Necrotech_Master wrote: »how about stop pressuring people into joining your playstyle, especially new players ? in the end you need them more than they need you anyway, so who cares if your run never made it, can happen to the best of us unless your a one %er, then when it does all you do is complain like you were meant for special things and its everyone elses fault such a small thing and some kind of crime in eso, is just a game and sometimes expecting the 'game over' is what can make it more fun
this, really
not all teams NEED say 1 tank, 1 healer, 2 dps
some experienced groups run with 1 tank and 3 dps just fine even on most dlc dungeons outside of hard modes
heck i typically test myself soloing some non dlc vet HM dungeons on a dps with a tank companion just because i can lol
It's great if you're such a good player that you can do vet hm solo, but that's definitely not the case for the average ESO player. The standard should be a conventional group with all roles, not 3 dd or 4 dd runs. At least for vet dungeons.
Of course, there are players who don't need a healer for vet DLC either. But that's not the case for the average player. It's not fair to expect average players to form their own group and avoid random vet dungeons.
These players should not be pressured into a particular style of play (speed, no healer, no tank) not the other way around.
I know new players who turned their backs on ESO because, among other things, they've had very frustrating experiences in the Dungeon Finder.
At the beginning, they can't keep up with the others yet (gear, experience, skill points for subclassing).
However, the way the game is currently played in the Dungeon Finder, teaches them how to do it when you're really good, not how you should actually do it with a proper group.
So it's no surprise that they don't learn the basics and mechanics.
Once they're in the vet DLC and wiped a few times because they have no idea about the mechanics, they often get kicked and don't even know why. That's frustrating.
I enjoy doing normal dungeons. I have no intention of ever doing vet DLC dungeons (I've soloed some vet base game ones). I'd hate to have a DPS check or anything like that because I have no idea if I'd pass, even though I have no problems doing normal dungeons (and can do base game ones solo unless gated by a mechanic preventing that). I play my build because it's fun. I've occasionally had group members ask me about my build, because they can see it's fun. Nobody has ever complained about me not pulling my weight. But am I doing 40k dps? No idea.
Before everyone was running with beam, I felt like I was contributing just fine in normals (now I sometimes feel like I'm being carried when someone who's subclassing is doing 150k dps, but that's a game problem, not mine).
Some of us just want to relax and have fun. We don't see normal dungeons as a learning tool or a stepping stone to vet. It doesn't mean we're not competent or contributing to normal groups. It means we play a game to have fun. Shocking, I know.
If any checks and/or enforced role crap was introduced to normal dungeons, I'd just stop doing dungeons altogether. One less person in the queue for those wanting random normals. Probably one less ESO player too.
I'm not talking about normal dungeons. Every player should be able to queue for these without any qualifications since normal dungeons are meant to be sort of a tutorial.
As for the test within the dungeon tutorial, you could achieve two levels: level one means you are qualified for non-DLC vet dungeons, and level two means you are qualified for vet DLC dungeons. If a player can hit 30k dps on tutorial boss for example, that's enough for vet non-DLC dungeons but not for vet DLC dungeons.
There should also be equivalent numbers for healing done, damage blocked damage avoided/shielded, and similar things. Of course, the test should also check other things such as CP, certain numbers like weapon/spell damage, magicka reg, block mitigation, resistances and equipment quality. Together with the performance achieved in the test, an average value could be calculated to determine the qualification level. This would mean that, theoretically, even a player with less than 300 CP could qualify for vet DLC dungeons if their performance and stats are outstanding.
If a player is only qualified for vet non-DLC dungeons, they will not end up in a vet DLC when they queue for a random vet. Even if they are above cp 300. This would be a relief for these players. Of course, you should be able to repeat the test until you have fully qualified. Once you are good enough, vet DLC content will be unlocked.
I'm not talking about normal dungeons. Every player should be able to queue for these without any qualifications since normal dungeons are meant to be sort of a tutorial.
As for the test within the dungeon tutorial, you could achieve two levels: level one means you are qualified for non-DLC vet dungeons, and level two means you are qualified for vet DLC dungeons. If a player can hit 30k dps on tutorial boss for example, that's enough for vet non-DLC dungeons but not for vet DLC dungeons.
There should also be equivalent numbers for healing done, damage blocked damage avoided/shielded, and similar things. Of course, the test should also check other things such as CP, certain numbers like weapon/spell damage, magicka reg, block mitigation, resistances and equipment quality. Together with the performance achieved in the test, an average value could be calculated to determine the qualification level. This would mean that, theoretically, even a player with less than 300 CP could qualify for vet DLC dungeons if their performance and stats are outstanding.
If a player is only qualified for vet non-DLC dungeons, they will not end up in a vet DLC when they queue for a random vet. Even if they are above cp 300. This would be a relief for these players. Of course, you should be able to repeat the test until you have fully qualified. Once you are good enough, vet DLC content will be unlocked.
Okay.
My qualification to queue for a vet DLC dungeon is that I paid for the content and that I abide by ToS.
Respectfully, if normal dungeons were intended to function as tutorials, then they'd be called tutorials. They are not. They are just the lowest difficulty available for the same content you can also play on vet/hard mode. ZoS calls them 'normal' because, well, we have to call it something.
This clearly boils down a personal preference- you don't want to play with people who don't perform to your standards. That's fine. You don't want to waste your time. I get it. I have my own set of standards too. I think if you step back and really think about it, incongruent play styles or performance can be solved with a quick and polite acknowledgement and the leaving the group. I only do dungeons with friends or people I know. I know what to expect from them and vice versa. Literally was in a guild that ran dungeons slow so all grouped could do the story. That was the whole point of the guild, it was made because so many players felt the need to blast through story content at the speed of light. I was also in guilds who wanted high performance to get achievements. That was fun too, but in a different way.
Both of these examples required a level of social interaction that no in game tool or rule will solve. I do not take tests for fun. I do not find quantifying my gaming performance to be an enjoyable endeavor. I steadfastly object to this as a requirement to be allowed in content I paid for - however, that doesn't mean *you* should be forced to run content with anyone you don't want to (obviously). It just takes some effort on your part to find players that meet your standards, not create a system to deny other players access to their content so you can run Vet DLCs without having to interact with them. I'll even concede that you're not alone in feeling this way.
I'm not saying it was your plan's intention, but that's going to be the outcome. Now, that said, I think a dungeon tutorial might not be a bad idea. It still won't properly reflect a real dungeon run, but it can at least familiarize newer players with boss mechanics and grouping functionality. Although, I will say one rarely gets to 50 160CP without fighting an overland WB at least once.
No objection to separate tutorials, although, to be fair guilds are often the first stop for learning and teaching pretty much most aspects of the game, including dungeon mechanics, optimal builds etc. Despite a lot of long-term 'advanced' players quitting or playing less there's still a superior body of dynamic knowledge available via this route than any static tutorial could ever provide.
I'm not talking about normal dungeons. Every player should be able to queue for these without any qualifications since normal dungeons are meant to be sort of a tutorial.
As for the test within the dungeon tutorial, you could achieve two levels: level one means you are qualified for non-DLC vet dungeons, and level two means you are qualified for vet DLC dungeons. If a player can hit 30k dps on tutorial boss for example, that's enough for vet non-DLC dungeons but not for vet DLC dungeons.
There should also be equivalent numbers for healing done, damage blocked damage avoided/shielded, and similar things. Of course, the test should also check other things such as CP, certain numbers like weapon/spell damage, magicka reg, block mitigation, resistances and equipment quality. Together with the performance achieved in the test, an average value could be calculated to determine the qualification level. This would mean that, theoretically, even a player with less than 300 CP could qualify for vet DLC dungeons if their performance and stats are outstanding.
If a player is only qualified for vet non-DLC dungeons, they will not end up in a vet DLC when they queue for a random vet. Even if they are above cp 300. This would be a relief for these players. Of course, you should be able to repeat the test until you have fully qualified. Once you are good enough, vet DLC content will be unlocked.
Okay.
My qualification to queue for a vet DLC dungeon is that I paid for the content and that I abide by ToS.
Respectfully, if normal dungeons were intended to function as tutorials, then they'd be called tutorials. They are not. They are just the lowest difficulty available for the same content you can also play on vet/hard mode. ZoS calls them 'normal' because, well, we have to call it something.
This clearly boils down a personal preference- you don't want to play with people who don't perform to your standards. That's fine. You don't want to waste your time. I get it. I have my own set of standards too. I think if you step back and really think about it, incongruent play styles or performance can be solved with a quick and polite acknowledgement and the leaving the group. I only do dungeons with friends or people I know. I know what to expect from them and vice versa. Literally was in a guild that ran dungeons slow so all grouped could do the story. That was the whole point of the guild, it was made because so many players felt the need to blast through story content at the speed of light. I was also in guilds who wanted high performance to get achievements. That was fun too, but in a different way.
Both of these examples required a level of social interaction that no in game tool or rule will solve. I do not take tests for fun. I do not find quantifying my gaming performance to be an enjoyable endeavor. I steadfastly object to this as a requirement to be allowed in content I paid for - however, that doesn't mean *you* should be forced to run content with anyone you don't want to (obviously). It just takes some effort on your part to find players that meet your standards, not create a system to deny other players access to their content so you can run Vet DLCs without having to interact with them. I'll even concede that you're not alone in feeling this way.
I'm not saying it was your plan's intention, but that's going to be the outcome. Now, that said, I think a dungeon tutorial might not be a bad idea. It still won't properly reflect a real dungeon run, but it can at least familiarize newer players with boss mechanics and grouping functionality. Although, I will say one rarely gets to 50 160CP without fighting an overland WB at least once.
It's not just that I don't want to waste my time. With all due respect, I also paid for the DLC content. In fact, I own all DLC content on my account.
But I didn't pay to have to replace a tutorial for players who have no idea about game mechanics/don't want to deal with builds, who think dps isn't important because they just want to have fun, who have no interest in improving. However these things are also part of a multiplayer game. That means every member of the group should be willing to do their best to successfully complete the dungeon. This has nothing to do with personal preference. I have no problem at all to play with people who “don't perform to my standards” as long as they at least try and accept advice and understand mechanics.
If you don’t find quantifying your gaming performance to be an enjoyable endeavour, do you really enjoy being carried through DLC content by other players?
Well, I don't enjoy carrying others. I didn't pay for that either.
A tutorial for roles is needed, and a dps check for dd's in particular.
One of the main reasons theres barely any tanks in v randoms is because the dd's u get are often so bad its unbelivable, so all the good tanks either play with guilds/friends then risk getting people who cant even read skill descriptions ( im looking at you, dd who uses templar beam when boss is at 100% and heavy attacks when boss is at 30%, or the dd spamming arcanist beam no crux on a single target boss, when he was heavy attacking trash packs the entire dungeon, or the oakensoul HA user, doing nothing but holding down heavy attack, with sorc barrier skill and healing bird equipped doing 20k dps, who also rushes ahead of the tank and pulls bosses and trash packs before the group has caught up)
Its really bad lately on console xbox eu, after subclassing they are comming into dlc vet dungeons with 2 tank skill lines and 1 dps skill line because its a thematic build, dealing 10k dps and spamming frozen gate. Some of these dungeons have actual dps checks, u just know after the first trash pack u will never get past.
[snip]
If dd's can start to learn to play the game properly for vet dungeons, more tanks might take the chance queing solo.
[Edit for Inappropriate Content and Language]
As for the test within the dungeon tutorial,
Instead, I really think that ZOS should release many of the DLC dungeons to non-subscribers; this would normalize that the standard dungeon experience isn't FG1 faceroll. I suspect that this isn't a very popular opinion but I stand by it.