xclassgaming wrote: »They could put in a commendation system like FF14 has, with a certain amount of coms in that game you can get things like transmog and mounts. granted its more of a plaster, but its a start.
chessalavakia_ESO wrote: »First, I'm not sure ZOS actually wants to stop fake queuing.
You've likely seen logs posted that come from ESO's in-game logging function that show ability usage. ZOS could likely record the same thing server side for a bit and with some data processing could identify the most egregious fake queuing individuals and could action them for their choices and use the actions against them (and the complaining about them) to scare much of the rest of the game into behaving a bit more.
While not the most refined mitigation method, it'd probably be a cheapish one.
As for why it happens in ESO:
In ESO, much of the damage you can take in dungeons comes from mechanics.
As a result, a tank doesn't need to be that tanky to succeed they just need to know the mechanics.
Thus, players that are good and know the fights can get away with not actually being built like a tank in many of the dungeons. As others copy their behavior you end up with a mess.
This design approach also turns off people from wanting to be tanks. It creates a pressure to build your tank as a debuffer/buffer which isn't necessarily that appealing (People literally call sets to increase a tanks durability "selfish sets"). It puts pressure on players to memorize all of the fights in advance. Finally, in higher difficulty dungeons it frequently leaves tanks in the position of react or die.
The approach also impacts healers. Because the tanks aren't taking much damage, the healers are also pressured to be running buff builds and frequently don't have much actual healing to do unless someone messes up. Instead of feeling like a necessary and powerful force the reality is many of the dungeons would go just fine without you. In higher difficulty dungeons the damage from mechanics hits so hard you can't actually heal the damage people take before they are toast.
In ESO, healing amounts are quite high and healing abilities scale off of the same stats as damage and tanks have heals that scale off of their health.
Effectively, this means anyone in a group can choose to heal which puts a damper on the value of healers and can allow fake tanks to get away with faking more easily because they can fix their own mistakes. This also means that in easier content the healers can spend much of the time acting as additional DPS which makes it easier to burst things down before mechanics happen.
ESO has a massive gap in the amount of damage that players deal.
Normal dungeons are designed so that a group of people that aren't very good can complete them. As a result of that combined with the damage gap, many of the bosses in dungeons can be rapidly blown up by skilled/geared players sometimes even before the mechanics get a chance to fire which reduces the risk of faking.
The damage gap also raises the incentives for faking because how long a dungeon takes is significantly impacted by the amount of damage the group is doing. If the DPS aren't doing that much damage, faking and doing a ton of damage can significantly cut the time it takes to do a dungeon.
ESO's dungeon reward design is a factor.
The transmute reward don't factor in time at all which means anything that speed is to your advantage.
Speed is also generally an advantage when it comes to dungeon loot because generally the last boss is all that will have anything new for you after the first half a dozen times.
Thus, the people farming weapons and transmutes via dungeons can have a more effective time if they fake and as they run more dungeons than other people their faking is more of a disruption.
Faking can drive people to make their own groups
If you've got a shortage of a role, having people recruit players of that role to groups outside of the finder can make it harder for the finder to make groups.
For example, let's say 60% of the queue are DPS, 20% are Healers, and 20% are Tanks.
If 20% of the DPS queue outside of the queue and pull 10% of the healers and 10% of the tanks with them the other 40% of the DPS are left trying to make a match with the remain 10% of Healers and 10% Tanks.
boi_anachronism_ wrote: »chessalavakia_ESO wrote: »First, I'm not sure ZOS actually wants to stop fake queuing.
You've likely seen logs posted that come from ESO's in-game logging function that show ability usage. ZOS could likely record the same thing server side for a bit and with some data processing could identify the most egregious fake queuing individuals and could action them for their choices and use the actions against them (and the complaining about them) to scare much of the rest of the game into behaving a bit more.
While not the most refined mitigation method, it'd probably be a cheapish one.
As for why it happens in ESO:
In ESO, much of the damage you can take in dungeons comes from mechanics.
As a result, a tank doesn't need to be that tanky to succeed they just need to know the mechanics.
Thus, players that are good and know the fights can get away with not actually being built like a tank in many of the dungeons. As others copy their behavior you end up with a mess.
This design approach also turns off people from wanting to be tanks. It creates a pressure to build your tank as a debuffer/buffer which isn't necessarily that appealing (People literally call sets to increase a tanks durability "selfish sets"). It puts pressure on players to memorize all of the fights in advance. Finally, in higher difficulty dungeons it frequently leaves tanks in the position of react or die.
The approach also impacts healers. Because the tanks aren't taking much damage, the healers are also pressured to be running buff builds and frequently don't have much actual healing to do unless someone messes up. Instead of feeling like a necessary and powerful force the reality is many of the dungeons would go just fine without you. In higher difficulty dungeons the damage from mechanics hits so hard you can't actually heal the damage people take before they are toast.
In ESO, healing amounts are quite high and healing abilities scale off of the same stats as damage and tanks have heals that scale off of their health.
Effectively, this means anyone in a group can choose to heal which puts a damper on the value of healers and can allow fake tanks to get away with faking more easily because they can fix their own mistakes. This also means that in easier content the healers can spend much of the time acting as additional DPS which makes it easier to burst things down before mechanics happen.
ESO has a massive gap in the amount of damage that players deal.
Normal dungeons are designed so that a group of people that aren't very good can complete them. As a result of that combined with the damage gap, many of the bosses in dungeons can be rapidly blown up by skilled/geared players sometimes even before the mechanics get a chance to fire which reduces the risk of faking.
The damage gap also raises the incentives for faking because how long a dungeon takes is significantly impacted by the amount of damage the group is doing. If the DPS aren't doing that much damage, faking and doing a ton of damage can significantly cut the time it takes to do a dungeon.
ESO's dungeon reward design is a factor.
The transmute reward don't factor in time at all which means anything that speed is to your advantage.
Speed is also generally an advantage when it comes to dungeon loot because generally the last boss is all that will have anything new for you after the first half a dozen times.
Thus, the people farming weapons and transmutes via dungeons can have a more effective time if they fake and as they run more dungeons than other people their faking is more of a disruption.
Faking can drive people to make their own groups
If you've got a shortage of a role, having people recruit players of that role to groups outside of the finder can make it harder for the finder to make groups.
For example, let's say 60% of the queue are DPS, 20% are Healers, and 20% are Tanks.
If 20% of the DPS queue outside of the queue and pull 10% of the healers and 10% of the tanks with them the other 40% of the DPS are left trying to make a match with the remain 10% of Healers and 10% Tanks.
Honestly very few tanks want to deal with a 10 min boss shlog with dps that hit like noodles. Thats just a fact.. the vast majority run with guildies or friends. Cant say i blame them. Very few good tanks that i know will pug. I got a buddy who does it occasionally and always comes away with the "im never doing that again" attitude or he simply has to leave because they can not clear. Dps is so low and people have so little comprehension of mechs that the tank ends up not only tankin the boss but running around rezing people as well. I wouldnt ever pug if i was a tank. As a dps im experienced enough to carry the group even in a lot of vet content. I can slot a taunt and shield and hold the boss, make it work if we dont have one but its about as fun for me to become a tank after ive qued as a dps that it is for a tank to spend an hr in watching people floor dps.
Necrotech_Master wrote: »boi_anachronism_ wrote: »chessalavakia_ESO wrote: »First, I'm not sure ZOS actually wants to stop fake queuing.
You've likely seen logs posted that come from ESO's in-game logging function that show ability usage. ZOS could likely record the same thing server side for a bit and with some data processing could identify the most egregious fake queuing individuals and could action them for their choices and use the actions against them (and the complaining about them) to scare much of the rest of the game into behaving a bit more.
While not the most refined mitigation method, it'd probably be a cheapish one.
As for why it happens in ESO:
In ESO, much of the damage you can take in dungeons comes from mechanics.
As a result, a tank doesn't need to be that tanky to succeed they just need to know the mechanics.
Thus, players that are good and know the fights can get away with not actually being built like a tank in many of the dungeons. As others copy their behavior you end up with a mess.
This design approach also turns off people from wanting to be tanks. It creates a pressure to build your tank as a debuffer/buffer which isn't necessarily that appealing (People literally call sets to increase a tanks durability "selfish sets"). It puts pressure on players to memorize all of the fights in advance. Finally, in higher difficulty dungeons it frequently leaves tanks in the position of react or die.
The approach also impacts healers. Because the tanks aren't taking much damage, the healers are also pressured to be running buff builds and frequently don't have much actual healing to do unless someone messes up. Instead of feeling like a necessary and powerful force the reality is many of the dungeons would go just fine without you. In higher difficulty dungeons the damage from mechanics hits so hard you can't actually heal the damage people take before they are toast.
In ESO, healing amounts are quite high and healing abilities scale off of the same stats as damage and tanks have heals that scale off of their health.
Effectively, this means anyone in a group can choose to heal which puts a damper on the value of healers and can allow fake tanks to get away with faking more easily because they can fix their own mistakes. This also means that in easier content the healers can spend much of the time acting as additional DPS which makes it easier to burst things down before mechanics happen.
ESO has a massive gap in the amount of damage that players deal.
Normal dungeons are designed so that a group of people that aren't very good can complete them. As a result of that combined with the damage gap, many of the bosses in dungeons can be rapidly blown up by skilled/geared players sometimes even before the mechanics get a chance to fire which reduces the risk of faking.
The damage gap also raises the incentives for faking because how long a dungeon takes is significantly impacted by the amount of damage the group is doing. If the DPS aren't doing that much damage, faking and doing a ton of damage can significantly cut the time it takes to do a dungeon.
ESO's dungeon reward design is a factor.
The transmute reward don't factor in time at all which means anything that speed is to your advantage.
Speed is also generally an advantage when it comes to dungeon loot because generally the last boss is all that will have anything new for you after the first half a dozen times.
Thus, the people farming weapons and transmutes via dungeons can have a more effective time if they fake and as they run more dungeons than other people their faking is more of a disruption.
Faking can drive people to make their own groups
If you've got a shortage of a role, having people recruit players of that role to groups outside of the finder can make it harder for the finder to make groups.
For example, let's say 60% of the queue are DPS, 20% are Healers, and 20% are Tanks.
If 20% of the DPS queue outside of the queue and pull 10% of the healers and 10% of the tanks with them the other 40% of the DPS are left trying to make a match with the remain 10% of Healers and 10% Tanks.
Honestly very few tanks want to deal with a 10 min boss shlog with dps that hit like noodles. Thats just a fact.. the vast majority run with guildies or friends. Cant say i blame them. Very few good tanks that i know will pug. I got a buddy who does it occasionally and always comes away with the "im never doing that again" attitude or he simply has to leave because they can not clear. Dps is so low and people have so little comprehension of mechs that the tank ends up not only tankin the boss but running around rezing people as well. I wouldnt ever pug if i was a tank. As a dps im experienced enough to carry the group even in a lot of vet content. I can slot a taunt and shield and hold the boss, make it work if we dont have one but its about as fun for me to become a tank after ive qued as a dps that it is for a tank to spend an hr in watching people floor dps.
yeah, i personally usually play a tank when i queue to get low queue times (though i usually have dps skills on my back bar, so i can still avg about 10k dps even while tanking)
i have been in the situation of vet darkshade 1 where the total group dps was 15k and my tank was doing 75% of that (i dont see this situation very often though)
absolutely this.boi_anachronism_ wrote: »Honestly very few tanks want to deal with a 10 min boss shlog with dps that hit like noodles. Thats just a fact.. the vast majority run with guildies or friends. Cant say i blame them. Very few good tanks that i know will pug. I got a buddy who does it occasionally and always comes away with the "im never doing that again" attitude or he simply has to leave because they can not clear. Dps is so low and people have so little comprehension of mechs that the tank ends up not only tankin the boss but running around rezing people as well. I wouldnt ever pug if i was a tank. As a dps im experienced enough to carry the group even in a lot of vet content. I can slot a taunt and shield and hold the boss, make it work if we dont have one but its about as fun for me to become a tank after ive qued as a dps that it is for a tank to spend an hr in watching people floor dps.
chessalavakia_ESO wrote: »First, I'm not sure ZOS actually wants to stop fake queuing.
xclassgaming wrote: »They could put in a commendation system like FF14 has, with a certain amount of coms in that game you can get things like transmog and mounts. granted its more of a plaster, but its a start.
Oh, that's a pretty good idea, I hadn't considered that. Still, I doubt it would stop the fake queue people, because right now they're doing it for only transmog stones/faster queue - you would have to remove transmogs as a reward for random, and that would cause way more problems.
Just add a report feature - if they're reported too many times, they're locked out of queueing for the day.
NeuroticPixels wrote: »So why is it such a problem on ESO but not (in my experience) WoW or possibly other MMOs? What could ESO change with group dungeons that would deter players from queuing as a fake role?
NeuroticPixels wrote: »So why is it such a problem on ESO but not (in my experience) WoW or possibly other MMOs? What could ESO change with group dungeons that would deter players from queuing as a fake role?
For the very simple reason that those games have class specializations including tank specs. If you spec into one of those you're automatically generating a lot more threat than in a DPS spec so mobs aggro to you without doing anything special.
In ESO, there are no specializations. To be a tank you have to make that choice every second while in the dungeon, i.e. taunt this mob, dodge roll/block this or that, watch mobs aggroing to dps and taunt those. It's an active choice you have to do and keep doing for the whole dungeon run. In those other games, if you choose tank spec, you're a tank as long as you're trying to hit mobs.
In ESO you also only have 2 DPS slots per dungeon (as opposed to 3 in WoW) so there is a lot more competition in the queue. Additionally, the rewards for doing a random normal dungeon in ESO is stupid good compared to other content. This is why so many people choose tank group role to get faster queue and collect those sweet rewards. It's a system perfectly tailored to what is happening. It's not going to change until the high rewards are moved into some other content mode or ESO implements some form of forced specialization system (which would change a major part of the game).
ForzaRammer wrote: »Wow has dps meter displayed, this game does not, even figuring out who is dead weight takes effort.
The community need to hold fake dd responsible, at least in vet, if zos don't want to have dps displayed.
The only solution is to report them systematically, untill Zenimax finally takes action to curb that horrible behaviour.
Fake roling is an exploit (ie : a use of a system in a way not intended by the developpers to get an unfair benefit), and exploit are forbidden by the ToS.
The problem does not lies with "fake dds" (ie dds that does to low damage), because it's not really a problem.
Does it happen? Yes, very rarely, both DD will obviously not be up to the task, and then again, it only has importance in veteran content, where it is excruciatingly rare.
Are those DDs doing something reprehensible? Absolutely not, they are just bad. Kick them out the run, and recruit another (DDs are aplenty, shouldn't take long).
But please, don't use those rare, edge cases, as an excuse to cheat. When you fake role, you hurt 3 other players. It's not fooling anyone, the only reason one does fake role is to get in queue faster.
The only solution is to report them systematically, untill Zenimax finally takes action to curb that horrible behaviour.
Fake roling is an exploit (ie : a use of a system in a way not intended by the developpers to get an unfair benefit), and exploit are forbidden by the ToS.
The problem does not lies with "fake dds" (ie dds that does to low damage), because it's not really a problem.
Does it happen? Yes, very rarely, both DD will obviously not be up to the task, and then again, it only has importance in veteran content, where it is excruciatingly rare.
Are those DDs doing something reprehensible? Absolutely not, they are just bad. Kick them out the run, and recruit another (DDs are aplenty, shouldn't take long).
But please, don't use those rare, edge cases, as an excuse to cheat. When you fake role, you hurt 3 other players. It's not fooling anyone, the only reason one does fake role is to get in queue faster.
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
i know vet DS well, this ss does not really show much except 'maybe' the tank and healer could keep themselves alive while dealing damage, while the arcanist probably did not need much healing and maybe the templar died a few times
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
i know vet DS well, this ss does not really show much except 'maybe' the tank and healer could keep themselves alive while dealing damage, while the arcanist probably did not need much healing and maybe the templar died a few times
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
i know vet DS well, this ss does not really show much except 'maybe' the tank and healer could keep themselves alive while dealing damage, while the arcanist probably did not need much healing and maybe the templar died a few times
There was 1 death. The arcanist. They got hit by a double tick of the fire damage from Engine Guardian at the same time as one of the constructs did their ground wave attack.
The bottom templar had 43k health as the "DPS".
Next theory?
Edit: The templar "DPS" was over 1300 CP. so the "new player" or "they don't know" theories shouldn't apply.
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
i know vet DS well, this ss does not really show much except 'maybe' the tank and healer could keep themselves alive while dealing damage, while the arcanist probably did not need much healing and maybe the templar died a few times
There was 1 death. The arcanist. They got hit by a double tick of the fire damage from Engine Guardian at the same time as one of the constructs did their ground wave attack.
The bottom templar had 43k health as the "DPS".
Next theory?
Edit: The templar "DPS" was over 1300 CP. so the "new player" or "they don't know" theories shouldn't apply.
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
i know vet DS well, this ss does not really show much except 'maybe' the tank and healer could keep themselves alive while dealing damage, while the arcanist probably did not need much healing and maybe the templar died a few times
There was 1 death. The arcanist. They got hit by a double tick of the fire damage from Engine Guardian at the same time as one of the constructs did their ground wave attack.
The bottom templar had 43k health as the "DPS".
Next theory?
Edit: The templar "DPS" was over 1300 CP. so the "new player" or "they don't know" theories shouldn't apply.
What weapons did the templar use? S&B + healing staff?
the 4th on the list (the 2nd templar) was the 2nd dps.
top arcanist is the other dps.
DK and Elearium (which is me) were the tank and healer, and were actually doing their role.
So, the "good" dps was doing equivalent damage to a real tank and healer... and the other was not even half.
This is vet Darkshade II - Grobull through the final boss... thank goodness it's an easy dungeon.
i know vet DS well, this ss does not really show much except 'maybe' the tank and healer could keep themselves alive while dealing damage, while the arcanist probably did not need much healing and maybe the templar died a few times
There was 1 death. The arcanist. They got hit by a double tick of the fire damage from Engine Guardian at the same time as one of the constructs did their ground wave attack.
The bottom templar had 43k health as the "DPS".
Next theory?
Edit: The templar "DPS" was over 1300 CP. so the "new player" or "they don't know" theories shouldn't apply.
What weapons did the templar use? S&B + healing staff?
Double barred 2-handers (or never cast a LA or HA on backbar), had too many skills to be 1-bar only.
Most common cast was a heavy attack that did only 3.1k damage each cast.
Highest damaging skill was stampede