guybrushtb16_ESO wrote: »Right now, there are 4 simple steps to make the group finder work:
1. Point people towards it with the first undaunted quest, and give a reward for first using the groupfinder. Also, point people towards the undaunted when they first enter any dungeon. This may already be happening, but I've recently seen somebody with quite a high level without the undaunted skill line in a dungeon, so maybe it's not enough.
2. Faction barriers, get rid of them.
3. Scale players to the dungeon, not the dungeon to the player, the way gw2 does. This way, high level players who are in it for their undaunted points can fill the gaps in low level groups. The current system is useless because obviously nobody is going to want to do banished cells with you at level 38, it just doesn't help at all.
4. Swap Inner fire to undaunted level Anything to encourage more tanks. There are too many people who would tank, but won't completely respec their magicka build just for one dungeon. Bonus points for a dual spec system here.
I do realize that some of them may very well be a nightmare to code now, depending on how things work behind the scenes, but what I don't understand is why it wasn't like that to begin with. The current situation was very much to be expected IMO.
It makes perfect sense to remove them in veteran content, at least.guybrushtb16_ESO wrote: »Right now, there are 4 simple steps to make the group finder work:
1. Point people towards it with the first undaunted quest, and give a reward for first using the groupfinder. Also, point people towards the undaunted when they first enter any dungeon. This may already be happening, but I've recently seen somebody with quite a high level without the undaunted skill line in a dungeon, so maybe it's not enough.
2. Faction barriers, get rid of them.
3. Scale players to the dungeon, not the dungeon to the player, the way gw2 does. This way, high level players who are in it for their undaunted points can fill the gaps in low level groups. The current system is useless because obviously nobody is going to want to do banished cells with you at level 38, it just doesn't help at all.
4. Swap Inner fire to undaunted level Anything to encourage more tanks. There are too many people who would tank, but won't completely respec their magicka build just for one dungeon. Bonus points for a dual spec system here.
I do realize that some of them may very well be a nightmare to code now, depending on how things work behind the scenes, but what I don't understand is why it wasn't like that to begin with. The current situation was very much to be expected IMO.
I agree with everything you have to say except removing faction barriers. There is a reason that they are there and it wouldn't make sense story wise for them to be removed. At least not while this 3 alliance story arc is going on.
It makes perfect sense to remove them in veteran content, at least.guybrushtb16_ESO wrote: »Right now, there are 4 simple steps to make the group finder work:
1. Point people towards it with the first undaunted quest, and give a reward for first using the groupfinder. Also, point people towards the undaunted when they first enter any dungeon. This may already be happening, but I've recently seen somebody with quite a high level without the undaunted skill line in a dungeon, so maybe it's not enough.
2. Faction barriers, get rid of them.
3. Scale players to the dungeon, not the dungeon to the player, the way gw2 does. This way, high level players who are in it for their undaunted points can fill the gaps in low level groups. The current system is useless because obviously nobody is going to want to do banished cells with you at level 38, it just doesn't help at all.
4. Swap Inner fire to undaunted level Anything to encourage more tanks. There are too many people who would tank, but won't completely respec their magicka build just for one dungeon. Bonus points for a dual spec system here.
I do realize that some of them may very well be a nightmare to code now, depending on how things work behind the scenes, but what I don't understand is why it wasn't like that to begin with. The current situation was very much to be expected IMO.
I agree with everything you have to say except removing faction barriers. There is a reason that they are there and it wouldn't make sense story wise for them to be removed. At least not while this 3 alliance story arc is going on.
Circuitous wrote: »If ESO's waiting for the four roles to be filled, it really needs a display indicating that potential slots are found. You'd think even a super basic one would be rolled out with that change.
guybrushtb16_ESO wrote: »Right now, there are 4 simple steps to make the group finder work:
1. Point people towards it with the first undaunted quest, and give a reward for first using the groupfinder. Also, point people towards the undaunted when they first enter any dungeon. This may already be happening, but I've recently seen somebody with quite a high level without the undaunted skill line in a dungeon, so maybe it's not enough.
2. Faction barriers, get rid of them.
3. Scale players to the dungeon, not the dungeon to the player, the way gw2 does. This way, high level players who are in it for their undaunted points can fill the gaps in low level groups. The current system is useless because obviously nobody is going to want to do banished cells with you at level 38, it just doesn't help at all.
4. Swap Inner fire to undaunted level Anything to encourage more tanks. There are too many people who would tank, but won't completely respec their magicka build just for one dungeon. Bonus points for a dual spec system here.
I do realize that some of them may very well be a nightmare to code now, depending on how things work behind the scenes, but what I don't understand is why it wasn't like that to begin with. The current situation was very much to be expected IMO.
I agree with everything you have to say except removing faction barriers. There is a reason that they are there and it wouldn't make sense story wise for them to be removed. At least not while this 3 alliance story arc is going on.
guybrushtb16_ESO wrote: »Right now, there are 4 simple steps to make the group finder work:
1. Point people towards it with the first undaunted quest, and give a reward for first using the groupfinder. Also, point people towards the undaunted when they first enter any dungeon. This may already be happening, but I've recently seen somebody with quite a high level without the undaunted skill line in a dungeon, so maybe it's not enough.
2. Faction barriers, get rid of them.
3. Scale players to the dungeon, not the dungeon to the player, the way gw2 does. This way, high level players who are in it for their undaunted points can fill the gaps in low level groups. The current system is useless because obviously nobody is going to want to do banished cells with you at level 38, it just doesn't help at all.
4. Swap Inner fire to undaunted level Anything to encourage more tanks. There are too many people who would tank, but won't completely respec their magicka build just for one dungeon. Bonus points for a dual spec system here.
I do realize that some of them may very well be a nightmare to code now, depending on how things work behind the scenes, but what I don't understand is why it wasn't like that to begin with. The current situation was very much to be expected IMO.
OrangeTheCat wrote: »guybrushtb16_ESO wrote: »Right now, there are 4 simple steps to make the group finder work:
1. Point people towards it with the first undaunted quest, and give a reward for first using the groupfinder. Also, point people towards the undaunted when they first enter any dungeon. This may already be happening, but I've recently seen somebody with quite a high level without the undaunted skill line in a dungeon, so maybe it's not enough.
2. Faction barriers, get rid of them.
3. Scale players to the dungeon, not the dungeon to the player, the way gw2 does. This way, high level players who are in it for their undaunted points can fill the gaps in low level groups. The current system is useless because obviously nobody is going to want to do banished cells with you at level 38, it just doesn't help at all.
4. Swap Inner fire to undaunted level Anything to encourage more tanks. There are too many people who would tank, but won't completely respec their magicka build just for one dungeon. Bonus points for a dual spec system here.
I do realize that some of them may very well be a nightmare to code now, depending on how things work behind the scenes, but what I don't understand is why it wasn't like that to begin with. The current situation was very much to be expected IMO.
Well said. I'd like to add that scaling to the player assumes there is a roughly even distribution of players across all levels to make it work. But ESO is not alt friendly so the player level distribution is probably heavily weighted to the upper VR levels. So I suspect the new LFG tool works OK for vet levels but is all but useless for everyone else.
ZOS_GinaBruno wrote: »Hey guys, are you seeing this issue across all selections in the LFG tool, or just certain ones (dungeons, PvE, Cyrodiil, etc.)
ZOS_GinaBruno wrote: »Hey guys, are you seeing this issue across all selections in the LFG tool, or just certain ones (dungeons, PvE, Cyrodiil, etc.)
I have been trying to find a group to do some dungeons with the group finder, but it keeps searching for members for hours, so i gave up. Is it bugged or people are just not using it?
ZOS_GinaBruno wrote: »Hey guys, are you seeing this issue across all selections in the LFG tool, or just certain ones (dungeons, PvE, Cyrodiil, etc.)