MrSensible wrote: »Colecovision wrote: »So the rest of the forum makes many of us too uncomfortable to queue for not being good enough. CP750 and I still haven't queued for anything I can't solo. Now, I find out that I am also am the problem if I can solo it. nFG1 is about a 10 minute solo at this point. So that's bad now too.
I guess as long as I'm not good or bad or casual or hardcore or slow or in a hurry, then I can play? Awesome sauce.
Do Tamriel a favor and find your fourth guy in zone or guild chat or even here. There are lots of people that wish they had a group like yours. You are in an odd situation where you can be a great guy, by finding that lucky person who wants a group but not the pressure, or you can be a total jerk by kicking someone because they don't fit your preconceived group. Being nice is an extra effort, but I certainly hope you choose that.
I'm not sure if this was a joke post or not.
You seem to have taken my post as bizarrely personal. The OP is about bridging the gap between two very drastic ends of the spectrum with regards to dungeon content, hopefully giving more longevity and quality to the overall dungeon experience.
My friends and I give every person a chance when we start up a dungeon. We inform them that we want to do the quest (if it is our first time there). We usually know right away if it'll work out. The person will say something like "cool, me too" or "NP". Or they will say nothing at all, which is usually followed by them pulling 3 groups of mobs. 5 minutes later That Guy is back in Rawl'Kha.
It has been suggested by you and several others already that we should just stop using the Group Finder. I mean that's not going to happen. You know it, I know it. Everyone knows it. But let's just say that I did. You have to know that I'm not the only one with the issue described in the OP. There are others who will also continue. So like the OP says, is there a way we can bring the goals from each end of this spectrum closer together?
You can use RDF for its intended purpose.MrSensible wrote: »So like the OP says, is there a way we can bring the goals from each end of this spectrum closer together?
OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
Funny how you skip Phage's comment because you can't even refute his points...
MrSensible wrote: »MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
Funny how you skip Phage's comment because you can't even refute his points...
Oh, I skipped it because I didn't see value in it and figured it would just derail the thread. I will continue to skip comments I feel do this. Deal with it.
MrSensible wrote: »MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
Funny how you skip Phage's comment because you can't even refute his points...
Oh, I skipped it because I didn't see value in it and figured it would just derail the thread. I will continue to skip comments I feel do this. Deal with it.
MrSensible wrote: »
Which brings us to the real point of this thread.
TL;DR
"A kick happens when people's goals don't line up." - Some Smart Guy On ESO Forums in Another Thread
How do we get people's goals to line up better in random dungeon groups? Right now, they usually don't seem to line up at all. Dungeons aren't designed for That Guy. It's not That Guys fault he has too much CP or is too good at the game. How do we give That Guy more challenge? And should ZOS even care?
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
MrSensible wrote: »MrSensible wrote: »OP presents a clear argument as to why situations which involve forced grouping is an incredibly bad, toxic time for everyone involved. Something every MMO player knows but the developers still drag their feet with in order to try to attract a mythical demographic that doesn't exist. (Seriously, it doesn't. It never has. The game would be more popular and earn them more money if they allowed all content to scale down to one player.)
OP's solution involves CP points rather than removing forced grouping.
????????????????
There's either an ulterior motive, here, or the OP is very confused.
I'm not sure we're talking about the same thing here. You seem to have made the argument against MMOs in general. I like grouping, I like grouping with random people. I just want my goals to line up more often with that random person's.
And based on what others have said, it doesn't even seem like the discussion is possible, let alone a solution.
Funny how you skip Phage's comment because you can't even refute his points...
Oh, I skipped it because I didn't see value in it and figured it would just derail the thread. I will continue to skip comments I feel do this. Deal with it.
MrSensible wrote: »This is going to be a discussion about CP balance, dungeon balance, and balancing player goals.
I play ESO primarily with two friends who I've known for a long time. We all played at launch, but quickly got bored with the game and quit. 4 years later (about a month ago now) we all decided to get back into it and give it another shot. Primarily, we love to do dungeons together and have worked our way through all the normal dungeon story content. I rolled tank, one rolled dps, and one rolled healer (we didn't plan this, it just sort of happened).
First, let me say that the game is a lot better today than it was 4 years ago. And I think the ZOS team has done an amazing job. Secondly, I think every dungeon is beautifully designed and PERFECTLY tuned, however, this tuning is oddly specific (which I will get into later).
But first, let's talk about the guy we have had to kick from 90% of our dungeon runs. Because there's only three of us, and we use the dungeon finder often, we end up with a random fourth. Our pickup, more often than not, fits the following criteria:
1. Doesn't care that WE want to do the story quest in the dungeon and just wants to speed through at warp 9.
2. Pulls enemies while we talk to NPCs.
3. Rushes head first into every pull (in light armor) then expects me to pull aggro off of them.
4. Stands in every red circle ever.
5. Cries when he/she dies from the above things.
6. Has 8 billion champion points.
Going forward, I shall refer to the above hypothetical player as "That Guy".
Now let's talk about the difficulty tuning of a simple dungeon like Fungal Grotto. FG-Normal can be sleep-walked through in 15 minutes by a 750CP sorcerer who is spamming lightning splash, while eating his dinner and watching Rick and Morty. FG-Normal provides no challenge for That Guy. And in terms of fun-value, offers him nothing at all. It is not designed for That Guy. It never has been and never will be.
So, who is FG-Normal designed for? Well, as I said, the tuning is perfect and is very specific. It's designed for fresh level 10-15s, who are still learning how to interrupt, have 3 abilities on their skill bar (maybe don't even have an ultimate yet) and are wearing greens and white gear. And you know what? It is the PERFECT difficulty level for that specific goal. We ended up kicking That Guy from our FG-Normal group, and 3-manned the rest in our white, level 10 gear, and had a blast.
Additionally, I would daresay that all normal dungeons are actually tuned for 3-manning. As we have had to kick That Guy 90% of the time, we have 3-manned almost every normal dungeon. And the difficulty has always felt juuuuust right. I would like to give special mention to ICP and Mazzatun - which were the most fun 3-mans we had. They were absolutely amazing. Some of the best dungeons I have ever done in an MMO. They were perfectly tuned for 3 CP100s (and were not at all tuned for That Guy), had awesome boss fights with fun mechanics, and had great quests with interesting characters.
And look, I get it, I really do. That Guy is on his 150th run through Fungal Grotto. He only queued up so he could do his daily or so he could farm some obscure piece of equipment to complete his armor collection. Or maybe That Guy has a LOT of fun just steamrolling through content like a Mac Truck through an ice cream stand. I don't know. And to be honest, I really don't care. Because me and my friends don't. We want to DO the dungeon quests. We want to figure out the fights (which doesn't mean: watch a youtube video or read a guide). And we definitely DON'T want to be carried through by That Guy because he can ignore 99% of the mechanics due to his CP level.
The last thing I wanted to talk about is that other 10%. The other 10% of the time, we get a guy who falls right within our level range. Or, he has a ton of CP, but doesn't meet the above criteria. We ran White-Gold Tower Normal with a guy who hadn't beat it after owning it for 3 years (how is that even possible?). He had 750 CP and did NONE of the things that That Guy does. He was awesome. We had a blast with him, and added him to friends.
Which brings us to the real point of this thread.
TL;DR
"A kick happens when people's goals don't line up." - Some Smart Guy On ESO Forums in Another Thread
How do we get people's goals to line up better in random dungeon groups? Right now, they usually don't seem to line up at all. Dungeons aren't designed for That Guy. It's not That Guys fault he has too much CP or is too good at the game. How do we give That Guy more challenge? And should ZOS even care?
MrSensible wrote: »Colecovision wrote: »So the rest of the forum makes many of us too uncomfortable to queue for not being good enough. CP750 and I still haven't queued for anything I can't solo. Now, I find out that I am also am the problem if I can solo it. nFG1 is about a 10 minute solo at this point. So that's bad now too.
I guess as long as I'm not good or bad or casual or hardcore or slow or in a hurry, then I can play? Awesome sauce.
Do Tamriel a favor and find your fourth guy in zone or guild chat or even here. There are lots of people that wish they had a group like yours. You are in an odd situation where you can be a great guy, by finding that lucky person who wants a group but not the pressure, or you can be a total jerk by kicking someone because they don't fit your preconceived group. Being nice is an extra effort, but I certainly hope you choose that.
I'm not sure if this was a joke post or not.
You seem to have taken my post as bizarrely personal. The OP is about bridging the gap between two very drastic ends of the spectrum with regards to dungeon content, hopefully giving more longevity and quality to the overall dungeon experience.
My friends and I give every person a chance when we start up a dungeon. We inform them that we want to do the quest (if it is our first time there). We usually know right away if it'll work out. The person will say something like "cool, me too" or "NP". Or they will say nothing at all, which is usually followed by them pulling 3 groups of mobs. 5 minutes later That Guy is back in Rawl'Kha.
It has been suggested by you and several others already that we should just stop using the Group Finder. I mean that's not going to happen. You know it, I know it. Everyone knows it. But let's just say that I did. You have to know that I'm not the only one with the issue described in the OP. There are others who will also continue. So like the OP says, is there a way we can bring the goals from each end of this spectrum closer together?
As you said, I get it, That guy is on his 100th run and wants to get it done but is rushing ahead really making it THAT much faster? What does it save, 5 mins? 10 tops?
MrSensible wrote: »Colecovision wrote: »So the rest of the forum makes many of us too uncomfortable to queue for not being good enough. CP750 and I still haven't queued for anything I can't solo. Now, I find out that I am also am the problem if I can solo it. nFG1 is about a 10 minute solo at this point. So that's bad now too.
I guess as long as I'm not good or bad or casual or hardcore or slow or in a hurry, then I can play? Awesome sauce.
Do Tamriel a favor and find your fourth guy in zone or guild chat or even here. There are lots of people that wish they had a group like yours. You are in an odd situation where you can be a great guy, by finding that lucky person who wants a group but not the pressure, or you can be a total jerk by kicking someone because they don't fit your preconceived group. Being nice is an extra effort, but I certainly hope you choose that.
I'm not sure if this was a joke post or not.
You seem to have taken my post as bizarrely personal. The OP is about bridging the gap between two very drastic ends of the spectrum with regards to dungeon content, hopefully giving more longevity and quality to the overall dungeon experience.
My friends and I give every person a chance when we start up a dungeon. We inform them that we want to do the quest (if it is our first time there). We usually know right away if it'll work out. The person will say something like "cool, me too" or "NP". Or they will say nothing at all, which is usually followed by them pulling 3 groups of mobs. 5 minutes later That Guy is back in Rawl'Kha.
It has been suggested by you and several others already that we should just stop using the Group Finder. I mean that's not going to happen. You know it, I know it. Everyone knows it. But let's just say that I did. You have to know that I'm not the only one with the issue described in the OP. There are others who will also continue. So like the OP says, is there a way we can bring the goals from each end of this spectrum closer together?
You haven't provided an answer as to why you won't just travel to the dungeons with your two other friends instead of using group finder.
I disagree - by that logic, everyone would queue random normals and act that way. 'That Guy' behaves that way because he just wants to complete the dungeon ASAP for his own personal (selfish?) reasons. I sometimes queue normals, but if I do I check if anyone is on story and ensure they don't get left behind (even though I would like to get through without spending an hour in there).MrSensible wrote: »Why does an OP that states it has to do with CP balance, dungeon balance have anything to do with bad or annoying players. That list there has nothing to do with either of those two topic./
That Guy doesn't behave that way because he's a bad or annoying player. He behaves that way because he has no reason not to. This, in my opinion, is a combination result of CP imbalance/dungeon balance and the goals that people have when they queue up. If you had read the rest of the post, you would know this. Hell, even the TL;DR tells you this.
MrSensible wrote: »This is going to be a discussion about CP balance, dungeon balance, and balancing player goals.
1. Doesn't care that WE want to do the story quest in the dungeon and just wants to speed through at warp 9.
2. Pulls enemies while we talk to NPCs.
3. Rushes head first into every pull (in light armor) then expects me to pull aggro off of them.
4. Stands in every red circle ever.
5. Cries when he/she dies from the above things.
?
Why does an OP that states it has to do with CP balance, dungeon balance have anything to do with bad or annoying players. That list there has nothing to do with either of those two topic./
Edit; after skimming through the rest, it seems like you and your band of merry players should just not bother with the GF. It seems like you can handle the normal dungeons yourself but are also wanting a very specific type of person joining you.
You will probably enjoy it more.
So what I'm seeing is you queued into LFG, saw That Guy, and you discriminated against him and kicked from your group, even though he hadn't been a jerk etc.
Here's the question: Why even queue into LFG? If your awesomesauce 3-man is sooo good, why not just travel to the dungeon yourselves?
Don't queue into LFG and then get on your high horse. People of all sorts queue into LFG, and they are all just as entitled to run in LFG. You have zero right to kick someone just because they don't meet the standards of your sight-seeing slowroll 3-man. We've run those dungeons a thousand times or more, and you're wasting other peoples time and yours by queuing into something and kicking people when you can do it by yourselves.
TL;DR
Don't queue into LFG with your slowroll 3-man if you're going to kick people who don't play the way you wanna play.
It doesn't make you the good guy. It makes you the ***.
Thunderknuckles wrote: »What it comes down to, that so many don't seem willing to bend to, is people being patient with who they get grouped with in DF. I'll use my own group of folks as an example. When it's just 3 of us (all at CP cap and beyond) we strive to be very friendly with whoever we pick up. What we often run into is someone who only has 5 minutes to run a dungeon and they get annoyed with us because we're not speed racing through it.
I got a whisper from one of these types recently who said, "If you want to go slower get a group of your own and stop wasting my time." I bolded "my" for a reason. "MY" time....that player sees everything as revolving around them. I informed them that they were actually the pug and the rest of us were, in fact, grouped together. Incidentally, we actually weren't plodding along by any means, this person just wanted to blaze through it. That's a huge problem. Way too many players are so self absorbed that they can only see things from their own perspective. They feel the game, and you, revolve around them and it never occurs to them that they're extremely wrong about this.
We DO kick jack wagons like this. We don't need'em, anyway. If you're cool, though, and especially friendly we'll even invite you to run other dungeons with us. Act like a spoiled brat royalty baby and we'll kick you straight to the curb. Have fun, DPS, waiting in queue for another 3 hours.