WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
Isn't it easier to pre-group with guild/zone players?
Here is how you fix it...
If you queue as a healer or tank your damage is nerfed by 90%.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
lolo_01b16_ESO wrote: »How exactly do you think the game could detect a "real" healer?
I'm pretty sure when I play my magicka nb dd in an inexperienced group, my healing done is higher than when I play with a true healer in a group with experienced players.
This works in FFXIV very well, but that game has a plethora of bonuses designed around the DFQ: bonus for Q'ing as mentor, as the "class most missing from the DFQ right now" (usually tank, sometimes healer), and even a bonus for everyone else if you queue as a newbie (a lesson/carry bonus).WhyMustItBe wrote: »Give extra rewards to REAL tanks/healers.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
Back in FFXIV, I would literally queue my tank over and over and over because it was so fun to play AND it got this great bonus for "queue is short on tanks right now" and it just felt great doing it after hitting mentor level for helping folks.The best solution would be to make tanks and healers fun to play, and that includes being fun when NOT in a group environment.