redspecter23 wrote: »I agree that it's a very bad idea. Forcing players into X amount of time doing something sounds good in theory, but what if the group kills all the bosses and adds so fast that the actual legit tank can't meet the requirements they are actually trying to hit? Where do you set the cutoff for dps? 5k? 25k? No matter where you put it, some players won't hit the minimum even though they are actually trying.
spartaxoxo wrote: »redspecter23 wrote: »I agree that it's a very bad idea. Forcing players into X amount of time doing something sounds good in theory, but what if the group kills all the bosses and adds so fast that the actual legit tank can't meet the requirements they are actually trying to hit? Where do you set the cutoff for dps? 5k? 25k? No matter where you put it, some players won't hit the minimum even though they are actually trying.
Then they should be the ones that need to find a guild.
-tank: maintain taunt for X amount of time
-healer: heal X amount of damage
-dps: deal X amount of damage
Tank - Most trash does not need to be taunted unless the DDs are pretty bad. As such requiring a tank to maintain taunt for a percentage of the game is a poor measurement, and pretty much would not work.
Healer - a good group takes much less damage than lesser-skilled groups. They also are better at mitigating heavy damage. As such this is a poor measurement.
DDs - Even requiring them to do X amount of damage would be a poor measurement since some dungeons have more mechanics which can lower DPS. Even requiring them to do X amount of damage during the entire dungeon would have to be based on each dungeon as they are not the same. That is to complex.
Further, all of these punish skilled groups that form their own groups and do not use the trinity.
In the end, the best option is to take a little time required to form one's own group. One of my guilds is great for this and I am certain there are more out there for those interested in running group content.
I’d say they don’t need to modify mechanics of rewards, it’s a design problem. Dungeons need to be (re)designed so that there are healing and tanking components that can’t be bypassed through damage output.
It isn’t the fault of the players that ZOS created content encouraging maximum output, and easy self healing that makes other roles unnecessary.
MirandaSharp wrote: »Just get rid of the 10 stones reward for doing random normals and put that into random vet.
Players running normal non-vet dungeons are running sub CP160 gear anyway and have no need for transmute crystals.
That would get rid of all the 1000+ CP players speed running random normals populated by beginners trying to learn.
redspecter23 wrote: »spartaxoxo wrote: »redspecter23 wrote: »I agree that it's a very bad idea. Forcing players into X amount of time doing something sounds good in theory, but what if the group kills all the bosses and adds so fast that the actual legit tank can't meet the requirements they are actually trying to hit? Where do you set the cutoff for dps? 5k? 25k? No matter where you put it, some players won't hit the minimum even though they are actually trying.
Then they should be the ones that need to find a guild.
I'd say that most people would benefit from running with like minded players most times, whether that's guild, friends or zone. This common expectation from people that 3 other randoms should all run content the way they themselves see as appropriate is very confusing to me.
Tank - Most trash does not need to be taunted unless the DDs are pretty bad. As such requiring a tank to maintain taunt for a percentage of the game is a poor measurement, and pretty much would not work.
Maybe absorbed damage is better? Maintain boss taunt?Healer - a good group takes much less damage than lesser-skilled groups. They also are better at mitigating heavy damage. As such this is a poor measurement.
Why? There's already overhealing and people run spc.DDs - Even requiring them to do X amount of damage would be a poor measurement since some dungeons have more mechanics which can lower DPS. Even requiring them to do X amount of damage during the entire dungeon would have to be based on each dungeon as they are not the same. That is to complex.
Yeah, but this can be lowered to cater casuals.Further, all of these punish skilled groups that form their own groups and do not use the trinity.
That's why there's a group queue.In the end, the best option is to take a little time required to form one's own group. One of my guilds is great for this and I am certain there are more out there for those interested in running group content.
Not everyone can run with their guild, not everyone lives in say, continental america or europe.
MirandaSharp wrote: »Just get rid of the 10 stones reward for doing random normals and put that into random vet.
Players running normal non-vet dungeons are running sub CP160 gear anyway and have no need for transmute crystals.
That would get rid of all the 1000+ CP players speed running random normals populated by beginners trying to learn.
With the fake roles having no repercussion, I suggest a new system to get the daily random rewards:
1. Group queue: only need to complete
2. Solo queue: complete plus
-tank: maintain taunt for X amount of time
-healer: heal X amount of damage
-dps: deal X amount of damage
This would eliminate fakers that don’t taunt, heal, or do crap damage, will also prevent *** dps to skip ads and stuff.
What do you guys think?
wtlonewolf20 wrote: »With the fake roles having no repercussion, I suggest a new system to get the daily random rewards:
1. Group queue: only need to complete
2. Solo queue: complete plus
-tank: maintain taunt for X amount of time
-healer: heal X amount of damage
-dps: deal X amount of damage
This would eliminate fakers that don’t taunt, heal, or do crap damage, will also prevent *** dps to skip ads and stuff.
What do you guys think?
Won't work because there are dps that will just pull ahead of the tank to ensure they get good values or to troll the tank.
Like I said in other posts no matter what you do players are going to learn how to cheese the system.
wtlonewolf20 wrote: »With the fake roles having no repercussion, I suggest a new system to get the daily random rewards:
1. Group queue: only need to complete
2. Solo queue: complete plus
-tank: maintain taunt for X amount of time
-healer: heal X amount of damage
-dps: deal X amount of damage
This would eliminate fakers that don’t taunt, heal, or do crap damage, will also prevent *** dps to skip ads and stuff.
What do you guys think?
Won't work because there are dps that will just pull ahead of the tank to ensure they get good values or to troll the tank.
Like I said in other posts no matter what you do players are going to learn how to cheese the system.
spartaxoxo wrote: »redspecter23 wrote: »spartaxoxo wrote: »redspecter23 wrote: »I agree that it's a very bad idea. Forcing players into X amount of time doing something sounds good in theory, but what if the group kills all the bosses and adds so fast that the actual legit tank can't meet the requirements they are actually trying to hit? Where do you set the cutoff for dps? 5k? 25k? No matter where you put it, some players won't hit the minimum even though they are actually trying.
Then they should be the ones that need to find a guild.
I'd say that most people would benefit from running with like minded players most times, whether that's guild, friends or zone. This common expectation from people that 3 other randoms should all run content the way they themselves see as appropriate is very confusing to me.
And by "way they themselves see as appropriate," you mean that they don't want to carry people incapable of contributing their fair share.
There are probably hundreds of ways of hitting more than 5k dps. If you cannot manage to even do that, then you aren't doing your job. And there is nothing confusing about people not wanting to be exploited by randoms.
Hapexamendios wrote: »No, I often do randoms with guild mates and we 4 dps most of the time.
spartaxoxo wrote: »Hapexamendios wrote: »No, I often do randoms with guild mates and we 4 dps most of the time.
That would have no impact on 4 person groups.
hackdrag0n wrote: »spartaxoxo wrote: »Hapexamendios wrote: »No, I often do randoms with guild mates and we 4 dps most of the time.
That would have no impact on 4 person groups.
It would actually. 4 person groups who want the random daily for transmutes and keys still have to enter via the group finder - just like solo players.
Just put a limit on the number of characters who can get the 10 stones from their daily dungeon, something like 5 characters per account, if people don't feel the need to run as many characters as possible through the group finder each day, we might be able to cut down on the number of people using fake roles to skip their place in the queue and rush through the dungeons as fast as possible.
They might even bother to make a mix of 5 actual tanks or healers to do there dungeon runs.