Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
The only way to prevent speed running in this MMO (and all other MMOs) is to remove trash mobs from dungeons and trials. Simple. There's a reason why they're called "trash mobs." They are useless enemies put in to artificially slow things down on the way to the boss, but all competent players have learned that the most efficient way to get to the next boss is to either ignore trash or cluster and burn trash. Even if they introduced stipulations (i.e. must kill all trash before boss will spawn), people would still speed through the adds to cluster them up and burn them down.
I would 100% be OK with removing trash from dungeons. Trash waves between bosses are completely uninteresting. It's the bosses that have the interesting mechanics, cool, flashy abilities, the desirable loot, etc.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
I have to agree with Braffen. Wow doesn't prove anything. It isn't the first game to have tanks, or even dungeons. Even games without "dungeons" often have difficulty with the "durable" class.
But at least in other games there is a level of risk involved. The squishes here, are not that squishy at all. Not if you compare the DPS outputs. A DPS can do over 10 times the DPS a tank can be, and still be 60% as tough. Which is enough for most content for them to just slot one heal skill and just pewpewpew.
So, no. I respect your opinion, but disagree. Its not "dungeon design" issue. With ESO in particular, pretty much everything revolves around DPS as centric, and everything is balanced from that, at least from where I sit. Which is not "dungeon design."
Lets play hypothetical here. Lets say for a moment they made a very hard dungeon, where people actually had to CC, go group to group, that enemies hit hard enough that would make even a DPS think twice. Know what I would expect to happen? People would run it once, then leave group anytime they got it in the random group finder. How do I know? Because people already leave group if they get a dungeon that takes too long. It isn't dungeon design, its class balance, and perhaps on some peoples part, impatience and inconsideration for other people.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
The only way to prevent speed running in this MMO (and all other MMOs) is to remove trash mobs from dungeons and trials. Simple. There's a reason why they're called "trash mobs." They are useless enemies put in to artificially slow things down on the way to the boss, but all competent players have learned that the most efficient way to get to the next boss is to either ignore trash or cluster and burn trash. Even if they introduced stipulations (i.e. must kill all trash before boss will spawn), people would still speed through the adds to cluster them up and burn them down.
I would 100% be OK with removing trash from dungeons. Trash waves between bosses are completely uninteresting. It's the bosses that have the interesting mechanics, cool, flashy abilities, the desirable loot, etc.
Or they could, you know, actually make the trash mobs an actual threat. Dangerous. Not just speed bumps, but actually dangerous enough that pulling 2 or 3 groups of them could mean a wipe. Thats a viable option too. But I suspect it will be an unpopular one, due to the prevalence of "gogogogogo" crowd.
Necrotech_Master wrote: »
Even if you argue that this is a "crime". It's for the most part a victimless one since they for the most part make the dungeon finish quicker.
But this my problem. They never speed anything up, even on normal mode and base game vet mode. Both times recently actively slowing everyone else down.
Well, that is obviously not true yesterday I fake tanked a dungeon and did 90% of group dps + holding agro, this group would have cleared much slower with a tank in full tank setup.
the fake tanks people complain about are the 18k hp dps running no food, no armor buffs (so 8-12k resistances), no taunt, and the moment the boss focuses on them they start kiting, which pulls the boss and adds out of the aoes
FrancisCrawford wrote: »This is all just a variation on or consequence of a more basic problem:
- Random dungeons have an enormous range of difficulties.
- Therefore, there is NO random group that would reliably find a random dungeon fun. Either the easier possibilities are so easy as to be tedious, or the harder possibilities are so hard as to be tedious.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
The only way to prevent speed running in this MMO (and all other MMOs) is to remove trash mobs from dungeons and trials. Simple. There's a reason why they're called "trash mobs." They are useless enemies put in to artificially slow things down on the way to the boss, but all competent players have learned that the most efficient way to get to the next boss is to either ignore trash or cluster and burn trash. Even if they introduced stipulations (i.e. must kill all trash before boss will spawn), people would still speed through the adds to cluster them up and burn them down.
I would 100% be OK with removing trash from dungeons. Trash waves between bosses are completely uninteresting. It's the bosses that have the interesting mechanics, cool, flashy abilities, the desirable loot, etc.
Or they could, you know, actually make the trash mobs an actual threat. Dangerous. Not just speed bumps, but actually dangerous enough that pulling 2 or 3 groups of them could mean a wipe. Thats a viable option too. But I suspect it will be an unpopular one, due to the prevalence of "gogogogogo" crowd.
That would, indeed, be very unpopular -- unless the former "trash" mobs now also drop valuable loot. MMO dungeons will always primarily be about the balance between difficulty and reward. Sure, there are quests involved, but for most players at endgame, the whole point of running dungeons is to acquire loot (with or without a challenge). If I'm in a dungeon to farm a set, I frankly don't care about quest dialogue I've heard hundreds of times before. I want that loot, and that is all.
If I'm forced to slog through hard hitting arbitrary trash mob waves that don't drop anything worthwhile, all because Stops-And-Sniffs-Flowers the Argonian wants a leisurely stroll through his dungeon, then I'll simply stop farming dungeons and whoops, there goes another tank...
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
I have to agree with Braffen. Wow doesn't prove anything. It isn't the first game to have tanks, or even dungeons. Even games without "dungeons" often have difficulty with the "durable" class.
But at least in other games there is a level of risk involved. The squishes here, are not that squishy at all. Not if you compare the DPS outputs. A DPS can do over 10 times the DPS a tank can be, and still be 60% as tough. Which is enough for most content for them to just slot one heal skill and just pewpewpew.
So, no. I respect your opinion, but disagree. Its not "dungeon design" issue. With ESO in particular, pretty much everything revolves around DPS as centric, and everything is balanced from that, at least from where I sit. Which is not "dungeon design."
Lets play hypothetical here. Lets say for a moment they made a very hard dungeon, where people actually had to CC, go group to group, that enemies hit hard enough that would make even a DPS think twice. Know what I would expect to happen? People would run it once, then leave group anytime they got it in the random group finder. How do I know? Because people already leave group if they get a dungeon that takes too long. It isn't dungeon design, its class balance, and perhaps on some peoples part, impatience and inconsideration for other people.
....this is getting tiresome.
EVERYTHING IN THIS GAME IS DONE BY DESIGN. Everything had to be made, designed and implemented. Some ideas/mechanics allow for unforseen consequences to happen that have not made gameplay fun, but ruined it for many players.
IT ALL STARTS AND ENDS in the games design. ITs not the player base, its not mean speed runners, its not pugs vs premades. Asking people to change is a bandaid solution, the only real solution to solve the problems that we see in game must be done through better design.
I guess the issue here, or the disconnect is that I went to school for design and have been doing it professionally for over 30 years. Its a different mindset, a different perspective on life completely. We will never see eye to eye, becasue we have two competely different approaches to the problem.
EVERYTHING IN THIS WORLD, is done by design.
Dax_Draconis wrote: »I wonder how often the Devs play in random groups in their own game. If they aren't doing it, then they should for a while and then design the dungeons from those experiences.
katanagirl1 wrote: »PapaTankers wrote: »xclassgaming wrote: »Fake tanks and Fake Healers ALWAYS damage experiences, it should be considered trolling and greifing to fake tank/fake heal and should 100% be a bannable offense.
Hey! Actual tank here.
They don't hurt my experiance nearly as much as bad dds or people that come in without knowledge of mechanics.
Well…if you are queued as tank then there won’t be a fake tank in your group. So yeah, it doesn’t bother you.
Necrotech_Master wrote: »
the "holding aggro" is the thing a lot of fake tanks cant/dont do, which is what people are mainly complaining about
if your "fake tanking" but you have a taunt, and can take enough dmg that your not running around the room like a chicken with your head cut off, then you are fine, theres nothing "wrong" per se with that kind of fake tanking IMO because your still fulfilling the role of tank properly
the fake tanks people complain about are the 18k hp dps running no food, no armor buffs (so 8-12k resistances), no taunt, and the moment the boss focuses on them they start kiting, which pulls the boss and adds out of the aoes
VoidCommander wrote: »As a prolific fake tankers myself, here are my thoughts on this:
If someone is fake tanking, they need to be doing some incredible damage. In a typical pug group, I often deal 40-60% of the entire group's damage. This means we can breeze through most bosses on normal. I never fake tank dungeons on veteran because those usually will require a dedicated tank, although some of the older dungeons could still be fake tanked.
On that note, a fake tank who knows what they're doing can do most of the dungeons in the game. However, there are currently 3 dungeons I've experienced that are simply "unreliable" to fake tank due to the boss(es) having one shot mechanics that a DPS can't survive by blocking nor roll dodging. Forgive me as I don't recall any of the specific dungeons aside from March of Sacrifices, but I'd know them if I loaded in. After loading into one of these, I do leave because it is one of the few dungeons that I simply cannot fake tank on my own without relying on the healer and dps doing exceptional damage and/or being on point with timely revives.
Which is still by design, not accidental. In your example the games design can either facilitate making money, or gameplay. I would argue that both can happen simultaneously, as they are not mutually exlcusive. But if not done properly, then yes the outcome is as you described.
I would argue that the game design isn't based around actual playability at all, but profit and forcing people to invest as much time as possible, everything else being secondary.
And from my perspective, ESO can't satisfy both groups on the issue. So they try to semi-do it for both, which leaves everyone involved unhappy and so they each choose to play in their different corners with their respective groups of people.
That isn't "design." That is "cause and effect." Or are you stipulating that ESO set out to have things this way from the start? I suspect they have no intention of investing time and resources into fixing old issues like old dungeons, and will instead focus on "the new shiny" things, while fixing past mistakes with band-aid fixes. I wouldn't call that "game design" by any stretch of the imagination.
Every dungeon I queued for today had a fake tank who left the moment he/she saw that it was a more difficult dungeon (i.e. Cauldron). This is really hurting the game. Unless all three remaining members have champion points in the high range, it just can't be completed and we've wasted our time and have a huge bill to pay for repairs. This isn't fair to the rest of us who aren't trying to cheat the system by queuing as a tank when we're not one.
I've asked if they can fix it so if someone who is not a tank queues as one the system will recognize that by their armor and health (or some other means) and refuse to allow them to queue as a tank, but I've never gotten a reply.
Something has to be done. This is ruining my ESO experience.
Another problem is not everyone really understands how to build a tank. I mean I've got it down to a science but just saying. There's more to it than taunting something. However with mats and such being so expensive, I can imagine it must be difficult for some of the new people to get at builds and afford researching different things.
What a mess.
LadyLavina wrote: »As a real tank , all I can say is I wish more people would give genuine tanking a try as it can be quite a bit of fun be it pve or pvp.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
I have to agree with Braffen. Wow doesn't prove anything. It isn't the first game to have tanks, or even dungeons. Even games without "dungeons" often have difficulty with the "durable" class.
But at least in other games there is a level of risk involved. The squishes here, are not that squishy at all. Not if you compare the DPS outputs. A DPS can do over 10 times the DPS a tank can be, and still be 60% as tough. Which is enough for most content for them to just slot one heal skill and just pewpewpew.
So, no. I respect your opinion, but disagree. Its not "dungeon design" issue. With ESO in particular, pretty much everything revolves around DPS as centric, and everything is balanced from that, at least from where I sit. Which is not "dungeon design."
Lets play hypothetical here. Lets say for a moment they made a very hard dungeon, where people actually had to CC, go group to group, that enemies hit hard enough that would make even a DPS think twice. Know what I would expect to happen? People would run it once, then leave group anytime they got it in the random group finder. How do I know? Because people already leave group if they get a dungeon that takes too long. It isn't dungeon design, its class balance, and perhaps on some peoples part, impatience and inconsideration for other people.
....this is getting tiresome.
EVERYTHING IN THIS GAME IS DONE BY DESIGN. Everything had to be made, designed and implemented. Some ideas/mechanics allow for unforseen consequences to happen that have not made gameplay fun, but ruined it for many players.
IT ALL STARTS AND ENDS in the games design. ITs not the player base, its not mean speed runners, its not pugs vs premades. Asking people to change is a bandaid solution, the only real solution to solve the problems that we see in game must be done through better design.
I guess the issue here, or the disconnect is that I went to school for design and have been doing it professionally for over 30 years. Its a different mindset, a different perspective on life completely. We will never see eye to eye, becasue we have two competely different approaches to the problem.
EVERYTHING IN THIS WORLD, is done by design.
I stopped doing q's lately has tanks. normally get paired with a good healer but me and the healer need to carry the dps more often then not, and a lot of dps are trigger happy lately