Kombinator wrote: »Everyone plays the game in their own way. Do you honestly think ZOS would ever even for a millisecond consider this, lol?Also, why do you care OP? Anyone halfway decent usually plays with their buddies from guilds. Perma-puging is always a route for major frustration.
By that logic we should remove dungeon finder alltogether. Also remove battlegrounds alltogether, because you can just make PVP guilds clash on Cyrodiil. Also remove quest markers, because you should read the details. We should also remove zone-chat, and guild finder, because you can just run around yelling in cities. Remove all the guild traders, because you can yell for trading stuff. Heck why even tutorial exist? Just let them figure out! Let's reduce the game as much as possible, because begging for help is SKILL!
Old idea of mine who go a bit more advanced, take DSA, but you have 3 NPC helpers, various stages explains various mechanics.I'd love to see a brand new dungeon that goes through all the fundamental tactics we find in dungeons. Single boss, bosses with adds. Bosses with interrupts and blockables - bosses with red zones and red rings and anti-magic zones - all of which is tuned to very low dps, with high spikes, but no so high that they'll one-shot anyone with more than 15k health.
Basically, a trainer dungeon that has enough outgoing damage that you know when you've done something wrong, but won't kill you outright, giving you long enough to figure out each new mechanic.
to cover all the basic boss mechanics, we'd probably have to have at least 3 stages of each boss, each covering one new mechanic - we build a dungeon with 4 major bosses, that way we can get at least 12 of the most fundamental tactics, maybe even a couple of important ones more than once
It'd be light on trash - just enough trash to introduce you to the add mobs and what their tactics are like so that when you face them in a boss fight you'll already be familiar with the add swarms.
Along for the ride would be an NPC, shouting out the fundamental counter to each new mechanic - BLOCK HIS BIG ATTACK! Don't get caught in the ring of fire! INTERRUPT HIM NOW! You know, kind of like the basic combat tutorial, but...bigger stakes, and timing tuned to account for closer to an actual fight, and with multiple people.
It would not only be a nice introduction to combat in general, but a nice introduction to dungeons - throw in something like the level-up rewards, like a mid-range monster helm (not top tier, but not trash) and some set gear good for a leveling up character, and we'd have ourselves at least a better introduction to dungeoning.
Agenericname wrote: »Kombinator wrote: »redgreensunset wrote: »No. OP just stop pugging if getting into dungeons with people of very diverse skill levels bother you that much.
So you saying, that teaching players is bad.
Not at all. Forcing players, all players, to do something because a handful are bad, new, unskilled, etc. is though. There are better ways to teach.
I can't remember the last time I saw a dungeon where the group failed to clear it because the dps was too low. With a few exceptions there aren't many true dps checks in the dungeons. There are some, but not nearly the majority.
but i dont think OP is suggesting 'forcing' any player to do anything. OP is suggesting if a player wants to do dungeons they need to 'qualify' for it in some way
forcing would employ there is no choice for you to continue playing the video game elder scrolls online tamriel twelve without getting an A+ on your eso exam
in all fairness OP does use the word 'force' in their post but i think that's more a poor choice of words
Unless you do vet dlc dungeons or you are unlucky and end up in an very weak group this is hardly an problem.I've almost got 700cp, I enjoy solo questing, crafting and occasionally messing around in Cyrodiil - I have never done a group dungeon mainly because I'd probably get called 'kinda pathetic' by people like the OP.
I'm getting to old to take things to seriously or put up with people that demand (near) flawless runs through dungeons so I really can't be bothered.
I've done some of them solo but others are either to hard for my skill level or have mechanics that require more than 1 person. I'd guess I'd like to complete them all, if for nothing else than to get the achievements but everytime I read posts like this it just makes me more wary.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Kombinator wrote: »Agenericname wrote: »Agenericname wrote: »Kombinator wrote: »redgreensunset wrote: »No. OP just stop pugging if getting into dungeons with people of very diverse skill levels bother you that much.
So you saying, that teaching players is bad.
Not at all. Forcing players, all players, to do something because a handful are bad, new, unskilled, etc. is though. There are better ways to teach.
I can't remember the last time I saw a dungeon where the group failed to clear it because the dps was too low. With a few exceptions there aren't many true dps checks in the dungeons. There are some, but not nearly the majority.
but i dont think OP is suggesting 'forcing' any player to do anything. OP is suggesting if a player wants to do dungeons they need to 'qualify' for it in some way
forcing would employ there is no choice for you to continue playing the video game elder scrolls online tamriel twelve without getting an A+ on your eso exam
in all fairness OP does use the word 'force' in their post but i think that's more a poor choice of words
It is gating content, or more specifically gating the use of an ingame function/tool, behind the test.
Qualify is tricky. Since very few of the dungeons have an actual DPS checks, what metric are we using? Some people are never going to be happy no matter how high the DPS. Some would insist on 30k since its reasonably easy to achieve, but not specifically required to complete the content. The truth is, most of those dungeons can be completed in a reasonable amount of time with obscenely low DPS, not as obscenely low as 4 digit, but much lower than the average.
Asking for a test that forced weaving light attacks would alienate a few players. There are quite a few that play without that. ZOS has acknowledged that they here to stay for the most part by adding it to some of the load screens and designing sets around it, but mandating that they be used in order to use a basic function in group content, I highly doubt that we would see that.
I'm all for helping people, but this isn't the way. I start by asking ZOS to pay more attention to these threads and less to streamer to get a good feel for how the game actually is the next time they pick up the nerf hammer.
In my test you would given specified gear, and skillbar. Meaning, that ONLY your personal skill would matter. Nothing more, and nothing less. An NPC would be there to explain stuff, but you couldn't do it, if you have no idea how the game works, and just smash one button. No matter how much CP, level, or gear you got otherwise.
The primary problem in many case is that people has no understanding on how the game works. They fail to use all their skills, because in world content they don't have to. Why should you place debuffs, dots, buffs, if you can just 2 hit an enemy with your biggest casting skill? And has no idea what light attacks for once they got some spammable skills. I would lie if i say, that i knew this last early. It worth a LOT to the dps, and not exactly obvious.
Agenericname wrote: »Kombinator wrote: »redgreensunset wrote: »No. OP just stop pugging if getting into dungeons with people of very diverse skill levels bother you that much.
So you saying, that teaching players is bad.
Not at all. Forcing players, all players, to do something because a handful are bad, new, unskilled, etc. is though. There are better ways to teach.
I can't remember the last time I saw a dungeon where the group failed to clear it because the dps was too low. With a few exceptions there aren't many true dps checks in the dungeons. There are some, but not nearly the majority.
but i dont think OP is suggesting 'forcing' any player to do anything. OP is suggesting if a player wants to do dungeons they need to 'qualify' for it in some way
forcing would employ there is no choice for you to continue playing the video game elder scrolls online tamriel twelve without getting an A+ on your eso exam
in all fairness OP does use the word 'force' in their post but i think that's more a poor choice of words
Nope ‘forcing’ is saying “you can’t do content until I, elitemonkey, say you have the required qualification”.
Forcing is a rubbish teaching tool in a game.
If you can’t cope with players who don’t meet your standards, go find some like-minded friends and queue for your fandoms with them. Or do you need a tutorial for that?
Kombinator wrote: »A tutorial would have helped. Crappy attitude from fellow players would not.
I’m not sure the “no standing in red” is a great example given the number of fights where stacking the entire group in red is actually the most effective strategy.
By "forcing" i mean, that you could not queue for dungeons until you have done the tutorial quest. Instead of the group finder there would be a button to start it. For existing players it would check how many dungeon finished achievements are done, and if the number is great enough, then you can skip it.
Even on world you should learn certain basics. Such as using skills in right order, and basic tutorial should tell you the basic attacks between skills style. As for the red circles. Like in 99% of the cases, if you see a red circle, or line in a boss fight, then you want to avoid it. Or it will hurt you real bad.
The point is, that there should be an advanced tutorial to introduce how to deal GOOD damage, and pay attention to multiple stuff. For tank teaching, to turn the boss away from group, using taunt, de importance of health shields, and different buffs/debuffs, that helps survival, when to block, and when to run/dodge. Healers would given a try to separate attention in doing damage, and keeping everyone alive.
ForzaRammer wrote: »Op in case you don’t know, apparently there are lots ppl on forum who believe you should carry potatoes and not complain. And it’s elitist even if you treat mediocre players with respect and only trash talk the bottom 10%.
/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑Paramedicus wrote: »You can't expect that players will always learn from other players (nope, some people refuse to search youtube for videos about gameplay "because it is just a game bro, ima not nerd lol, take it EZ"), and you can't expect that people who play this game for years will have patience of saint everytime they meet player who "plays how he wants".
Or we could keep it simple and just explain mechanics if the person doesn't know them. I've been doing that for years.
/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑Bobby_V_Rockit wrote: »Sometimes a player is just bad. I’m CP 1170 and never done a single vet DLC or any of the last 4 even on normal mode. I’m just bad at the game. Five years of almost daily playing and I’m still bad at it. Thats why I only PUG, I wouldn’t knowingly inflict myself on anyone I actually know
ForzaRammer wrote: »Op in case you don’t know, apparently there are lots ppl on forum who believe you should carry potatoes and not complain. And it’s elitist even if you treat mediocre players with respect and only trash talk the bottom 10%.
I would be extremely surprised if there was even a single player who has never been carried through content that they were new too.
PullaStormy wrote: »I just recently hit 1k CP, and have only ever done one DLC dungeon on veteran. My best DPS is 13k if lucky, mostly it stays around 9k. But I tend to heal or tank anyways so it doesn't matter. Many DLC dungeons have super difficult mechs, and every time I've ran into them, even on normal, none of the players know what to do, ending up wasting time. I think the best option to not have to suffer players not knowing what to do, is to never go with PUGs. A dedicated group can have one person teaching others how to do the dungeon(s).
But, having in-game tutorials on how to use the weird and crypctic mechs in dungeons would be nice, as not everyone can understand video tutorials (I for one have a lot of trouble with that).
I'd love to see a brand new dungeon that goes through all the fundamental tactics we find in dungeons. Single boss, bosses with adds. Bosses with interrupts and blockables - bosses with red zones and red rings and anti-magic zones - all of which is tuned to very low dps, with high spikes, but no so high that they'll one-shot anyone with more than 15k health.
Basically, a trainer dungeon that has enough outgoing damage that you know when you've done something wrong, but won't kill you outright, giving you long enough to figure out each new mechanic.
to cover all the basic boss mechanics, we'd probably have to have at least 3 stages of each boss, each covering one new mechanic - we build a dungeon with 4 major bosses, that way we can get at least 12 of the most fundamental tactics, maybe even a couple of important ones more than once
It'd be light on trash - just enough trash to introduce you to the add mobs and what their tactics are like so that when you face them in a boss fight you'll already be familiar with the add swarms.
Along for the ride would be an NPC, shouting out the fundamental counter to each new mechanic - BLOCK HIS BIG ATTACK! Don't get caught in the ring of fire! INTERRUPT HIM NOW! You know, kind of like the basic combat tutorial, but...bigger stakes, and timing tuned to account for closer to an actual fight, and with multiple people.
It would not only be a nice introduction to combat in general, but a nice introduction to dungeons - throw in something like the level-up rewards, like a mid-range monster helm (not top tier, but not trash) and some set gear good for a leveling up character, and we'd have ourselves at least a better introduction to dungeoning.
Darkenarlol wrote: »someone finds 15k dps acceptable
someone thinks that 30k is laughably low
all those standards lives only in our heads
btw you can complete most vanilla vet hms
with 3-4k (or even less) total party dps...it just gonna take some time
the only problem we have with DF is people's false expectations
if you have ANY demands to your party (high dps, fast run with trash/boss skipping,
slow but steady clearing with reading dialogs and some RP between fights etc)
just ANY special demands or expectations - don't pug
or at least try to be polite and communicate with your party...or better don't pug
P.S. players who wants to become better will find a way to their goal (guild, friends, guides etc)
but people who plays for fun and have no demands for their party at all shouldn't be
forced to complete some unasked tutorials and qualify races IMO
No offense, but i expect people to have brain, and either know english, and ask about boss tactic, or look into it themselves.
Kombinator wrote: »
No offense, but i expect people to have brain, and either know english, and ask about boss tactic, or look into it themselves. Though from 7 tries common sense should be enough to figure out.