the1andonlyskwex wrote: »AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
But all of those are leaving after seeing the fake DDs. The leavers mentioned in the OP are leaving without even knowing who else is in the group.
AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
endgamesmug wrote: »AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
I was levelling another account a couple of weeks ago in a normal random, dps was heavy attacking with a resto.......
the1andonlyskwex wrote: »AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
But all of those are leaving after seeing the fake DDs. The leavers mentioned in the OP are leaving without even knowing who else is in the group.
And are called fake tank nonetheless, even if it's not possible to say before any fight happened.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
But all of those are leaving after seeing the fake DDs. The leavers mentioned in the OP are leaving without even knowing who else is in the group.
And are called fake tank nonetheless, even if it's not possible to say before any fight happened.
1) It is possible to see that they have only 18k hp as they're leaving.
2) It's very obvious from base game dungeons that fake tanks are very common. It's also very obvious that most fake tanks aren't completing (or even really attempting) DLC dungeons, and that lots of tanks are leaving DLC dungeons as soon as they arrive. Put those together and it's not hard to figure out that a pretty large chunk of the tanks who leave DLC dungeons before they've even started are fakes.
3) It's also easy to recognize a real tank who can't handle bad DDs or fake heals because they need to wait for combat to at least start before they can assess whether their teammates are capable or not. Fakes, on the other hand, don't need to wait before knowing that they themselves are fakes.
Sure, there's probably some small percentage that are real tanks who don't want to spend the time that a DLC dungeon requires (which is also pretty rude/toxic), and some even smaller percentage who need to leave due to an emergency coming up at the exact moment they enter the dungeon (and not while in the queue, or before accepting the queue pop, or after the dungeon has actually started), but the specific timing makes it pretty obvious that the vast majority of tanks who leave without even taking time to assess their teammates are fakes who know they can't complete the dungeon.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
But all of those are leaving after seeing the fake DDs. The leavers mentioned in the OP are leaving without even knowing who else is in the group.
And are called fake tank nonetheless, even if it's not possible to say before any fight happened.
1) It is possible to see that they have only 18k hp as they're leaving.
2) It's very obvious from base game dungeons that fake tanks are very common. It's also very obvious that most fake tanks aren't completing (or even really attempting) DLC dungeons, and that lots of tanks are leaving DLC dungeons as soon as they arrive. Put those together and it's not hard to figure out that a pretty large chunk of the tanks who leave DLC dungeons before they've even started are fakes.
3) It's also easy to recognize a real tank who can't handle bad DDs or fake heals because they need to wait for combat to at least start before they can assess whether their teammates are capable or not. Fakes, on the other hand, don't need to wait before knowing that they themselves are fakes.
Sure, there's probably some small percentage that are real tanks who don't want to spend the time that a DLC dungeon requires (which is also pretty rude/toxic), and some even smaller percentage who need to leave due to an emergency coming up at the exact moment they enter the dungeon (and not while in the queue, or before accepting the queue pop, or after the dungeon has actually started), but the specific timing makes it pretty obvious that the vast majority of tanks who leave without even taking time to assess their teammates are fakes who know they can't complete the dungeon.
You demonstrate the problem nicely:
While every single normal dungeon is easily doable in a group of two (most are indeed soloable, but some have mechanics preventing that), some people around here claim, that's not possible to complete them without "proper" tank. That's the fake dds.
18k HP is sufficient when doing rnd in a group of 4, even for the tank. There are tons of other ways to mitigate dmg, only thing required is a taunt and some skill to do your job. Nobody can't say if a taunt is slotted before the fighting starts.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
But all of those are leaving after seeing the fake DDs. The leavers mentioned in the OP are leaving without even knowing who else is in the group.
And are called fake tank nonetheless, even if it's not possible to say before any fight happened.
1) It is possible to see that they have only 18k hp as they're leaving.
2) It's very obvious from base game dungeons that fake tanks are very common. It's also very obvious that most fake tanks aren't completing (or even really attempting) DLC dungeons, and that lots of tanks are leaving DLC dungeons as soon as they arrive. Put those together and it's not hard to figure out that a pretty large chunk of the tanks who leave DLC dungeons before they've even started are fakes.
3) It's also easy to recognize a real tank who can't handle bad DDs or fake heals because they need to wait for combat to at least start before they can assess whether their teammates are capable or not. Fakes, on the other hand, don't need to wait before knowing that they themselves are fakes.
Sure, there's probably some small percentage that are real tanks who don't want to spend the time that a DLC dungeon requires (which is also pretty rude/toxic), and some even smaller percentage who need to leave due to an emergency coming up at the exact moment they enter the dungeon (and not while in the queue, or before accepting the queue pop, or after the dungeon has actually started), but the specific timing makes it pretty obvious that the vast majority of tanks who leave without even taking time to assess their teammates are fakes who know they can't complete the dungeon.
You demonstrate the problem nicely:
While every single normal dungeon is easily doable in a group of two (most are indeed soloable, but some have mechanics preventing that), some people around here claim, that's not possible to complete them without "proper" tank. That's the fake dds.
18k HP is sufficient when doing rnd in a group of 4, even for the tank. There are tons of other ways to mitigate dmg, only thing required is a taunt and some skill to do your job. Nobody can't say if a taunt is slotted before the fighting starts.
This happens to me regularly in VET dungeons.
18k HP is absolutely not enough to tank even most base game vet dungeons. If I had a dollar for every "tank" who slotted a taunt and then stayed alive by kiting bosses out of the DD's ground-based AoE (severely reducing group DPS), I would be quite wealthy.
AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
AvalonRanger wrote: »How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning? Aren't there other possible reasons for leaving?
And no, we don't need accountwide penalties.
"How do you know you're dealing with a "fake tank" if the player is leaving right at the beginning?"
Because, real tank will not do like those behavior.
That's wrong. Alone in this very thread (and every other too of course) several tanks told us, that they leave group right at the beginning, if they suspect the presence of fake dds.
The regular rant of the anti-fake-tank-crowd won't change anything, if they furthermore refuse to git gud themselves, as probably 80% of them are subpar fake dds which refuse to learn this game properly.
These guys are keeping support roles away from finder (as in every other mmo btw), while ranting, abusing the report function and asking for permabans for fellow players.
In my opinion they deserve what they get.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making the game even more braindead easy than it is at present while chasing away veterans by nonsensical strict rules is a sure way to kill this game finally. Not only below-average players are supposed to have fun here, ya know?
Your "ideas" must not happen and should be opposed at every opportunity normally. Thankfully their implementation is out of the question anyways.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making the game even more braindead easy than it is at present while chasing away veterans by nonsensical strict rules is a sure way to kill this game finally. Not only below-average players are supposed to have fun here, ya know?
Your "ideas" must not happen and should be opposed at every opportunity normally. Thankfully their implementation is out of the question anyways.
Not all do acceps that type of game play or Mmo - as yourself - it´s proven to be a good way to go, though.
I fully believe the poster isn´t trying to convince you (the one you reply to). It´s more a description of a proven concept and of cause, some very good ideas.
Eso will suffer as it is now - we haven´t seen it all yet. It´s like a chain reaction.
As said no one try to convince you
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Of course overland difficulty is a factor...
You are asking for ZOS to lower (or remove, which just shouldnt happen) the DPS gap, higher overland difficulty is supposed to do exactly that. Just by forcing people to actually learn to play the game in at least some way if they want to get through overland instead of giving everything to everyone for free.
Instead of bringing everyone forcefully closer together by making player skill just not matter at all, why not try to bring everyone closer together by getting the players on the lower end to a higher skill level?
Also more difficult overland would do basically nothing for me. I barely ever do overland content and spend by far my most time in PvP.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Of course overland difficulty is a factor...
You are asking for ZOS to lower (or remove, which just shouldnt happen) the DPS gap, higher overland difficulty is supposed to do exactly that. Just by forcing people to actually learn to play the game in at least some way if they want to get through overland instead of giving everything to everyone for free.
Instead of bringing everyone forcefully closer together by making player skill just not matter at all, why not try to bring everyone closer together by getting the players on the lower end to a higher skill level?
Also more difficult overland would do basically nothing for me. I barely ever do overland content and spend by far my most time in PvP.
So overland is an factor. Sorry, it´s not - the progression is from overland to the next step - dungeons. A first time dungeon runner lvl 15, getting left behind by speedsters, skipers and fakes - isn´t ?
It´s not your fault or anyone else. The responsibility is ZOS´s - they are the one´s, who can change it. Same for problems in PvP
Dagoth_Rac wrote: »A better solution would be an option to deselect the harder DLC Dungeons.
How would you ever get fills for a DLC dungeon, then? No one, absolutely no one, would select to include DLC dungeons in their random queue. So anyone who queues for a specific DLC dungeon, because they want the skill point, or they want gear, or they just like the way it looks, will be out of luck. It will become impossible to do a DLC dungeon, even on normal, without a pre-formed 4-man group.
"We have a group finder! But it only works for base game dungeons!" is what that boils down to.
I realize a lot of players want their transmutes and XP as a kind of glorified login reward. But it is supposed to be a reward for helping other players fill in their dungeon groups. The transmutes and XP are a reward because ZOS is asking you to do something you might not normally do, as a service to other players. It is not a reward just for doing a dungeon or just for playing the game.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making the game even more braindead easy than it is at present while chasing away veterans by nonsensical strict rules is a sure way to kill this game finally. Not only below-average players are supposed to have fun here, ya know?
Your "ideas" must not happen and should be opposed at every opportunity normally. Thankfully their implementation is out of the question anyways.
Not all do acceps that type of game play or Mmo - as yourself - it´s proven to be a good way to go, though.
I fully believe the poster isn´t trying to convince you (the one you reply to). It´s more a description of a proven concept and of cause, some very good ideas.
Eso will suffer as it is now - we haven´t seen it all yet. It´s like a chain reaction.
As said no one try to convince you
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making the game even more braindead easy than it is at present while chasing away veterans by nonsensical strict rules is a sure way to kill this game finally. Not only below-average players are supposed to have fun here, ya know?
Your "ideas" must not happen and should be opposed at every opportunity normally. Thankfully their implementation is out of the question anyways.
Not all do acceps that type of game play or Mmo - as yourself - it´s proven to be a good way to go, though.
I fully believe the poster isn´t trying to convince you (the one you reply to). It´s more a description of a proven concept and of cause, some very good ideas.
Eso will suffer as it is now - we haven´t seen it all yet. It´s like a chain reaction.
As said no one try to convince you
Well, you're trying to convince devs to implement changes harmful to my gameplay. So I naturally oppose your suggestions.
You made suggestions, right?
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making the game even more braindead easy than it is at present while chasing away veterans by nonsensical strict rules is a sure way to kill this game finally. Not only below-average players are supposed to have fun here, ya know?
Your "ideas" must not happen and should be opposed at every opportunity normally. Thankfully their implementation is out of the question anyways.
Not all do acceps that type of game play or Mmo - as yourself - it´s proven to be a good way to go, though.
I fully believe the poster isn´t trying to convince you (the one you reply to). It´s more a description of a proven concept and of cause, some very good ideas.
Eso will suffer as it is now - we haven´t seen it all yet. It´s like a chain reaction.
As said no one try to convince you
Well, you're trying to convince devs to implement changes harmful to my gameplay. So I naturally oppose your suggestions.
You made suggestions, right?
How would gameplay look like, from your perspective, which would be beneficial for both of us ?
Start with normal dungeons.
Making overland more difficult won't change anything. This is just an excuse to ask for more difficult overland.If we want a general solution, it would be necessary to enforce skill progression by raising difficulty.
The only way to actually make the dungeon finder more appealing to decent (real) tanks is to make sure that the group they end up with won't be garbage.
The best way to do that is to seriously increase overland difficulty for everyone, so that people have to actually learn to play the game somewhat properly before they reach dungeons.
That won't ever happen though, because this game is full of people who refuse to improve and who start crying as soon as anything isn't braindead easy.
Right now the usual flow of difficulty in this game is interrupted by normal dungeons. Normally players flow from overland to normal dungeons, which is the next difficulty step. Normal dungeons is where players learn their role, their rotation, and how groupplay functions. Due to all new players encountering a fake role or speedrunner in 99 out of 100 dungeons they take part in, where dungeons do not even start or where they get dragged from boss to boss, they are unable to learn their part and are unable to improve themselves. Normally after doing normal dungeons players flow to veteran dungeons, but if they do that now, there is a very high chance they get kicked almost right away, as they do not know anything yet. Nor their role, their rotation, how groupplay works, or how boss mechanics work. Meaning, due to the current MMO state of the game, the usual flow from low to high difficulty is interrupted, causing barely anyone to flow into the endgame. (Most players not invested into the game yet, will stop playing due to this)
Overland difficulty is not a factor in this.
The current MMO state of the game, is make or break for ESO, if ZOS does not fix this the game will keep losing more and more players. This is also why I am always trying to get ZOS to fix this major issue, as it is gamebreaking. Even though it may not seem that way.
In addition to that, ZOS needs to remove the DPS-gap, by allowing more endgame playstyles than just the barswapping LA weaving one(which barely anyone wants to perform). This would also make even the worst DPS perform better in dungeon runs.
PS: I am someone who usually enjoys doing dungeons for fun, and right now I am not running any due to all the bad experiences I would have to subject myself to. (fake roles/speedrunners)
Edit: https://forums.elderscrollsonline.com/en/discussion/641810/normal-random-dungeons-are-a-total-mess-for-new-characters
Making the game even more braindead easy than it is at present while chasing away veterans by nonsensical strict rules is a sure way to kill this game finally. Not only below-average players are supposed to have fun here, ya know?
Your "ideas" must not happen and should be opposed at every opportunity normally. Thankfully their implementation is out of the question anyways.
Not all do acceps that type of game play or Mmo - as yourself - it´s proven to be a good way to go, though.
I fully believe the poster isn´t trying to convince you (the one you reply to). It´s more a description of a proven concept and of cause, some very good ideas.
Eso will suffer as it is now - we haven´t seen it all yet. It´s like a chain reaction.
As said no one try to convince you
Well, you're trying to convince devs to implement changes harmful to my gameplay. So I naturally oppose your suggestions.
You made suggestions, right?
How would gameplay look like, from your perspective, which would be beneficial for both of us ?
Start with normal dungeons.
I'd suggest a toggle in the group finder tab, where players may decide between grouping in a classical way (1T 1H 2DD) and grouping regardless of roles. Should solve most of the problems regarding fake roles.
If that isn't sufficient we can talk about prerequisites someone has to fulfill to be able to join the "classical mmo" queue, as there would be already an option for everyone else.
I also support the suggestions @WrathOfInnos made regarding transmutes a few posts above.