Sounds almost exactly like the Hall of the Novice in FFXIV.
In this regard it's a good starting off point in a game where running dungeons is mandatory and mechanics factor in heavily later on.
While it helps with the bare basics, it's a far cry from running the actual dungeons. And that is where the real challenge lies. Not every vet will be willing to give a newbie a chance and show them the particular nuances of a dungeon. Even today in FFXIV, most will just say "go watch a YT vid lol" and kick.
Normal dungeons should be were you pick up the skills you need to be able to veteran dungeons. I hate mechanics like this, were the only purpose seems to be to be a barrier of entry for doing actual content.