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Suggestions to improve test dummies

Dragonnord
Dragonnord
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Hello,

I'd like to suggest the following changes / additions to improve test dummies:

1. OPTION TO RESET DUMMY HEALTH
Many times you have to stop the test (forgot something before starting, failed rotation, skill didn't trigger, had to stop test because or irl stuff, etc.) and so you need to kill the dummy to start again, spending weapon enchantments, back bar poisons, etc.

Note: If you are the owner of the house, you can manually remove/add back the dummy (and so it resets), but that's not the idea, and if you are not the owner and/or don't have decoration permissions you don't even have this option as a workaround.

2. DELAY DUMMY RE-SPAWN TIME
When you kill the dummy, many times ground AoE remains active for several seconds (ie: rearming trap), and so, when the dummy respawns, AoE hits the dummy and lower its health towards the start of a potential new test.

3. DUMMY HISTORY OF PLAYERS
Show Character ID, plus name, class, race and damage done of the players that tested their dps on the dummy.

4. SHOW HIGHEST DPS DONE (KIND OF LEADERBOARDS)
Display the name of the player that delivered the highest dps on that dummy (separated in all 5 classes).

5. NAME YOUR DUMMY
Just a cosmetic thing. Ability to put a personal name to each of your test dummies.

Thank you.
  • G1Countdown
    G1Countdown
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    You had me at name your dummy.
  • Armatesz
    Armatesz
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    Also add option to set health depleted state so it is put at a certain health range.
    Ärmätèsz
    Xbox NA
    Guildless (by choice)
  • Princess_Ciri
    Princess_Ciri
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    yeah i would actually like the option to name my dummies
    GM and raid leader of Hot Girls Play DPS, the cutest guild EU
  • Gythral
    Gythral
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    1 and 2 are fine ideas
    3,4,5 not so
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • Dragonnord
    Dragonnord
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    Armatesz wrote: »
    Also add option to set health depleted state so it is put at a certain health range.

    This is a good one to, for example, directly test execution phase.
  • GreenhaloX
    GreenhaloX
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    Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.
  • Dragonnord
    Dragonnord
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    GreenhaloX wrote: »
    Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.

    Uh? What's the intention of your post @GreenhaloX. Thought you were one of the good guys in these forums. Dummies are test subjects specifically created by ZOS for that goal; stand still while you hit them to test your toon dps to be used later in overland content. So again, what is the purpose of your comment?
  • danno8
    danno8
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    Also:

    Dummies should put out 1 point of damage per second of each damage type in order to allow for the gauging of sets that require you to take various types of damage in order to proc.
  • GreenhaloX
    GreenhaloX
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    Dragonnord wrote: »
    GreenhaloX wrote: »
    Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.

    Uh? What's the intention of your post @GreenhaloX. Thought you were one of the good guys in these forums. Dummies are test subjects specifically created by ZOS for that goal; stand still while you hit them to test your toon dps to be used later in overland content. So again, what is the purpose of your comment?

    No ulterior motive or purpose behind it, nor any intention of disrespect. My bad, if it seems indifferent, but no intention, otherwise. Of sure it's functional. It's how those that want to know what their dps stand. I just find it humorous to just keep hitting something that doesn't fight back, or block or roll or drop stupid reds on you. Using a test dummy to gauge one's dps is something I've always been opposed to, as it doesn't actually or accurately gauge one's dps when actually fighting a live boss or something. However, as I said, it's all good. It's part of the game; use it, play it. Although.. I think, it can be of an improvement, if such mechanics as dodge, roll, or dropping reds forcing use to react other than just repeatedly throwing strikes and hits on the motionless target. This may reflect a bit more accuracy.

    Appreciate you commenting me as one of the good guys on the forum. I try. Too many trolls and shady folks on here already.
    Edited by GreenhaloX on April 20, 2018 3:53PM
  • Dragonnord
    Dragonnord
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    GreenhaloX wrote: »
    Dragonnord wrote: »
    GreenhaloX wrote: »
    Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.

    Uh? What's the intention of your post @GreenhaloX. Thought you were one of the good guys in these forums. Dummies are test subjects specifically created by ZOS for that goal; stand still while you hit them to test your toon dps to be used later in overland content. So again, what is the purpose of your comment?

    No ulterior motive or purpose behind it, nor any intention of disrespect. My bad, if it seems indifferent, but no intention, otherwise. Of sure it's functional. It's how those that want to know what their dps stand. I just find it humorous to just keep hitting something that doesn't fight back, or block or roll or drop stupid reds on you. Using a test dummy to gauge one's dps is something I've always been opposed to, as it doesn't actually or accurately gauge one's dps when actually fighting a live boss or something. However, as I said, it's all good. It's part of the game; use it, play it.

    Appreciate you commenting me as one of the good guys on the forum. I try. Too many trolls and shady folks on here already.

    All good. :)

    Yeah, I understand your point. But well, it's what we currently have and it gives you, at least, an overall result of your damage, while it also helps new players to learn a rotation (also veterans to test new builds/skills/rotations) to then battle live bosses.

    Still, it could be great if, at some point, ZOS can also add dummies that fight back, as a closer emulation of dungeon and trial bosses.

    Too many trolls and shady folks already. Agree on that one too. :D
    Edited by Dragonnord on April 20, 2018 3:53PM
  • Thorstienn
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    Was hoping your suggestions would be more like:
    Allow dummy to do weak light attacks to proc sets
    Allow dummy to do strong heavy attacks to test mitigation/tanking
    Allow dummy to "place red" (damaging or not) to practice rotation around potential mechanics.
    And of course, allow dummy to do all during parse, to simulate real combat (that "shouldnt" kill you)
  • Dragonnord
    Dragonnord
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    Thorstienn wrote: »
    Was hoping your suggestions would be more like:
    Allow dummy to do weak light attacks to proc sets
    Allow dummy to do strong heavy attacks to test mitigation/tanking
    Allow dummy to "place red" (damaging or not) to practice rotation around potential mechanics.
    And of course, allow dummy to do all during parse, to simulate real combat (that "shouldnt" kill you)

    Your suggestions are for a combat dummy (I agree on them by the way), but then ZOS would need to create combat dummies too. And I hope they do. :)
  • phileunderx2
    phileunderx2
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    I think dummies should be able to do some basic attacks. Like aoe or some boss mechanics.
  • Sparr0w
    Sparr0w
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    Dragonnord wrote: »
    Hello,

    I'd like to suggest the following changes / additions to improve test dummies:

    1. OPTION TO RESET DUMMY HEALTH
    Many times you have to stop the test (forgot something before starting, failed rotation, skill didn't trigger, had to stop test because or irl stuff, etc.) and so you need to kill the dummy to start again, spending weapon enchantments, back bar poisons, etc.

    Note: If you are the owner of the house, you can manually remove/add back the dummy (and so it resets), but that's not the idea, and if you are not the owner and/or don't have decoration permissions you don't even have this option as a workaround.

    2. DELAY DUMMY RE-SPAWN TIME
    When you kill the dummy, many times ground AoE remains active for several seconds (ie: rearming trap), and so, when the dummy respawns, AoE hits the dummy and lower its health towards the start of a potential new test.

    3. DUMMY HISTORY OF PLAYERS
    Show Character ID, plus name, class, race and damage done of the players that tested their dps on the dummy.

    4. SHOW HIGHEST DPS DONE (KIND OF LEADERBOARDS)
    Display the name of the player that delivered the highest dps on that dummy (separated in all 5 classes).

    5. NAME YOUR DUMMY
    Just a cosmetic thing. Ability to put a personal name to each of your test dummies.

    Thank you.

    1. Agreed

    2. Agreed, you can cast AoE's elsewhere but if you forget then it links into point 1.

    3. Agreed, only to see your own scores tho, maybe set permissions for others to see yours but not by default?

    4. Have the option for the owner to enable this feature, or only certain people have permission to do this... yano elitism and all that.

    5. Agreed.
    @Sparr0w so I get the notification
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  • logarifmik
    logarifmik
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    6. Add a test dummy, which looks like a common practice dummy.
    3D-models are already in the game, so what's the problem? Personally, I'd prefer such kind of dummy on my courtyard, then any Dwemer Centurion/Stone Atronach/Animated Skeleton one.

    7. Check this.
    Edited by logarifmik on April 23, 2018 9:49AM
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
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