DirkRavenclaw wrote: »I find, non DLC Dungeons should be seperate. Im a DPS, quite good, if i may say so, in most Dungeons but even i on cp302 struggle on normal WGT for example. ICP as well, depending on Group. I have given up on random, do it only when im with 1 or 2 Guildmates.
Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
luton0watford4 wrote: »You can't do anything about the dlc dungeons as people have paid for them. However, I do find it odd that you get access to 3 normal 2 dungeons at lvl10 but not some of the easier normal 1 dungeons until later.
If it were me, I would give the normal 2 dungeons after normal 1's, say lvl 30 or something.
That way, if you do a random normal and get a normal 2, you know you are getting higher level players as a result. However, as someone said above, level doesn't indicate the skill level of a player.
@Asardes
Considering your points 1 and 2. The only times I referred to low level players was in examples. I know being a low lvl player doesn't automatically mean you're a bad players. I've met my share of good low lvl players and with this being my 2nd account I've surprised many other players with my ingame performance while being at low lvl too. Hence why I also suggested some sort of skillcheck. I know powerlevelers are here and some of them perform even worse than some low lvl players. I just thought people would assume I was referring to them too as I was talking about less experienced players. But I was wrong xD
Your point 3 however. Have you even read my full post? Did you read the part where the suggestion is made on increasing difficulty in normal dungeons?
You talk about people being put off and going to other games for faster progression, but honestly tell me. What kind of progression is there to begin with if you have access to what you want upon purchase? Is there anything faster than instant?
You take my post and try to transform the message in it into something that's completely different. Either you didn't understand me, if so I'll try to use other wording next time, or you're purposefully ignoring what's acutally being discussed.
Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
Don't know whats more laughable, you thinking DPS is a 'true' skill indicator, or you thinking your post is funny somewhat.
DirkRavenclaw wrote: »I find, non DLC Dungeons should be seperate. Im a DPS, quite good, if i may say so, in most Dungeons but even i on cp302 struggle on normal WGT for example. ICP as well, depending on Group. I have given up on random, do it only when im with 1 or 2 Guildmates.
Do you struggle because of your DPS or the fact the other people mess up the mechanics? At CP300 20-25K DPS single target is achievable even in crafted purple gear since you have the same stats as a CP660+ (the stat bonus is capped at 20% for CP300) and about 85-90% of the damage boosting/mitigation ones in place as well. With that much DPS the mobs in any normal dungeons pretty much melt if you barely touch them
DirkRavenclaw wrote: »DirkRavenclaw wrote: »I find, non DLC Dungeons should be seperate. Im a DPS, quite good, if i may say so, in most Dungeons but even i on cp302 struggle on normal WGT for example. ICP as well, depending on Group. I have given up on random, do it only when im with 1 or 2 Guildmates.
Do you struggle because of your DPS or the fact the other people mess up the mechanics? At CP300 20-25K DPS single target is achievable even in crafted purple gear since you have the same stats as a CP660+ (the stat bonus is capped at 20% for CP300) and about 85-90% of the damage boosting/mitigation ones in place as well. With that much DPS the mobs in any normal dungeons pretty much melt if you barely touch them
I begin to see better DPS results but this beeing my very first MMO, i still struggle with mechaniks. Mobs are less of a problem now but some Bosses, like WGT or ICP are quite tricky. But, have found some lovely Guilds, so im getting there
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
Don't know whats more laughable, you thinking DPS is a 'true' skill indicator, or you thinking your post is funny somewhat.
Granted, sarcasm does not come through via text very well. I think the OP post is narrow minded. Anyone can form their own group and via that method can have whatever requirements they want. If they want to use GF then they can deal with what comes their way, or not.
Considering suggests one possible method to bar the gate is CP like it somehow demonstrates skill is most laughable.
@Asardes
Those are some very good points you make there man. I haven't looked upon it from a busines PoV.
I must say to those that don't wish to improve over time: Why are you even playing an RPG then?
But fine, everyone is free to play whatever, however and having said that I still believe there is a way for ZOS to keep those that don't wish to improve satisfied, while creating a better learning platform for those that do wish to improve.
@Asardes
Those are some very good points you make there man. I haven't looked upon it from a busines PoV.
I must say to those that don't wish to improve over time: Why are you even playing an RPG then?
But fine, everyone is free to play whatever, however and having said that I still believe there is a way for ZOS to keep those that don't wish to improve satisfied, while creating a better learning platform for those that do wish to improve.
Most people want to enjoy the story. They play this game just like it were a single player TES game. Since they haven't made one of those in 6 years this is the only alternative. In Morrowind, Oblivion or Skyrim you could spam light and heavy attacks and still finish the game easily. In fact in those games that was pretty much the only combat system there was. Most "special attacks" were done by direction keystroke + attack button. There were no sets for the most part, just some unique items, and in Skyrim you could improve any armor to the point you were well past the mitigation cap. When you try to bring people from such simple minded games you have to really lower the floor to not make them trip. And as things look at this moment we'll not see another single player TES game for a long time. Why develop a new game when you can simply incorporate the setting and story in a readily made platform? If you look at how DLCs were developed, besides IC and the two dungeon updates, everything catered almost exclusively to the casual player. Some of them had endgame content, but that was a small part. So this is a good indication they know how plays their game and pays for it.
Trinity_Is_My_Name wrote: »I think it is fine as is. More restrictions means playing the game's content is harder to achieve. On a side note you can enter all dungeons at level 1 if you want to. The Dungeon Finder has restrictions but grouping with someone or simply walking into a dungeon only has the Normal mode restriction. I've done many dungeons while leveling toons at level 10 simply by grouping with a friend or in some cases just walking in.
It's kinda weird you can't enter Vaults of Madness on let's say a lvl 25 character but there's nothing preventing same character to enter White Gold Tower. Despite the restriction being a zone based relic from the pre One Tamriel days it was still nice to see some kind progressionmap considering the dungeons.
Moving on to veteran dungeons the problem gets even worse where it's very common for cp50 chars (or something like that) to be put in content like vWGT.
Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Something like you can't enter vWGT unless you have completed nWGT and/or have at least xxxCP.
Or maybe you increase the difficulty of normal dungeons a bit (don't get all heated up now, it's only just a little bit) so players are more required to play by mechanics instead of powering through with dps and springspams. You then reward those players with achievements and let's say when you collect all of those achievements in a certain dungeon, it unlocks its veteran mode for you. Kinda like how you get the pet in the IC dungs and the skins in the SotH dungs etc.
Look, I don't mind helping out less experienced players that are in a bit of a jam during a dungeon fight. I'll explain the mechanics, I'll give you tips on how to play your role more effectively, I'll toss you some usefull pots, I'll give you a decent foodbuff if you lack one. But it's getting out of hand when your tank dies to trashmobs, your healers best way to heal his group is spamming regeneration and your dd are spamming light/heavy attacks while running around like headless chicken. Sure, I know this is a worst case scenario but stuff like this happens way too often and it really isn't helping anyone.
I don't mind players being able to access 'difficult' content. I do mind the easy access people have to this content as it leads to frustration and wasted time alot of times. Not to mention the demoralizing effect it can have on some players coming from normal dungeons to vet only to get smacked around like a ragdoll by the Overfiend in vICP for example.
What do you guys think, am I being an elitist *** or could this be something worth looking into?
Number of level 15 who want to pug dlc dungeons is very limited.luton0watford4 wrote: »You can't do anything about the dlc dungeons as people have paid for them. However, I do find it odd that you get access to 3 normal 2 dungeons at lvl10 but not some of the easier normal 1 dungeons until later.
If it were me, I would give the normal 2 dungeons after normal 1's, say lvl 30 or something.
That way, if you do a random normal and get a normal 2, you know you are getting higher level players as a result. However, as someone said above, level doesn't indicate the skill level of a player.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
Don't know whats more laughable, you thinking DPS is a 'true' skill indicator, or you thinking your post is funny somewhat.
Granted, sarcasm does not come through via text very well. I think the OP post is narrow minded. Anyone can form their own group and via that method can have whatever requirements they want. If they want to use GF then they can deal with what comes their way, or not.
Considering suggests one possible method to bar the gate is CP like it somehow demonstrates skill is most laughable.
In what way is my OP narrow-minded again?
Keep filtering out specific parts of a whole to make your comments valid mate. Anyone with at least half a brain sees what you're doing lol.
I never stated cp means skills just to be clear. Some content is just brutal, (barely) undoable if the mechanics are not followed and the cp count is (very) low.
Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
Don't know whats more laughable, you thinking DPS is a 'true' skill indicator, or you thinking your post is funny somewhat.luton0watford4 wrote: »You can't do anything about the dlc dungeons as people have paid for them. However, I do find it odd that you get access to 3 normal 2 dungeons at lvl10 but not some of the easier normal 1 dungeons until later.
If it were me, I would give the normal 2 dungeons after normal 1's, say lvl 30 or something.
That way, if you do a random normal and get a normal 2, you know you are getting higher level players as a result. However, as someone said above, level doesn't indicate the skill level of a player.
Wait what?
So you pay for the game, you get locked out of some dungeons because you lack the level for them. That's all good.
You pay for a DLC, and you shouldn't be locked out of it's dungeons under 'x' circumstances because....You paid for the DLC
Wait....WHAT??
DeadlyRecluse wrote: »I don't think more restrictions is the answer, but the system as it is now (which funnels the newest players disproportionately into the hardest dungeons) is pretty messed up.
I'd rather they remove the restrictions entirely (allowing low level chars to access the entire pool of nonDLC dungeons rather than a few nonDLC dungeons and 6 DLC ones, diluting the pool so to speak) or pull DLC dungeons from random queue.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Wouldn't it be a better idea to have certain content locked behind some kind of level and/or skill check?
Yes, Zos should implement where 35k+ single target dps is required to enter a DLC Dungeon. Very doable and encourages players. Healers would have a similar type of requirement but we would need to figure out how to measure tanks. Maybe all of them would need to have a dps that can pull 35k dps to enter a DLC dungeon.
Great idea OP.
Don't know whats more laughable, you thinking DPS is a 'true' skill indicator, or you thinking your post is funny somewhat.
Granted, sarcasm does not come through via text very well. I think the OP post is narrow minded. Anyone can form their own group and via that method can have whatever requirements they want. If they want to use GF then they can deal with what comes their way, or not.
Considering suggests one possible method to bar the gate is CP like it somehow demonstrates skill is most laughable.
In what way is my OP narrow-minded again?
Keep filtering out specific parts of a whole to make your comments valid mate. Anyone with at least half a brain sees what you're doing lol.
I never stated cp means skills just to be clear. Some content is just brutal, (barely) undoable if the mechanics are not followed and the cp count is (very) low.
1.you stated one of the possible requirements for WGT would be having Amount if CP which would clearly state it's somehow an indicator of skill or experience. It's a number that doesn't demonstrate
2. If you want to set requirements the you can. Go right agreed. Zos created a system just for fhat since we can form our own groups. Works great.
As for Placing requirements (other than adjusting levels for normal dungeons) it ain't gonna happen for clearly obvious reasons. Who's requirements will they use? That's were the LOL belongs.
Funny thing is, some of the best players hop into GF sometimes. Good thing those good players don't complain about GR in the forums. Wonder what kind of requirements they would suggest. Hmm. Oh. Maybe somewhere about 35k + dps.
Basically, it just might be you locked out of some dungeons if Zos were to implement something so short sighted.