redspecter23 wrote: »Had a guy queue up as heals tank and dps the other day. He came in and was the tank. When he was underperforming, the group asked if he was taunting and he said he didn't have a taunt on his bar. Group disbanded at that point. I suppose he thought that by queueing as all three roles, he'd get a group faster, but if he couldn't actually play the roles he signed up for, it's not going to speed anything up and just waste time.
Just because someone has the gear, does not mean they know how to leverage it for their role
Just because someone has the skills, does not mean they know how, when, why and who to use them on.
PUGs are always going to be hit or miss. But, there are more hits than misses in the long run, and you can find excellent dungeon partners for future runs from PUGing.
I will admit that the cool down on leaving the group does need to be addressed. While the intention was good, to stop PUGs from being Trolled, there some unintended consequences.
So, long story short, join a guild and you will have a better time finding groups for dungeons, esp with Text Chat.
redspecter23 wrote: »Had a guy queue up as heals tank and dps the other day. He came in and was the tank. When he was underperforming, the group asked if he was taunting and he said he didn't have a taunt on his bar. Group disbanded at that point. I suppose he thought that by queueing as all three roles, he'd get a group faster, but if he couldn't actually play the roles he signed up for, it's not going to speed anything up and just waste time.
lolo_01b16_ESO wrote: »The problem with requirements is that there is no good way to measure a player's skill and experience.
First issue with skill / gear requirements is that players often don't use the same skills for dungeons and overworld content. Would the requirements mean I get kicked from the queue if I swap my taunt for rapid to move faster from crafting station to writ delivery location while waiting for a group?
And even if you check the players after porting to the dungeons there would be issues:
- What gear should be required as tank? Does it have to be heavy armour? Or can it be light / medium aswell? Or since I can tank vICP naked, would that be an option aswell?
- Which skills does a healer need? Perfect setup with shards, combat prayer, ele drain and bol? Or just any restro staff skill? What about a nb healing with funnel, path and sap? Or a stamplar with vigor and repentance? Both those options use skills that many dps also have on their bars and work in vet dungeons if people know how their movement keys work.
Not everyone is at the same level. Perhaps instead of complaining that they don't know their role, you can help them learn.
FearlessOne_2014 wrote: »I think the timer just needs to go. ZOS just needs to take away to safety helmets for the ah.... special players. The ones the believe they are fully and completely entitled to getting carried. If you refuse to carry them, then you are a scum of the earth ELITIST.
My point is ZOS shouldn't punish you because. You decide for whatever reasons. You just did not wanted to stay with that group. It's not bad enoth just having to wait 20 to 45 minutes for group finder to pull you into a dungeon. But now you have to either carry a tank that refuse to tank and a healer who refuse to listen to advice and heal. At least until you get fed up quit group. Oh wait now you get the 15 minutes dissertation timer, for leaving a crap storm of a group, thank you come again. Another 20 to 45 minute queue awaits and your chances are none the higher either.
Moral of this story is don't use random group finder. Unless you are only queuing up with 3 people. Unless ZOS takes away the timer. Or you can just do what I do and right before you leave the dungeon group. To make sure to gave them your appreciation for wasting your time.
I know the "pain", but if after the first trash pull or two things are going to be rough I ask for a moment, to pause the run, and ask a few questions / give a bit of advice.
The following pull is always WAY better. 99.9% of my (full) Friends List is composed of people who I met on a bad PUG that completed a run. I've never sent one friend request.
Be part of the solution, not the problem.
My guess is part of the reason goes back to when people would just quit a group over and over until they get a very easy dungeon to run. Before the penalty I watched a lot of people quit a group because this dungeon takes to long or I don't like one of the bosses. Throw in there the people that quit because they don't want to run with characters lower than themselves and you spend a lot of time just trying to find four people that will both want to do the dungeon and do it with the people in the group. With the 15 minute penalty when I am in a group that has people that wants to quit because we got ICP I can tell them let's give it a try we have to wait 15 minutes anyway. Sometimes we do okay, other times it is obvious in that 15 minutes we are going nowhere fast. With no penalty they won't try that dungeon.Desperado070 wrote: »So again why the hell is there a cooldown on joining dungeons?! {confused}
IF they are in group chat and IF they are prepared to listen. Most PUGs these days nobody is in group chat and using text chat to explain something is downright tedious.Not everyone is at the same level. Perhaps instead of complaining that they don't know their role, you can help them learn.
scorpiodog wrote: »The grouping punishes people who have spent thousands of hours playing the game and are CP500+ but still don't have a handful of friends to run dungeons with.
Lots of Dungeons can be run with just 3 good people who are self sustaining. Lots of times we've continued a Dungeon with three people because one person flaked. Then by chance if you do get stuck you just call in a heavy hitter for the final Boss and he's happy to do it because he gets a key and a drop for just 10 minutes of his time.
I suspect some people better than me could run some dungeons with just two people.
The harder content that you can't run with three people you shouldn't run with a random group anyway. If I use the public grouping tool for ICP or WGT or the Hist DLC or anything Hard, I just EXPECT to waste a few hours. So I just never use the grouping tool.
My guess is part of the reason goes back to when people would just quit a group over and over until they get a very easy dungeon to run. Before the penalty I watched a lot of people quit a group because this dungeon takes to long or I don't like one of the bosses. Throw in there the people that quit because they don't want to run with characters lower than themselves and you spend a lot of time just trying to find four people that will both want to do the dungeon and do it with the people in the group. With the 15 minute penalty when I am in a group that has people that wants to quit because we got ICP I can tell them let's give it a try we have to wait 15 minutes anyway. Sometimes we do okay, other times it is obvious in that 15 minutes we are going nowhere fast. With no penalty they won't try that dungeon.Desperado070 wrote: »So again why the hell is there a cooldown on joining dungeons?! {confused}
As an aside once you hit vet level people should think about doing random vet instead of normal. I have been doing that and when I get a group (doesn't happen often but that is a different problem) everybody usually knows their role and are equipped to do it. Getting through the vet level of a dungeon using the random group finder is sometimes easier than doing the same dungeon on normal just because of the difference in group skills.
To have a dungeon in your possibilities of random queue you need to have both finished the normal version and completed the vet version at least once the day it was the pledge.
redspecter23 wrote: »Had a guy queue up as heals tank and dps the other day. He came in and was the tank. When he was underperforming, the group asked if he was taunting and he said he didn't have a taunt on his bar. Group disbanded at that point. I suppose he thought that by queueing as all three roles, he'd get a group faster, but if he couldn't actually play the roles he signed up for, it's not going to speed anything up and just waste time.
FearlessOne_2014 wrote: »I think the timer just needs to go. ZOS just needs to take away to safety helmets for the ah.... special players. The ones the believe they are fully and completely entitled to getting carried. If you refuse to carry them, then you are a scum of the earth ELITIST.
yeah .. You should work with zos i heard they are hiring clowns like you.. Anyways.. Normal dungeon is easy tho i dont mind people queing up with a roles which they dont do coz i know i can adjust to it but veteran dungeons is a different story..Queuing for a role you have no intention of playing should be a bannable offence.