PuG groups could have an MMR system similar to BGs:
- The experienced players get grouped.
- the non experienced players get grouped.
The experienced players get through quickly. The non experienced players take their time and have to learn the dungeon.
Obviously there are downsides to this but it may make the group matching better for those involved.
Thechuckage wrote: »When the vast majority of overworld gets turned into a tutorial zone, with anything dangerous cordoned off and clearly marked, its it really any wonder that people are unprepared for dungeons?
This is what normal dungeons are for. Except then you get heroes queuing as fake tanks and fake healers on their DDs so they can run through the dungeons as fast as possible, claiming they're doing it to "help" the other people in there by getting it done fast like that's literally all anyone wants if they go into a normal dungeon. Then those bad dps players who end up getting carried don't learn anything except to assume they're better than they actually are because most of them don't even realise they've been carried.
And to be fair, even competent dps can contribute to this problem, tbh, but at least they're in there honestly, and sometimes you just don't want to do a vet dungeon.
Thechuckage wrote: »Thechuckage wrote: »When the vast majority of overworld gets turned into a tutorial zone, with anything dangerous cordoned off and clearly marked, its it really any wonder that people are unprepared for dungeons?
This is what normal dungeons are for. Except then you get heroes queuing as fake tanks and fake healers on their DDs so they can run through the dungeons as fast as possible, claiming they're doing it to "help" the other people in there by getting it done fast like that's literally all anyone wants if they go into a normal dungeon. Then those bad dps players who end up getting carried don't learn anything except to assume they're better than they actually are because most of them don't even realise they've been carried.
And to be fair, even competent dps can contribute to this problem, tbh, but at least they're in there honestly, and sometimes you just don't want to do a vet dungeon.
A better way for me to put it, most games have a sloping progression. ESO has skill plateaus that have a pretty heft elevation change between each. I would think some in-game means to display how to reach that next level would be remiss. Taking the anilogy all the way, have some trail markers and a switchback road to help guide you to the next difficulty.
Such as a HM scroll for regs. Give the player a chance to see what vet might be like.
*edit, clarifications*
eovogtb16_ESO wrote: »Ive seen this mentioned a few times. what they really need to do is some sort of statistics screen at the end of the dungeons that shows how much damage % you actually did or something. It would really open a lot of peoples eyes to how hard they are getting carried in vet content and hopefully make them want to improve as players.
LordSarevok wrote: »I main quite a few tanks and healers. I can tell on the first trash pack what the dps looks like. If it's terrible and takes forever, I just leave group and take my penalty. It's faster to eat a penalty and start over, than slogging through the dungeon with 10k total dps. I do not buy the excuse of them not knowing. It's literally everywhere online in text and in depth videos on how to be decent dps. I'm not asking for 70+.
eovogtb16_ESO wrote: »I know combat metrics is a thing. It should be part of the base game. My dps was terrible until I downloaded cmx and saw how bad I was then I improved and now parse consistently 90k
Who leaves an normal dungeon because of low level players? Who is most likely to be alts anyway.LordSarevok wrote: »I main quite a few tanks and healers. I can tell on the first trash pack what the dps looks like. If it's terrible and takes forever, I just leave group and take my penalty. It's faster to eat a penalty and start over, than slogging through the dungeon with 10k total dps. I do not buy the excuse of them not knowing. It's literally everywhere online in text and in depth videos on how to be decent dps. I'm not asking for 70+.
Smart of you to wait for at least the first trash pull. The other day I was in a group with 2 friends, all of us on lowbie alts. The tank ported in and nearly immediately left. Sure hope they didn’t do it to save time because their penalty was definitely longer than it took us to trio the dungeon (nSpinclutch ). We had to chuckle at that.
Who leaves an normal dungeon because of low level players? Who is most likely to be alts anyway.LordSarevok wrote: »I main quite a few tanks and healers. I can tell on the first trash pack what the dps looks like. If it's terrible and takes forever, I just leave group and take my penalty. It's faster to eat a penalty and start over, than slogging through the dungeon with 10k total dps. I do not buy the excuse of them not knowing. It's literally everywhere online in text and in depth videos on how to be decent dps. I'm not asking for 70+.
Smart of you to wait for at least the first trash pull. The other day I was in a group with 2 friends, all of us on lowbie alts. The tank ported in and nearly immediately left. Sure hope they didn’t do it to save time because their penalty was definitely longer than it took us to trio the dungeon (nSpinclutch ). We had to chuckle at that.
Blood Spawn is one of the few hard dps checks, you need to kill boss inside an set time or you wipe.You need minimal dps to do specific content. One of my latest "fails" was tanking Spindle 2 where we couldn't get past Blood Spawn gargoyle boss because the groups dps was so low, the whole room broke apart and killed us in 5min or so.
A lot of dungeon (even normal) have enrage mechanisms, that people don't know about, because you usually kill it way before. But they exists. And if you got cp160+ dps who jump around roleplaying and shooting arrow spray every 10 seconds, you just can't do group content that way.
That's why it is totally ok and necessary to check damage dealer dps and warn them to practice, before entering group content. There is nothing "elitist" about that.
The central issue here is that people feel entitled to join DLC Vet content in four man when they are nowhere near the required level. In life there are hierarchies, irrespective of the endeavour. You do not walk onto a golf course and play with a pro that you do not know. They will not want you along. It is the same principle here. The problem is a sense of entitlement to players not at the required level.
Its not only an question about level, you need to know the mechanics, some who can be pretty non intuitive.The central issue here is that people feel entitled to join DLC Vet content in four man when they are nowhere near the required level. In life there are hierarchies, irrespective of the endeavour. You do not walk onto a golf course and play with a pro that you do not know. They will not want you along. It is the same principle here. The problem is a sense of entitlement to players not at the required level.
SidraWillowsky wrote: »I'm noticing a weird and consistent dichotomy as of late. I'm a DD, and one of two things always happens in my pug groups. This is any dungeon and occurs in both norm and vet. I typically pull 40-50k on bosses on my main.
1. I pull 75-80% of group DPS, or
2. I pull what I assume is roughly the same as the other DPS
The other DD's DPS is either pretty low or really high. This seems to be evidence of the skill gap getting *wider*, not narrower. I don't know how that can happen when ZOS is apparently making concerted efforts to narrow the skill gap.
Unfortunately the game itself does not have mechanisms that would teach players to handle such situations.
I would like to see tutorial quests that prepare the player.
That wouldn't fix anything tbh. There is already an insane amount of information available to players on sites and youtube. People who can't be bothered to spend 15 minutes looking into a build or skills are going to ignore the information if it's in the game as well.
Thechuckage wrote: »When the vast majority of overworld gets turned into a tutorial zone, with anything dangerous cordoned off and clearly marked, its it really any wonder that people are unprepared for dungeons?
This is what normal dungeons are for. Except then you get heroes queuing as fake tanks and fake healers on their DDs so they can run through the dungeons as fast as possible, claiming they're doing it to "help" the other people in there by getting it done fast like that's literally all anyone wants if they go into a normal dungeon. Then those bad dps players who end up getting carried don't learn anything except to assume they're better than they actually are because most of them don't even realise they've been carried.
And to be fair, even competent dps can contribute to this problem, tbh, but at least they're in there honestly, and sometimes you just don't want to do a vet dungeon.
[Quoted post was removed]
I find it hard to believe your going to farm vet dlc content for gear when its 10x easier on normal and same gear. But to each their own. But id say the vast majority of players farm normal dungeons for gear. so to say that normal dungeons are only for new players is compeltely false.
I find it hard to believe your going to farm vet dlc content for gear when its 10x easier on normal and same gear. But to each their own. But id say the vast majority of players farm normal dungeons for gear. so to say that normal dungeons are only for new players is compeltely false.