I actually am thinking of others with my opinion on adding yet another roadblock to getting into a group. If this is put in place we will see in zone chat "looking for group for AA run, must have XXX CP and XX DPS." That makes it harder for people to join the group and that is not good for the game.
This is what I feel is incorrect. Previously, before CP, people used achievements to determine whether you were allowed into the group. That was replaced with the CP measure and opened the doors to more people being able to join. A new measure simply replaces the old because no one wants to stand there spamming extra requirements and end up not finding anyone who meets the criteria. CP doesn't matter, it was mentioned many times in this thread and the other one I linked. DPS matters and CP is used as a measure of it because it's the best anyone has access to. Even people with high CP can fail, even people with high DPS can die, but that isn't why the minimums exist. They exist for DPS and to ensure there will be enough of it to clear the dungeon and overcome the boss mechanics. A failure is a failure with or without either which is why this is an attempt at measuring the worth of a player.
starkerealm wrote: »It'd make life more annoying, honestly. There's plenty of players who can pull 30k on a dummy parse, but have 10k health and will die if the boss looks at them funny. But, it would lead to more elitism from players who are borderline competent to begin with.
Thankfully it's not being used as an indication of performance in a dungeon. It's being used to verify a statistical value parallel to common normality. You're the one suggesting it be used as an indication of performance while others use it an indication of what it actually is: a DPS test. Boards don't hit back so it's an ideal test setting without any distractions or data pollution, raw results. No one expects such things during an actual dungeon run.CP matters as much as DPS parses matter, not at all. Neither is a good indication of how you will perform when in a dungeon. As Bruce Lee once reminded us "boards don't hit back".
You can keep repeating that it is an attempt at measuring a player all you'd like. The bosses that do have a DPS check get ugly when a DPS dies? Heck, every boss gets ugly when a DPS dies. It gets uglier when half the group is dead too. The more deaths, the closer to a wipe. Yet the bosses that bear a DPS check are quite literally impossible to do unless that DPS is present, far beyond ugly, and since a DPS test doesn't check someone's survival rate, and neither does CP, that isn't the goal of checking for or requiring either.Very few bosses have a DPS check and those that do get ugly quick when one of the DPS dies and another DPS needs to raise them. This absolutely is an attempt at measuring a player. Assigning a title based on a number is pretty much covered in the definition of measuring.
If you can do it without bar swapping, then do it. No one cares how you achieved it. Only that you did. Demonstrate that capacity in any means you see fit. If numerous people are able to effortlessly achieve numbers, the metrics may rise or it may be enough that they understand how rotations work. Again, we're aware that it's arbitrary. CP is already arbitrary. No one suggested that the tests fix anything, you can't fix bad players to begin with and you're already going to spot them when the run begins."They exist for DPS and to ensure there will be enough..." That is measuring a player. It is measuring a player on a number that is arbitrary and can't be duplicated outside the test dummy environment. There are builds available that will do more DPS on a parse if the dummy is moved to a confined area. There are builds that will let you easily hit 20K+ DPS without bar swapping. A DPS parse is not a good nor reliable way to decide who can and can not join a group. You admit that yourself. So why add something that fixes nothing and creates more problems/grief?
We've removed a handful of posts and are reopening this thread since there seems to be a lot of good debate on the subject. However we feel that this thread has also facilitated abrasive commentary. Please keep posts from getting personal to prove any points from either side of the topic. If this cannot be followed we will be closing the thread.
Would anyone EVER change their title from "The Penetrator"??
I sure as hell wouldn't.
No thx. Bad idea. You can already see the elitism in here that people will have you to do 20k DPS.
I have done all Vet dungeons in the game and is just above 10k on my best toon.
RobbieRocket wrote: »This is like owning a sports car (think supercar: Porsche, Ferrari, Lamborghini, etc.).
Impressive to look at but a bit of "compensation pyschology".
Furthermore, it doesn't mean that the driver can handle the vehicle at high speeds (under pressure to perform), that they are a decent driver (dealing with mechanics) or able to avoid crashing on tight corners (vet dungeon flop).
We've removed a handful of posts and are reopening this thread since there seems to be a lot of good debate on the subject. However we feel that this thread has also facilitated abrasive commentary. Please keep posts from getting personal to prove any points from either side of the topic. If this cannot be followed we will be closing the thread.
We all know how achievements are character bound instead of account wide and this creates some measure of annoyance for some. But what if we used that to our advantage? I propose ZOS implements new achievements based on your best DPS for either dummy parses or raid bosses. There could even be a dummy trial where the entire raid fights a wooden doll for the express purpose of measuring each person's damage under ideal circumstances. Stack all the raid buffs, spell power cure, and pots you want to try to exploit as high a total as you'd like. All it really means is that under ideal circumstances you actually CAN reach those totals. Players may even be encouraged to find group comps that stack all the right advantages for maximizing the output with a leaderboard tracking the highest parses.
The achievement reward? Titles of "The Destructive" for hitting 30k, "The Penetrator" for hitting 40k, "The Annihilator" for 50k dps, and so on. Or heck, a title that varies according to what your highest parse was: "of the 38k DPS". If you don't feel like bragging you can keep it yourself but it's a quicker means of showing people your damage potential than sharing parses. Now I know the DPS total doesn't necessarily reflect what you'll do in dungeons, especially if you respecced to something worse or aren't wearing the right gear or just are feeling lazy. But it would reflect what you have achieved and since many claim that skill is most of your damage anyway then this achievement demonstrates your potential level of mastery.
MyKillv2.0 wrote: »We've removed a handful of posts and are reopening this thread since there seems to be a lot of good debate on the subject. However we feel that this thread has also facilitated abrasive commentary. Please keep posts from getting personal to prove any points from either side of the topic. If this cannot be followed we will be closing the thread.
I may get "warned" for this but whatever....Could we possibly get a change in the ways the forums are set up as far as when announcing when Zo$ has commented on an issue/post?
When we as community members see the "Z" next to a thread title, it is suppose to signal that a member of the Zo$ Team has commented on the thread/issue. However 90% of the "comments" are from secondary mods and (the post, not the mods) serve no other purpose other than to announce they have "taken out the trash". Which are fine and gravy. Mods have a job to do and do it acceptable enough to continue to be employed. Again, whatever.
But can we PLEASE get a change in the process? Trash Collection post (post who seemingly add nothing to the conversations other than to announce that "I have taken out the trash") should not count as a 'Zo$ Response' to warrant the "Z" next to the thread. Now if you had added something constructive to the discussion such as you saying "The idea of DPS mark achievements is good/bad idea" or " We actually have been discussing this issue for some time now" or "the idea has been discussed and declined"... this would be commenting on the situation.
However as stated before, 90% of the posts that come from secondary mods are nothing more than "trash collecting" posts. They seldom add anything else to the conversation. Could we PLEASE remove the ability to have these post attract the "Z" next to a thread so that we as community members do not have to read through 9 out of 10 threads, only to realize that a mod has posted nothing constructive?
Colecovision wrote: »Why not insist everyone show up with the maelstrom conquerer title? It's already in the game. Seems like 4 - 12 vMA champs should be able to get HM done if they work together. Or is that still not enough of a litmus test?
I think that would be a fine alternative. Secret World actually had something similar, a mandatory trial for DPS, healer, or tank before you were even allowed to queue for end game dungeon content. There's no need to place those sorts of limits but having the trial would be warranted to demonstrate a basic knowledge of how to perform the roles to their expected limits.We all know how achievements are character bound instead of account wide and this creates some measure of annoyance for some. But what if we used that to our advantage? I propose ZOS implements new achievements based on your best DPS for either dummy parses or raid bosses. There could even be a dummy trial where the entire raid fights a wooden doll for the express purpose of measuring each person's damage under ideal circumstances. Stack all the raid buffs, spell power cure, and pots you want to try to exploit as high a total as you'd like. All it really means is that under ideal circumstances you actually CAN reach those totals. Players may even be encouraged to find group comps that stack all the right advantages for maximizing the output with a leaderboard tracking the highest parses.
The achievement reward? Titles of "The Destructive" for hitting 30k, "The Penetrator" for hitting 40k, "The Annihilator" for 50k dps, and so on. Or heck, a title that varies according to what your highest parse was: "of the 38k DPS". If you don't feel like bragging you can keep it yourself but it's a quicker means of showing people your damage potential than sharing parses. Now I know the DPS total doesn't necessarily reflect what you'll do in dungeons, especially if you respecced to something worse or aren't wearing the right gear or just are feeling lazy. But it would reflect what you have achieved and since many claim that skill is most of your damage anyway then this achievement demonstrates your potential level of mastery.
It's kind of a good idea. Maybe needs some refining though. I would like it to be less about bracking how much DPS you can do and more about to encourage beginning dds to learn how to achieve acceptable DPS level for desired group content.
(1) DPS test like that should be done in particular solo instance so that it would be the test of your individual skill level. (2) Make it part of the undaunted pledge system so that you need to unlock certain achievement to unlock certain level veteran dungeons(/pledges) for dd role: Maj al-Ragath (Dungeon Damage Dealer = DPS 10k), Turuk Redclaws (Veteran Dungeon Damage Dealer = DPS 15k), Urgalarg Chief-bane (Advanced Veteran Dungeon Damage Dealer = DPS 20k).
To address common tanking and healing practise problems in PUGs implement following kind of tanking and healing tests for unlocking veteran dungeon content for tank/healer role:
For the tank role Dungeon Damage Blocker will unlock Maj al-Ragath's veteran dungeons (/pledges), Veteran Dungeon Damage Blocker will unlock Turuk Redclaw's veteran dungeons (/pledges), Advanced Veteran Dungeon Damage Blocker will unlock Urgalarg Chief-bane's veteran dungeons (/pledges).
Dungeon Damage Blocker tanking test will require you to be able to taunt a boss character and survive the increasing damage certain amount of time so that no npc damage dealers will die while damaging the boss.
Veteran Dungeon Damage Blocker tanking test will require you to taunt spawning add waves and take them to certain aoe damage area near static boss character and keep them there (while holding boss aggro) to be killed by npc damage dealers. The add waves will spawn in increasing frequency and you need to be able to do certain amount of waves to get the achievement.
Advanced Veteran Dungeon Damage Blocker tanking test will require you to hold boss aggro at one spot in aoe damage area and pull randomly spawning (the add spawn frequency increases over time) adds to that aoe damage area from range for certain amount of time. In practise this test will require use of range taunt skill (inner fire).
For the healer role Dungeon Damage Healer will unlock Maj al-Ragath's veteran dungeons (/pledges), Veteran Dungeon Damage Healer will unlock Turuk Redclaws's veteran dungeons (/pledges), Advanced Veteran Dungeon Damage Healer will unlock Urgalarg Chief-bane's veteran dungeons (/pledges).
Dungeon Damage Healer healing test requires you to be able to heal tank character in a simple static boss fight for certain amount of time. The damage the tank receives will increase over time.
Veteran Dungeon Damage Healer healing test requires you to be able to heal tank npc and 2 damage dealer npcs near boss character in a simple static boss fight for certain amount of time. In practise this test will require you to use aoe healing skills (e.g. grand healing, cleansing ritual). The damage the tank and npcs receives will increase over time.
Advanced Veteran Dungeon Damage Healer healing test requires you to be able to heal tank npc and 2 separated moving damage dealer npcs in a simple boss fight for certain amount of time. In practise this test will require you to use aoe healing skills (e.g. grand healing, cleansing ritual) and burst healing skills (e.g. rushed ceremony, blessing of protection). The damage the tank and npcs receives will increase over time.
The bonus for this system would be that it would also eliminate the most brutal fake tanks/healers/dds who could not unlock that dungeon role for that character due to this system. For end game purposes add leader boards for the tests perhaps
As has been pointed out multiple times now, it's not a measure of player worth. It can never be a measure of player worth. Players may still die, may still underperform, may still be incapable of performing the mechanics, or may be the most toxic group members you've ever had to displeasure of encountering. It's a measure of DPS and nothing more. Far too many in this topic find their DPS to be personal as though it speaks of the quality of a player they happen to be if they cannot reach some arbitrary figure. When in actuality, all it represents is a test of the level of DPS your character has been able to put out under ideal circumstances, which can be used whenever DPS requirements are pertinent to say nothing of the measuring the player.randomkeyhits wrote: »If the achievement is older than say six weeks then it has a very limited value as a player measure method.
DjMuscleboy02 wrote: »This was all a clever ruse to get "The penetrator" title into the game. I support.

I think that would be a fine alternative. Secret World actually had something similar, a mandatory trial for DPS, healer, or tank before you were even allowed to queue for end game dungeon content. There's no need to place those sorts of limits but having the trial would be warranted to demonstrate a basic knowledge of how to perform the roles to their expected limits.
It doesn't matter if someone looks up a guide. That means they went through the effort of researching how to clear content, something they'll need to do in the future content. It means they were capable of following simple instructions, something they'll need to do in the future content. It means they were able to perform the role expected of them in a team setting, something they'll need to do in the future content.starkerealm wrote: »The funny thing was, The Gatekeeper didn't, really, work. All that glowing, gold **** proved was if you could find a guide online to clearing it. You'd see groups demanding that you could display the appropriate badge, but he was never a particularly good metric for someone's ability to clear nightmare content.
This is not the fault of the test. This is your fault for expecting the test to measure something it cannot. They demonstrated the basics of team play and the expectations one might find common to all dungeons. In that role they proved apt at keeping inexperienced players out until they proved an understanding of how to function in a group. This was necessary because of the amount of soloing that players would do before reaching end game and having no experience grouping whatsoever.starkerealm wrote: »Unfortunately, there were only the three tests, and none of it related to the reality of nightmare dungeons or their mechanics.
Since then the only achs I consider have a no death component.
It doesn't matter if someone looks up a guide. That means they went through the effort of researching how to clear content, something they'll need to do in the future content. It means they were capable of following simple instructions, something they'll need to do in the future content. It means they were able to perform the role expected of them in a team setting, something they'll need to do in the future content.starkerealm wrote: »The funny thing was, The Gatekeeper didn't, really, work. All that glowing, gold **** proved was if you could find a guide online to clearing it. You'd see groups demanding that you could display the appropriate badge, but he was never a particularly good metric for someone's ability to clear nightmare content.This is not the fault of the test. This is your fault for expecting the test to measure something it cannot. They demonstrated the basics of team play and the expectations one might find common to all dungeons. In that role they proved apt at keeping inexperienced players out until they proved an understanding of how to function in a group. This was necessary because of the amount of soloing that players would do before reaching end game and having no experience grouping whatsoever.starkerealm wrote: »Unfortunately, there were only the three tests, and none of it related to the reality of nightmare dungeons or their mechanics.
MyKillv2.0 wrote: »We've removed a handful of posts and are reopening this thread since there seems to be a lot of good debate on the subject. However we feel that this thread has also facilitated abrasive commentary. Please keep posts from getting personal to prove any points from either side of the topic. If this cannot be followed we will be closing the thread.
I may get "warned" for this but whatever....Could we possibly get a change in the ways the forums are set up as far as when announcing when Zo$ has commented on an issue/post?
When we as community members see the "Z" next to a thread title, it is suppose to signal that a member of the Zo$ Team has commented on the thread/issue. However 90% of the "comments" are from secondary mods and (the post, not the mods) serve no other purpose other than to announce they have "taken out the trash". Which are fine and gravy. Mods have a job to do and do it acceptable enough to continue to be employed. Again, whatever.
But can we PLEASE get a change in the process? Trash Collection post (post who seemingly add nothing to the conversations other than to announce that "I have taken out the trash") should not count as a 'Zo$ Response' to warrant the "Z" next to the thread. Now if you had added something constructive to the discussion such as you saying "The idea of DPS mark achievements is good/bad idea" or " We actually have been discussing this issue for some time now" or "the idea has been discussed and declined"... this would be commenting on the situation.
However as stated before, 90% of the posts that come from secondary mods are nothing more than "trash collecting" posts. They seldom add anything else to the conversation. Could we PLEASE remove the ability to have these post attract the "Z" next to a thread so that we as community members do not have to read through 9 out of 10 threads, only to realize that a mod has posted nothing constructive?