I hate this “you should have to kill everything” suggestion that keeps popping up as threads. It’s not going to happen. Removing the fg1 skip would be an extremely unpopular idea. People aren’t going to kill every single obsidian ghost thing in fg2. Ruins of mazzatun has its own achievement for killing the entire dungeon. March of sacrifices gets a lot longer when you have to hunt down all the spread out trash packs. Most DLC dungeons require killing everything for speedrun/no death. Farm runs would take longer, thus mask and motif pages would probably go up in price. Maybe the premade group thing will help people find what they’re looking for without advocating to rip how the majority plays away from us.
Blood_again wrote: »Almost all of that is something that every player in the game should know.
The problem is that ZOS is absolutely trash at teaching new players how to play their game.
It should be absolutely basic knowledge how to use the chat, the grouping tool and what composition is needed for what, but it just isn't taught anywhere in the game.
Also barely anyone would have a problem doing something like a delve solo if they actually needed to use any form of build in overland and questing content instead of being able to do everything with light attacks and white gear.
Obviously they're gonna have problems in content that isn't brain dead easy.
Claiming ZoS don't teach players well won't change the fact. Newcomers you meet in Fungal are often don't have essential knowledge and skills for group play.
We can't just put on them the whole responsibility for toxic behaviour of experienced players.
Oh, really, he didn't write about having quest for 3 seconds he had before I cut the first stack. So surely he doesn't need it. Hallooo, he tried to realize where he is totally and had no chance, you know.
Talking about "any form of build" of newcomer while questing... What's wrong with you?
Nobody was born with ESO building skills. Sure, you or me deside if a new character run mana or stam while chosing his name. Newcomers don't. Is it a rocket sciense?
Getting back to the point. You know they probably have these problems. What do you do meeting them in Fungal or Spindle?
People have been cheesing this dungeon for such a long time by completing it quickly by skipping the rest of the bosses after fighting the first by heading in this direction (as shown in the photo) and jumping into the water to swim to the last boss. This prevents new players from exploring the dungeon.
SilverBride wrote: »
I know that it won't change anything, I'm just stating what I think are the main reasons that newer players struggle with so much content that is ridiculously easy for anyone with a basic understanding of the game.
And if ZOS did find ways to properly teach players, it would certainly help.
At some point you gotta admit that the problem isn't with the vet players being too strong or fast, but with the new players expecting everything to be easy.
Blood_again wrote: »I know that it won't change anything, I'm just stating what I think are the main reasons that newer players struggle with so much content that is ridiculously easy for anyone with a basic understanding of the game.
And if ZOS did find ways to properly teach players, it would certainly help.
Actually I agree. That would be great to have more attention to group cooperation in tutorial. It won't fix everything, but it will change the percent of "how to write orange text" newcomers.
Currently people often see their first hint about the group only when they ended up in their first dungeon. It is really too late and leads to a horrible experience.At some point you gotta admit that the problem isn't with the vet players being too strong or fast, but with the new players expecting everything to be easy.
I would admit that the key problem is the difference of players' goals in dungeon group. Wrote possible solutions on the first page.
Here I make more focus on human factor. Not that one side is too strong or another one is too naive, but the gap problem.
When a new player on his first run meets an expereinced one with hundreds of runs, there is an inevitable knowledge and skill gap between them. That gap gives the experienced player a full control of situation, which is often exploited in a toxic way. Newcomers usually have no chance to reach their goal in this situation.
Also newcomers often don't know how to avoid this situation, like make their own group etc. Only avoid dungeons at all. Lack of knowledge. While experienced ones know it well and could do it easy.
Finally claiming that only newcomers have to adapt and make their solutions (which this topic is full of, not from you) makes the situation even more toxic.
So I hope that the only people who can change it - the experienced ones - will do a try.
I don't know how ZoS might solve it on their side yet.
Ragnarok0130 wrote: »OP This is only an issue if you don’t speak up like an adult and ask to do all bosses. When I’m doing the quest on a new character or when I’m achievement hunting I ask the group in chat before we start if we can do the whole dungeon or even side bosses on newer dungeons and I’ve never been denied when I ask. In fact on PC when I run FG most people stand at the waterfall seeing if someone runs along the normal path before jumping to take the shortcut.
This post comes off more as “I don’t like the way others play” instead of a bonafide issue that ZoS should take the time and manpower to address.
katanagirl1 wrote: »...they leave the second the last boss is dead.
AnduinTryggva wrote: »People have been cheesing this dungeon for such a long time by completing it quickly by skipping the rest of the bosses after fighting the first by heading in this direction (as shown in the photo) and jumping into the water to swim to the last boss. This prevents new players from exploring the dungeon.
Well exploring is anyhow not possible with random groups whether some bosses are skipped or not.
I mean which random group is patient enough for first runners to do the quest properly - that is actually doing the dialogues?
They don't even let you read the quest, since its such a easy dungeon... but that its on all of them (dungeons), tbh. They could try to implement some kinda of effect when someone start reading quests to paralyze the other party members and show a window with the reading content or just ground them on a circle just like they do on ffxiv - they could just run in circle while waiting for the said member finishes reading.
SilverBride wrote: »katanagirl1 wrote: »...they leave the second the last boss is dead.
I don't know what else they would do. Pug groups aren't in it for the social experience like a group of friends or guildmates may be. They are doing a task and just want to finish it quickly.
katanagirl1 wrote: »SilverBride wrote: »katanagirl1 wrote: »...they leave the second the last boss is dead.
I don't know what else they would do. Pug groups aren't in it for the social experience like a group of friends or guildmates may be. They are doing a task and just want to finish it quickly.
Maybe to say “tyfg” and make sure any players have time to turn in the quest? See if anyone needs gear?
Why are you commenting on this, you have said you don’t do group activities?
katanagirl1 wrote: »SilverBride wrote: »katanagirl1 wrote: »...they leave the second the last boss is dead.
I don't know what else they would do. Pug groups aren't in it for the social experience like a group of friends or guildmates may be. They are doing a task and just want to finish it quickly.
Maybe to say “tyfg” and make sure any players have time to turn in the quest? See if anyone needs gear?
Why are you commenting on this, you have said you don’t do group activities?