BejaProphet wrote: »Unless something has changed, a level 12 can not be placed in WGT.
thadjarvis wrote: »Possible solution to the Random Dungeon problem:
Create a sort of MMR system
- Rate all dungeons including vet/normal versions separately into difficulty segments using clear data available to ZoS. Eg normal 1 dungeons would be segment one. vICP might be segment 6 of 12 or whatever.
- First random done by player will only place them is easiest segment
- When a player clears a dungeon (in a PUG) their MMR rises. They need a few (2 to 5) clears at current level to rise. They are then only slotted into dungeons at the level they have currently cleared, all below that level and one above it.
- Can add "carry" checks: DPS role did at least X% (40?) of the combined DPS of the 2 DD roles (not including healer), Healer did at least X% HPS of DD's healing received and maybe some formula to account for DPS as healing often isn't required, Tank died less than any other role and maintained aggro on Bosses and relevant elite adds by some percent. All data is available to ESO logs so ZoS must have it internally.
- Some adjustment to speed up alt advancement. Has own MMR but advances faster through it and placed more than one level above current level. Pull data from other same role MMR's from other characters.
If a similar system were in place it would solve most if not all issues currently. Secondly, many more players would be delighted use random finder that currently do not. It also creates a nice guided progression system which we really could use.
BejaProphet wrote: »Unless something has changed, a level 12 can not be placed in WGT.
I'm not sure people here understand what the problem is.
It's not that players queuing for random get a random dungeon.
It's the disparity between queuing for a random dungeon without ESO+ (or having bought the dungeon DLCs), and with ESO+/DLCs.
Both times, it is the exact same thing you're doing - queuing for a random vet. Yet one part of the player base gets vastly more difficult content for that exact same action in the game.Also, the DPS needed for the newer dungeons is probably less than the old dungeons. vCoA II has two real dps checks that low dps cannot pass. One boss is healed by their adds and two strong trash have atronach adds that keep spawning in greater numbers the longer it takes to kill the strong trash mob. When I used to queue solo as a tank to help the GF I did come across groups that could not get past them.
The main difference between the new dungeons and the old is the new dungeons require more paying attention to what is going on. Some seem to get tripped up by that.
Sorry, now it's getting ridiculous. Sure, CoA2 is one of the harder base game dungeons.
Still, there is no comparison to newer content like the Cancroid in Maarselok (kill it in three rounds or get stranglered), or frost statues in SCP (take them down fast or get frozen), or the Orb+Aurorans in DoM.
BejaProphet wrote: »Unless something has changed, a level 12 can not be placed in WGT.
it can when they walk in already grouped, believe me i was asking that to why there was a level 12 but there was one.
Agenericname wrote: »Here is my proposal:
1. Random Dungeon, full experience bonus, normal expected loot, normal and dlc dungeons you have access to (because you own or subscribe)
2. Random Base Game Dungeon. Non DLC only, no experience boost, normal expected loot.
3. Story Mode. Dungeon is soloable, best through some Battle Spirit Mechanism. Normal Mob and Delve Boss loot tables commensurate with the zone the dungeon is in. No Monster Helms. Probably best to make it so you have to travel manually to the Dungeon. Reduce GF load.
4. Traditional form your own group, travel to and enter manually we have had for years, except that the boost people get for the using the GF is automatically given out. This cuts down on the GF load.
With the exception of story mode, isn't that what we have now? Anyone can omit the DLCs from the queue and have that.
Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
A lovely idea, but it doesn’t take into account that there are many, many players who are very capable of doing the basic vet dungeons, are completely competent with version 2 vet dungeons, but are totally out of their depths in even normal DLC dungeons.
They don’t want to do DLC dungeons, they’re not ready for DLC dungeons and they’re no help at all to players who want to do DLC dungeons. They are thrown into DLC dungeons simply because the have subscribed to ESO+.
There are currently 14 DLC dungeons, so even if you could learn all the mechanics and tactics in 5 minutes of reading (very unlikely imho), that’s over an hour of studying before you’re ‘allowed’ to roll a random dungeon... or 5 minutes of time your ‘gut gud’ buddies aren’t going to let you have at the beginning of ‘their’ dungeon.
I think it’s much better for all concerned not to throw players who don’t want to do content into the content they don’t want to do (whether that’s DLC dungeons or PvP or whatever). Throwing players into DLC dungeons simply because they have subscribed is a stupid idea, which doesn’t benefit anyone.
I would much prefer an option to add DLC to my random dungeons. That way players who get DLC are players who want to play DLC dungeons.
BejaProphet wrote: »BejaProphet wrote: »Unless something has changed, a level 12 can not be placed in WGT.
it can when they walk in already grouped, believe me i was asking that to why there was a level 12 but there was one.
No. A premade wouldn’t work. They would have had to specifically invite the level 12 AFTER already in the dungeon.
Unless you mean 12cp, as another poster suggested.
BejaProphet wrote: »BejaProphet wrote: »Unless something has changed, a level 12 can not be placed in WGT.
it can when they walk in already grouped, believe me i was asking that to why there was a level 12 but there was one.
No. A premade wouldn’t work. They would have had to specifically invite the level 12 AFTER already in the dungeon.
Unless you mean 12cp, as another poster suggested.
No, it was level 12 no cp.
Agenericname wrote: »BejaProphet wrote: »BejaProphet wrote: »Unless something has changed, a level 12 can not be placed in WGT.
it can when they walk in already grouped, believe me i was asking that to why there was a level 12 but there was one.
No. A premade wouldn’t work. They would have had to specifically invite the level 12 AFTER already in the dungeon.
Unless you mean 12cp, as another poster suggested.
No, it was level 12 no cp.
If that's the case, they had to bypass the RDF. That's not really relevant to this topic since it wasn't used.
No, they should not queue for normal. They should queue for vet because that is what they want to do, and are capable of doing. Vet base game, not DLC. It's not their fault that ZOS decided to punish players who pay them real money each month, with a much harder random queue than those who don't, for the same reward.validifyedneb18_ESO wrote: »The only problem ofcourse isnt that DLC dungeons are any harder, just that they actually have this thing called "mechanics" which most players - certainly in standard queue, and certainly with how little the rest of ESO uses such an element of game design - have no *** clue what to do with.
Yeah, because the DPS needed for Maarselok is exactly the same as for Fungal 1, you just have to run around a bit more. *head->desk
Bobby_V_Rockit wrote: »Back to the OP though, why is there such a huge difficulty spike between base and dlc? Seems incredibly divisive, I have enjoyed earlier DLC stories and the mechanics werent too obnoxious to pick up, but now its just getting silly. Its a video game, we shouldn’t have to study a guide with intensity of a doctoral exam just to play it right?
Bobby_V_Rockit wrote: »Back to the OP though, why is there such a huge difficulty spike between base and dlc? Seems incredibly divisive, I have enjoyed earlier DLC stories and the mechanics werent too obnoxious to pick up, but now its just getting silly. Its a video game, we shouldn’t have to study a guide with intensity of a doctoral exam just to play it right?
The discussion has shifted into value judgements from noting the disparity of Base and DLC (both non-veteran in expounded context) in the same random queue.
...
Again, if Base and DLC (both NV) were approximate in difficulty, then there would be no dilemma. Telling people L2P or invest more time on the casual side of game is self defeating and unproductive, and arguably incurious to substance.
The thread started with a value judgement. One that specifically said I want an easier option and reduced risk. That stemmed from a value judgement, one that stepped away from wanting a true random dungeon as the name implies.
Now here you begin to speak some logic. One that suggests those who are willing to risk getting a DLC dungeon can opt in so their random includes all but get a greater reward. I suggested a gold level reward for including DLC dungeons on the first page. I assume you would agree that is a good idea.
There might be different use of "value" here, as I was began with abbreviating a disparity in numbers check and game sense between those of normal base and those of normal DLC dungeons in dungeon finder.
From there other people seemed to imply or state L2P, invest more time, etc., which then shifted the thread more broadly into what constitutes difficulty, seemingly setting aside the original contention with how the Dungeon Finger is functioning as a prescriptive judgement like how a boxing federation would prescribe heavy weights and light weights together, for instance.
It is rather simple the premise - how to separate difficulty brackets without soft punishing casual players nor dedicated and focused players - for which creating a different pool for Base Only and for DLC (only or included) with different rewards would seem quite suitable. I did see the post suggesting a nugget of some sort(?) as reward for DLC, which if separating Base Only and DLC (only or included), that seems on the proper path to solution.Taleof2Cities wrote: »Bobby_V_Rockit wrote: »I just bail on every single DLC dungeon I get, I never bought them, I subscribe for the craft bag and DLC zones. So I eat the 15 minute penalty and smile every time. Usually I just type “nope” into area chat and leave immediately.
Not wasting my time, 15 minutes is still less than the time it’d take to attempt and fail at the dungeon anyway
You realize you should queue for normal if you're doing random ... right?
Because you're wasting three other players' time who are ready to go and complete the dungeon ... so you can selfishly roll the dice on getting a regular vet dungeon.
To repeat the point that somehow seems ignored, the current system is akin to a boxing federation pitting different weight classes together and doing nothing when everyone must funnel through that same line for a shared prize pool.
Creating incentive structures which, by the system's design, perpetuates an increased likelihood for people dropping out of DLCs straight away, quite arguably for everyone's time sake or the chance to quickly replace and hope it is someone capable and willing, helps nobody and remains a bloody thorn until addressed proper.
Not identifying the problematic structure, as well failing to see the problem in how it is framed, is feeding fuel to the fire rather than being fruitful in addressing the simple premise - that separating dungeon finder queue into Base Only and DLC (only or included) with different rewards would seem quite clearly to resolve this dilemma rather sharply.BejaProphet wrote: »
Once again, nobody gets thrown into DLC dungeons for subscribing to ESO plus. They must actively choose it by selecting “put me in a random dungeon.”
Perhaps something is not connecting in the logic process? I ask sincerely.
Would filling a moat with piranhas be the same as with both piranhas and goldfish, if the objective was to swim to the other side in tact?
Since normal Base and normal DLC are not demonstrably not equal in numbers check and game sense requirement, how is it justified to place them in same queue for the same reward? Would it not seem more rational to separate them so that each is treated in accord?
Contaminate wrote: »Bobby_V_Rockit wrote: »Back to the OP though, why is there such a huge difficulty spike between base and dlc? Seems incredibly divisive, I have enjoyed earlier DLC stories and the mechanics werent too obnoxious to pick up, but now its just getting silly. Its a video game, we shouldn’t have to study a guide with intensity of a doctoral exam just to play it right?
I don’t know how you’ve been approaching mechanics, but I’ve never had to read upon mechanics to pick up on how things worked except in the last fight of Scalecaller since some death circles became life savers. There are an absolute ton of visual queues in dungeons. They explain mechanics as you go in most cases.
Some are a bit overboard, ghost riots in vFL comes to mind. But the mechanic is explained. In DoM Radiant Orb fight, there are multiple one screen prompts about orbs empowering the enemies, and each one is color coded to what’s being empowered. The final boss has color coded and name coded adds consistent with other enemies that came before it with the same damage patterns (scintillating imps for example).
In vLoM on the seed boss, you’ve seen stranglers poison groupmates. You’re prompted by NPCs to pick up the seed and cleanse the tree. The big bad AoEs are standard and the main challenge comes from keeping everyone standing close enough for cleanses if you have the dps to focus the main boss. Otherwise it’d just a matter of moving as a group to kill stranglers.
You have to pay attention and be willing to learn, but after that DLC dungeons aren’t nearly so daunting.
thadjarvis wrote: »Curious, is queuing for a Random Vet or Random Normal the cause of the primary issue being discussed?
I think I’m unaware of precisely how it works:
Is the XP bonus for Vet higher than doing Normal?
Ie what is the purpose of queuing for random Vet if quick and easy XP is the goal?
If there’s another goal wouldn’t the player select the dungeon(s) they specifically want to do on Vet (or normal) for pledges, motifs, gear, fun, etc.?
The discussion has shifted into value judgements from noting the disparity of Base and DLC (both non-veteran in expounded context) in the same random queue.
...
Again, if Base and DLC (both NV) were approximate in difficulty, then there would be no dilemma. Telling people L2P or invest more time on the casual side of game is self defeating and unproductive, and arguably incurious to substance.
The thread started with a value judgement. One that specifically said I want an easier option and reduced risk. That stemmed from a value judgement, one that stepped away from wanting a true random dungeon as the name implies.
Now here you begin to speak some logic. One that suggests those who are willing to risk getting a DLC dungeon can opt in so their random includes all but get a greater reward. I suggested a gold level reward for including DLC dungeons on the first page. I assume you would agree that is a good idea.
There might be different use of "value" here, as I was began with abbreviating a disparity in numbers check and game sense between those of normal base and those of normal DLC dungeons in dungeon finder.
From there other people seemed to imply or state L2P, invest more time, etc., which then shifted the thread more broadly into what constitutes difficulty, seemingly setting aside the original contention with how the Dungeon Finger is functioning as a prescriptive judgement like how a boxing federation would prescribe heavy weights and light weights together, for instance.
It is rather simple the premise - how to separate difficulty brackets without soft punishing casual players nor dedicated and focused players - for which creating a different pool for Base Only and for DLC (only or included) with different rewards would seem quite suitable. I did see the post suggesting a nugget of some sort(?) as reward for DLC, which if separating Base Only and DLC (only or included), that seems on the proper path to solution.Taleof2Cities wrote: »Bobby_V_Rockit wrote: »I just bail on every single DLC dungeon I get, I never bought them, I subscribe for the craft bag and DLC zones. So I eat the 15 minute penalty and smile every time. Usually I just type “nope” into area chat and leave immediately.
Not wasting my time, 15 minutes is still less than the time it’d take to attempt and fail at the dungeon anyway
You realize you should queue for normal if you're doing random ... right?
Because you're wasting three other players' time who are ready to go and complete the dungeon ... so you can selfishly roll the dice on getting a regular vet dungeon.
To repeat the point that somehow seems ignored, the current system is akin to a boxing federation pitting different weight classes together and doing nothing when everyone must funnel through that same line for a shared prize pool.
Creating incentive structures which, by the system's design, perpetuates an increased likelihood for people dropping out of DLCs straight away, quite arguably for everyone's time sake or the chance to quickly replace and hope it is someone capable and willing, helps nobody and remains a bloody thorn until addressed proper.
Not identifying the problematic structure, as well failing to see the problem in how it is framed, is feeding fuel to the fire rather than being fruitful in addressing the simple premise - that separating dungeon finder queue into Base Only and DLC (only or included) with different rewards would seem quite clearly to resolve this dilemma rather sharply.BejaProphet wrote: »
Once again, nobody gets thrown into DLC dungeons for subscribing to ESO plus. They must actively choose it by selecting “put me in a random dungeon.”
Perhaps something is not connecting in the logic process? I ask sincerely.
Would filling a moat with piranhas be the same as with both piranhas and goldfish, if the objective was to swim to the other side in tact?
Since normal Base and normal DLC are not demonstrably not equal in numbers check and game sense requirement, how is it justified to place them in same queue for the same reward? Would it not seem more rational to separate them so that each is treated in accord?Contaminate wrote: »Bobby_V_Rockit wrote: »Back to the OP though, why is there such a huge difficulty spike between base and dlc? Seems incredibly divisive, I have enjoyed earlier DLC stories and the mechanics werent too obnoxious to pick up, but now its just getting silly. Its a video game, we shouldn’t have to study a guide with intensity of a doctoral exam just to play it right?
I don’t know how you’ve been approaching mechanics, but I’ve never had to read upon mechanics to pick up on how things worked except in the last fight of Scalecaller since some death circles became life savers. There are an absolute ton of visual queues in dungeons. They explain mechanics as you go in most cases.
Some are a bit overboard, ghost riots in vFL comes to mind. But the mechanic is explained. In DoM Radiant Orb fight, there are multiple one screen prompts about orbs empowering the enemies, and each one is color coded to what’s being empowered. The final boss has color coded and name coded adds consistent with other enemies that came before it with the same damage patterns (scintillating imps for example).
In vLoM on the seed boss, you’ve seen stranglers poison groupmates. You’re prompted by NPCs to pick up the seed and cleanse the tree. The big bad AoEs are standard and the main challenge comes from keeping everyone standing close enough for cleanses if you have the dps to focus the main boss. Otherwise it’d just a matter of moving as a group to kill stranglers.
You have to pay attention and be willing to learn, but after that DLC dungeons aren’t nearly so daunting.
The NPCs also almost always tell you what to do, and the trash fights try to teach you the mechanics. They just don't do a good job of it (not mimicking the boss fight closely enough or just plain allowing you to skip them), and a lot of people miss the importance of the NPC calls -- once you've realized that they tell you what to do, you realize how much the game actually teaches you. There will always be people who are ignorant of this, but overall I think it's ZOS that does a bad job at leading people into dungeon mechanics, and thus DLC dungeons. If the transition was done skillfully and smoother, this huge divide between them wouldn't exist.
Taleof2Cities wrote: »I don't think you've read anything in the thread, @Verana ... it's either your way or the highway.
So, let's recap the key points for you:
- The minimum CP requirement for vet DLC dungeons is CP300. That's the line ZOS says players should be able to complete a vet DLC dungeon.
- If a player over CP300 knows they can not complete a vet DLC dungeon, they should not queue for random vet. Such actions hold up the queue, and, inconvenience three (3) other players who are ready to complete the random vet queue.
- Splitting the random queue is neither in players' interest nor ZOS's interest ... since it would increase the wait times on both sides.
- ESO+ does not penalize players for having DLC dungeons included in the random queue. Players penalize themselves by being lazy and not learning the DLC mechanics for a quick and efficient clear (again, only players over CP300 for vet).
I like DLC dungeons. But my first journey into a DLC dungeon, even with a very capable group in discord, can take hours as we learn the mechanics and the teamwork required.
CP is no indication of ability whatsoever. I subscribe and did my first dungeon at CP 460 (and yes I was no help to anyone in BC1 let alone anywhere else). Suggesting that at that point I should have read up on every dungeon is fatuous, not least because it would not have helped anyone.
My first normal random, RoM, was such an unpleasant experience that I didn’t bother to do another dungeon for a year. Players who are totally capable on all non-DLC vet dungeons may still not be ready for DLC ones. It should be their choice, not something forced on them.
Putting players who cannot complete the content, into content they cannot complete benefits no one. The best way to determine whether a player can/cannot complete is the player themselves. I’d rather wait a little longer to get players who are able to complete my chosen DLC dungeon, than get some poor 300CP+ player who’s never been in a DLC dungeon and doesn’t want to be there a few minutes sooner. I fully understand those players who bail and take a 15 minute penalty as soon as they hit a DLC dungeon.
ZOS does penalise players who sub in the random queues by imposing a roughly 36%+ chance of being flung into a DLC dungeon. That’s a crap reward for players who don’t want to do DLC dungeons but do want to support the game.
But you’re right, players do penalise themselves. It’s called subbing.
I've mentioned this in previous threads, but for the ESO+ thing, there should be a way for subscribers to opt out of DLC they absolutely don't want, but there should be limits to this. If you want the dungeon DLC and play it, you have to face it in random queue. Opting out should be an all or nothing deal (though there should be some leeway to allow for a change of mind).
Heck, if ESO showed any capability of MMR, then queue should be able to place someone with no dungeon-running under their belt into a specific set of dungeons anyway, as that is how a smart dungeon finder should work. But that's a big 'if'.
The issue with ESO+ is that many players who sub don’t actually sub because of the DLC content and are not ready for it. While players who purchase the DLC dungeons clearly want to play them (although maybe not all the time). There needs to be some mechanic for players who sub but don’t want to do DLC dungeons to have the same random dungeon option that non-subscribers have.
MMR should not be a factor here. Mainly because it is much, much easier to let a player decide if they want to do/are ready for a DLC dungeon than it would be for ZOS to create a script intelligent and sophisticated enough to make the correct decision on that player’s behalf. Allowing the player to choose means you will get fewer frustrated players and that players who do get drawn in to fill gaps in DLC dungeons actually want to be there.
As an example, I might be very capable of doing DLC content on my dd, but I choose to build a tank. They get to L50, immediately get a ton of CP points, but don’t have a lot of skills or a decent set of gear and my tanking, while OK for normal vets would be a disgrace in, say vBRF.
I don’t want to faceroll through normal dungeons, because I learn nothing about tanking there. But if I do a random vet, as a tank I am almost guaranteed to get a DLC dungeon. That’s no help to anyone - it’s beyond my abilities, so again I learn nothing, while the dds who want to run the DLC will get frustrated and write angry posts about incapable tanks. No MMR is going to understand that this CP 1000+ tank is a just minted L50 or that I might be learning how to tank. But giving me the option to choose solves all of that without ZOS having to do any heavy lifting.
That is exactly what I was saying though. If they don't want the DLC at all, they should be able to opt out of it. They should not, however, be allowed to just opt out of it for queue reasons while actually subbing for the DLC and completing it.
But it's not working, is it? Players have the choice, and they choose to sign up for a random dungeon despite not being ready for it. They choose to queue for a list of dungeons that includes DLC, because the game gives them the option to. They are making the wrong choice because they want the reward.
If you're new to tanking on that character, then you shouldn't queue for a random dungeon you're not ready for. . You have a choice. Who is pressuring you to run random dungeons if youre not ready for it? Who is making you? Other than your own greed for the reward it gives?
Taleof2Cities wrote: »I don't think you've read anything in the thread, @Verana ... it's either your way or the highway.
So, let's recap the key points for you:
- The minimum CP requirement for vet DLC dungeons is CP300. That's the line ZOS says players should be able to complete a vet DLC dungeon.
- If a player over CP300 knows they can not complete a vet DLC dungeon, they should not queue for random vet. Such actions hold up the queue, and, inconvenience three (3) other players who are ready to complete the random vet queue.
- Splitting the random queue is neither in players' interest nor ZOS's interest ... since it would increase the wait times on both sides.
- ESO+ does not penalize players for having DLC dungeons included in the random queue. Players penalize themselves by being lazy and not learning the DLC mechanics for a quick and efficient clear (again, only players over CP300 for vet).
I like DLC dungeons. But my first journey into a DLC dungeon, even with a very capable group in discord, can take hours as we learn the mechanics and the teamwork required.
CP is no indication of ability whatsoever. I subscribe and did my first dungeon at CP 460 (and yes I was no help to anyone in BC1 let alone anywhere else). Suggesting that at that point I should have read up on every dungeon is fatuous, not least because it would not have helped anyone.
My first normal random, RoM, was such an unpleasant experience that I didn’t bother to do another dungeon for a year. Players who are totally capable on all non-DLC vet dungeons may still not be ready for DLC ones. It should be their choice, not something forced on them.
Putting players who cannot complete the content, into content they cannot complete benefits no one. The best way to determine whether a player can/cannot complete is the player themselves. I’d rather wait a little longer to get players who are able to complete my chosen DLC dungeon, than get some poor 300CP+ player who’s never been in a DLC dungeon and doesn’t want to be there a few minutes sooner. I fully understand those players who bail and take a 15 minute penalty as soon as they hit a DLC dungeon.
ZOS does penalise players who sub in the random queues by imposing a roughly 36%+ chance of being flung into a DLC dungeon. That’s a crap reward for players who don’t want to do DLC dungeons but do want to support the game.
But you’re right, players do penalise themselves. It’s called subbing.
I've mentioned this in previous threads, but for the ESO+ thing, there should be a way for subscribers to opt out of DLC they absolutely don't want, but there should be limits to this. If you want the dungeon DLC and play it, you have to face it in random queue. Opting out should be an all or nothing deal (though there should be some leeway to allow for a change of mind).
Heck, if ESO showed any capability of MMR, then queue should be able to place someone with no dungeon-running under their belt into a specific set of dungeons anyway, as that is how a smart dungeon finder should work. But that's a big 'if'.
The issue with ESO+ is that many players who sub don’t actually sub because of the DLC content and are not ready for it. While players who purchase the DLC dungeons clearly want to play them (although maybe not all the time). There needs to be some mechanic for players who sub but don’t want to do DLC dungeons to have the same random dungeon option that non-subscribers have.
MMR should not be a factor here. Mainly because it is much, much easier to let a player decide if they want to do/are ready for a DLC dungeon than it would be for ZOS to create a script intelligent and sophisticated enough to make the correct decision on that player’s behalf. Allowing the player to choose means you will get fewer frustrated players and that players who do get drawn in to fill gaps in DLC dungeons actually want to be there.
As an example, I might be very capable of doing DLC content on my dd, but I choose to build a tank. They get to L50, immediately get a ton of CP points, but don’t have a lot of skills or a decent set of gear and my tanking, while OK for normal vets would be a disgrace in, say vBRF.
I don’t want to faceroll through normal dungeons, because I learn nothing about tanking there. But if I do a random vet, as a tank I am almost guaranteed to get a DLC dungeon. That’s no help to anyone - it’s beyond my abilities, so again I learn nothing, while the dds who want to run the DLC will get frustrated and write angry posts about incapable tanks. No MMR is going to understand that this CP 1000+ tank is a just minted L50 or that I might be learning how to tank. But giving me the option to choose solves all of that without ZOS having to do any heavy lifting.
That is exactly what I was saying though. If they don't want the DLC at all, they should be able to opt out of it. They should not, however, be allowed to just opt out of it for queue reasons while actually subbing for the DLC and completing it.
But it's not working, is it? Players have the choice, and they choose to sign up for a random dungeon despite not being ready for it. They choose to queue for a list of dungeons that includes DLC, because the game gives them the option to. They are making the wrong choice because they want the reward.
If you're new to tanking on that character, then you shouldn't queue for a random dungeon you're not ready for. . You have a choice. Who is pressuring you to run random dungeons if youre not ready for it? Who is making you? Other than your own greed for the reward it gives?
You are wrong. Currently, players who subscribe do not ‘choose’ to include the DLC dungeons, the DLC dungeons are thrust upon them. They do not have the option to play the same random game as non-subscribers. That’s not fair and it’s not sensible. And that’s what the OP is flagging.
It means that if my tank, which is perfectly capable of doing all the normal vet dungeons thank you very much, wants to get the same daily XP bonus every non-subbing player can get, he runs a massively disproportional risk of getting a DLC dungeon which he is not ready for simply because I am stupid enough to have an ESO+ subscription. That doesn’t help anyone.
Saying that players “shouldn’t be doing random dungeons they’re not ready for” is inane. And it’s not practical. But allowing players to separate out the much tougher DLC dungeons does make sense. Everyone understands that they are harder content (which is a good thing) and players know when they are ready and/or in the mood for them. Giving players the choice of whether or not to include them in their random daily dungeon makes sense.
thadjarvis wrote: »@zvavi
A training program would be great but that takes a lot of resources to implement. Thus, the MMR like ideas are possible solutions that do not require new content, testing, loot changes...nothing in the game actually changes. It's just a datamine. It could be a more readily cheaper way to approach the issue even though yes ZoS providing tools to help players learn would be great.
@FierceSam
I'm fine with people being able to self-select difficulty level but it seems ZoS is not. My idea above wouldn't put a tank alt into an instance above it's capability.
One issue with just allowing players to self-select alone is that they don't even have any indication of what's difficult. Is Vet Selene harder than nICP? I don't know; a new player certainly won't. An MMR system whether it is used to gate dungeon custom selection, cap difficulty appropriately for random, or just as an informational tool presented to players I think would help. IE, a dungeon and player rating system derived from data rather than our opinions can only be good. It would hurt no one if results are simply shown to user. If it is used for gating and randoms then yes there would be disagreement, but any result would likely improve over what exists.
(not tied to it in any way; just popped into head so rip it apart at will.)
Taleof2Cities wrote: »I don't think you've read anything in the thread, @Verana ... it's either your way or the highway.
So, let's recap the key points for you:
- The minimum CP requirement for vet DLC dungeons is CP300. That's the line ZOS says players should be able to complete a vet DLC dungeon.
- If a player over CP300 knows they can not complete a vet DLC dungeon, they should not queue for random vet. Such actions hold up the queue, and, inconvenience three (3) other players who are ready to complete the random vet queue.
- Splitting the random queue is neither in players' interest nor ZOS's interest ... since it would increase the wait times on both sides.
- ESO+ does not penalize players for having DLC dungeons included in the random queue. Players penalize themselves by being lazy and not learning the DLC mechanics for a quick and efficient clear (again, only players over CP300 for vet).
I like DLC dungeons. But my first journey into a DLC dungeon, even with a very capable group in discord, can take hours as we learn the mechanics and the teamwork required.
CP is no indication of ability whatsoever. I subscribe and did my first dungeon at CP 460 (and yes I was no help to anyone in BC1 let alone anywhere else). Suggesting that at that point I should have read up on every dungeon is fatuous, not least because it would not have helped anyone.
My first normal random, RoM, was such an unpleasant experience that I didn’t bother to do another dungeon for a year. Players who are totally capable on all non-DLC vet dungeons may still not be ready for DLC ones. It should be their choice, not something forced on them.
Putting players who cannot complete the content, into content they cannot complete benefits no one. The best way to determine whether a player can/cannot complete is the player themselves. I’d rather wait a little longer to get players who are able to complete my chosen DLC dungeon, than get some poor 300CP+ player who’s never been in a DLC dungeon and doesn’t want to be there a few minutes sooner. I fully understand those players who bail and take a 15 minute penalty as soon as they hit a DLC dungeon.
ZOS does penalise players who sub in the random queues by imposing a roughly 36%+ chance of being flung into a DLC dungeon. That’s a crap reward for players who don’t want to do DLC dungeons but do want to support the game.
But you’re right, players do penalise themselves. It’s called subbing.
I've mentioned this in previous threads, but for the ESO+ thing, there should be a way for subscribers to opt out of DLC they absolutely don't want, but there should be limits to this. If you want the dungeon DLC and play it, you have to face it in random queue. Opting out should be an all or nothing deal (though there should be some leeway to allow for a change of mind).
Heck, if ESO showed any capability of MMR, then queue should be able to place someone with no dungeon-running under their belt into a specific set of dungeons anyway, as that is how a smart dungeon finder should work. But that's a big 'if'.
The issue with ESO+ is that many players who sub don’t actually sub because of the DLC content and are not ready for it. While players who purchase the DLC dungeons clearly want to play them (although maybe not all the time). There needs to be some mechanic for players who sub but don’t want to do DLC dungeons to have the same random dungeon option that non-subscribers have.
MMR should not be a factor here. Mainly because it is much, much easier to let a player decide if they want to do/are ready for a DLC dungeon than it would be for ZOS to create a script intelligent and sophisticated enough to make the correct decision on that player’s behalf. Allowing the player to choose means you will get fewer frustrated players and that players who do get drawn in to fill gaps in DLC dungeons actually want to be there.
As an example, I might be very capable of doing DLC content on my dd, but I choose to build a tank. They get to L50, immediately get a ton of CP points, but don’t have a lot of skills or a decent set of gear and my tanking, while OK for normal vets would be a disgrace in, say vBRF.
I don’t want to faceroll through normal dungeons, because I learn nothing about tanking there. But if I do a random vet, as a tank I am almost guaranteed to get a DLC dungeon. That’s no help to anyone - it’s beyond my abilities, so again I learn nothing, while the dds who want to run the DLC will get frustrated and write angry posts about incapable tanks. No MMR is going to understand that this CP 1000+ tank is a just minted L50 or that I might be learning how to tank. But giving me the option to choose solves all of that without ZOS having to do any heavy lifting.
That is exactly what I was saying though. If they don't want the DLC at all, they should be able to opt out of it. They should not, however, be allowed to just opt out of it for queue reasons while actually subbing for the DLC and completing it.
But it's not working, is it? Players have the choice, and they choose to sign up for a random dungeon despite not being ready for it. They choose to queue for a list of dungeons that includes DLC, because the game gives them the option to. They are making the wrong choice because they want the reward.
If you're new to tanking on that character, then you shouldn't queue for a random dungeon you're not ready for. . You have a choice. Who is pressuring you to run random dungeons if youre not ready for it? Who is making you? Other than your own greed for the reward it gives?
You are wrong. Currently, players who subscribe do not ‘choose’ to include the DLC dungeons, the DLC dungeons are thrust upon them. They do not have the option to play the same random game as non-subscribers. That’s not fair and it’s not sensible. And that’s what the OP is flagging.
It means that if my tank, which is perfectly capable of doing all the normal vet dungeons thank you very much, wants to get the same daily XP bonus every non-subbing player can get, he runs a massively disproportional risk of getting a DLC dungeon which he is not ready for simply because I am stupid enough to have an ESO+ subscription. That doesn’t help anyone.
Saying that players “shouldn’t be doing random dungeons they’re not ready for” is inane. And it’s not practical. But allowing players to separate out the much tougher DLC dungeons does make sense. Everyone understands that they are harder content (which is a good thing) and players know when they are ready and/or in the mood for them. Giving players the choice of whether or not to include them in their random daily dungeon makes sense.
BejaProphet wrote: »
Even if you disagree, can you at least understand that argument? (Not meant to be snarky; it’s a sincere question)
Title: Disparity of Base and DLC in Dungeon Finder
Please either separate into two categories or scale them down in line to be less sadistic?
A few hours spare to play with bad luck in groups, and the raised blood pressure as result, is something easily addressed within context (setting aside the business angle which underlies all changes, casual to hardcore retention profit ratios, limits of abysmal RNG loot crate tolerance, etc).
Gratitude and Regards,
Ryv
BejaProphet wrote: »
I agree. Inflammatory tones can ruin what could really be a productive discussion.
And usually, people can come up with excellent ideas once they have really listened to what the other view is actually concerned about.