I made that distinction. I mention groups needing random players and pre-made groups.
You are correct that the roles are defined by ESO. How we choose to play those roles should be left entirely up to us.
Your idea still locks content behind meeting some type of skill check. That should not be acceptable in any MMO.
Your idea doesn't prevent someone from qualifying as a tank, tossing away that gear, and going to a full DPS set-up in hopes of being able to just burn through a dungeon. Would just take them a little extra time to go through the training.
You're entitle to play those roles how you wish that is not in dispute however a healer still needs to heal, a Tank still needs to protect and a dps still needs to do damage. If your tank can't keep the boss focused on themselves and the instance requires it, then you're not doing your job as a tank. This is less necessary when you completely out gear an instance but for some people that's not the case.
These certification tests do not lock content more content that it not already currently locked away:
1) There are normal versions of all instances available for people to play, the normal certifications would be configured so that people passing these tests would be able to have a good chance of completing these normal dungeons. They could with little effort see almost all the content the game has to offer at the normal level. Spending five - ten minutes for a normal player going through this cert process which would teach them about their dungeon role and give them a helping hand would be a very useful thing.
2) Most if not all MMOs lock content behind skill checks. For ESO in particular:
Character Skins for Vet HM tiral kills
Vet Malestrom Arena weapons
Weapon sets for trials
Monster helms for Vet dungeons
etc etc
WoW, Ultima Online, AoC and many other MMOs did the same if you're the best you get more, it's a driving force behind all MMOs.
Regardig trolls. No I can't stop them, no one really can but I can make sure that trolls for the highest level certs have to pay a steep price.
MisterBigglesworth wrote: »rfennell_ESO wrote: »The way to fix queue jumpers is to make dungeons 5 or 6 man.
it's the nature of the 4 man group with a total lack of tanks that causes the issue.
Can't be that hard to scale it.
I came here to make this exact point. Even WoW has long DPS queues for 5-mans but it's nowhere near as bad as ESO. I think 6-man mode would solve this problem. There just simply aren't 25% of the population with a legitimate interest in the tanking role. I doubt it's even 16%, but it's close enough to that the queues would be significantly shorter for DPS.
Also, the system described by the OP is basically Proving Grounds in WoW, which worked well enough for it's time, but has long since gone by the wayside when the main small-group progression system for the past 2-3 years was shifted from queue-able content over to pre-made team content, combined with making nearly all queue-able relatively much easier. This is something they can afford to do with more than just 2 difficulty levels.
Content is already locked behind a performance test. Why do you think so many groups wipe or can't clear?Gotta vote no. You are assuming what defines a role. You are also locking content behind a performance test. Both go against the play as you want style this game is suppose to represent.
The simple fact that you select a role does not mean you will be able to do it. That is the source of the problem. And exactly what kids and trolls enjoy doing. There is no punishment.vonScuzzman wrote: »The easy solution? How about when your character reaches level 50 you select your role - forever.
I made that distinction. I mention groups needing random players and pre-made groups.
You are correct that the roles are defined by ESO. How we choose to play those roles should be left entirely up to us.
Your idea still locks content behind meeting some type of skill check. That should not be acceptable in any MMO.
Your idea doesn't prevent someone from qualifying as a tank, tossing away that gear, and going to a full DPS set-up in hopes of being able to just burn through a dungeon. Would just take them a little extra time to go through the training.
You're entitle to play those roles how you wish that is not in dispute however a healer still needs to heal, a Tank still needs to protect and a dps still needs to do damage. If your tank can't keep the boss focused on themselves and the instance requires it, then you're not doing your job as a tank. This is less necessary when you completely out gear an instance but for some people that's not the case.
These certification tests do not lock content more content that it not already currently locked away:
1) There are normal versions of all instances available for people to play, the normal certifications would be configured so that people passing these tests would be able to have a good chance of completing these normal dungeons. They could with little effort see almost all the content the game has to offer at the normal level. Spending five - ten minutes for a normal player going through this cert process which would teach them about their dungeon role and give them a helping hand would be a very useful thing.
2) Most if not all MMOs lock content behind skill checks. For ESO in particular:
Character Skins for Vet HM tiral kills
Vet Malestrom Arena weapons
Weapon sets for trials
Monster helms for Vet dungeons
etc etc
WoW, Ultima Online, AoC and many other MMOs did the same if you're the best you get more, it's a driving force behind all MMOs.
Regardig trolls. No I can't stop them, no one really can but I can make sure that trolls for the highest level certs have to pay a steep price.
Having to pass a certification test to join a dungeon run is locking content. If you fail the test you don't go.
Again I am all for a more advanced and intuitive tutorial program but requiring a certification test to be able to enter a dungeon for me is a no go. Have the test if you want and even offer a one time reward for finishing it. Don't require it as a prerequisite for joining a random group.
ESO is not most MMOs. Character skins, armor and weapons are not content. They are items. Items you get for finishing and meeting certain goals in the content. Content you would lock until the player passes a test. Better players get better gear in ESO now. This idea doesn't affect that in any way.
THe steep price thing...it potentially punishes all players just to provide a bit of inconvenience to the trolls.
just define the trinity rolls a bit more, have a bit more separation in the rolls
vonScuzzman wrote: »The easy solution? How about when your character reaches level 50 you select your role - forever.
Then ZOS can sell a role change token as well.
The problem:
People playing direct damage classes, usually, queue as a tank (mostly) or healer and can't perform the core requirements of the role in the dungeon finder group system.
The solution:
Dungeon certification!
There is already a certification system players are familiar and interact with for the crafting system to allow them to do writs to prove they can why not allow the Undaunted enclaves have a "Certification program" for all three individual roles? Not only would this be a great system for people using the dungeon finder tool but it would also provide an invaluable opportunity for ZOS to help train new players in the basics of instance running so that these players would become better MMO community members in general.
Certification would be based on character not account and would have three levels Normal, Veteran and Deadly Veteran which would tie into normal dungeons available at level 10, veteran dungeons available at champion level and DLC veteran dungeons available at CP 300.
The certification process should educate players at each level what they need to do in their role. At the normal level it would be quite basic for each role and only be open for people who had unlocked skills and trees appropriate to those roles such as one handed and shield and staves for tanking, Staves and or class skills for healing and other weapons for dps. You could integrate these comments into the current skill helping system with notations such as "This skill is used in the Undaunted dungeon training for x role at level 10" so that players were quite clear on the path they were choosing.
After the initial verification process for the role the player should be introduced to their NPC group which consists of NPCs fulfilling the roles of a dungeon and given a introduction to their role and what they need to do in the group to succeed.
The training itself should probably include a small trash clear and then one boss and depending on the difficulty level it should introduce concepts needed by the group for the players role and how to test them. For example during the trash clear a tank should gather up the hard hitting adds and try and snare the rest or soft CC them. Interrupting casters where possible and other key items while protecting the group. A dps should avoid damage where possible help interrupt and aoe down adds.
There should be small tests of these skills which should be highlighted for example during the trash run a tank should have his screen paused and a big mark placed on a obviously tanky add that is going to kill the healer. The Tank should then taunt that add and control it. Failure to do this would result in healer dying and the training session resetting.
For boss mechanics the same training concepts would apply and new players should be training how to block heavy attacks, interrupt the boss, heal a group under pressure and not stand in fire as well being trained on learning obvious boss mechanics signs while being tutored by the undaunted instructors.
You could make this a lot more fun bot not using real monsters but undaunted members in dress up gear being scary for a little levity during the process.
For more advanced levels such as Veteran and Deadly Veteran it's not so much mechanics training but capability testing. Can the DPS meet a certain minimum requirement such as 15K for deadly veteran. Can the boss take that heavy attack from the boss and live while the healer brings them up? Can the player avoid the very obvious instant death mechanic by hiding behind a wall?
There is also the potential of adding advanced role concepts such as a Tank / Healer when someone is certified for Deadly veteran and also additional certifications for higher levels of DPS by completing the Deadly veteran run in a specific period of time up to the 20 / 25 and 30 K mark as well as healing and tanking with more advanced skill sets and more difficult circumstances so you could queue at higher levels and get matched with those people who had earned the same training levels.
There is also the possibility of Advanced roles being fulfilled such as Tank / healer and Healer / DPS and if you pass these certifications you can queue as both roles but the requirements would be strict such as You need to do this certain level of DPS 15 / 20 / 25 / 30K while making sure no one dies under the same advanced training scenario.
I think this system has great merit hot only for training new players but also guaranteeing that only the most dedicated trolls can queue into a tank / DPS role and interfere with a parties progress.
Also I think it would be a fun mini game edition to ESO.
Thanks for reading.
Edit:
Since I didn't specifically say so this system wouldn't and shouldn't cover completely pre made groups of four people; they should be excluded. If full groups want to play their way more power to them. However as soon as you look for one random other person the certifications would apply.
The problem is that Z0$ lumps all dungeons into one group. There is an enormous difference between Fungal Grotto and Cradle of Shadows, or between The Banished Cells and Fang Lair. When as a damage dealer, I que up for a random daily normal, why should I have to wait for 10minutes to infinity? I usually just want to run a simple dungeon to help level up a skill line. I'm nearly max cp, and understand my role well.
While it's totally acceptable and easy to use inner fire and tank Fungal Grotto, the same cannot be said of every dungeon. The easiest fix would be to revamp and FIX the group finder tool. People have been asking for it for years. Stop forcing every dungeon into one possible tier. Make three tiers, and let people choose which tier for randoms. Give the same xp so people don't continue to que as tanks. Right now it's usually the only way to get in a group within a reasonable amount of time.
I'm not trying to insult, but it just seems like an unavoidable observation. The devs seem complacent, slow and a bit dull. They make random and wild nerfs, tons of garbage armor and weapon sets no-one uses. Loads of things that make no sense to anyone with even an average intellect and intelligence. There seems to be no-one with a strong sense of objectivity and balance to lead them.
You wait for 10 minutes to infinity because there are no tanks or healers available it's as simple as that, if you wanted to change that situation under this system then certify as a normal tank (however you can) and double queue. Problem solved.
FYI normal tank certification would be a trivial 5 minute exercise for you.
jaschacasadiob16_ESO wrote: »The simple fact that you select a role does not mean you will be able to do it. That is the source of the problem. And exactly what kids and trolls enjoy doing. There is no punishment.vonScuzzman wrote: »The easy solution? How about when your character reaches level 50 you select your role - forever.
As a matter of fact, it would be as simple as having a proper black list system in place: you won't be grouped with anyone who's blacklisted. At some point, those kids/trolls, even if playing their real role, won't group up with anyone and must group manually.
Because I'd much rather see proof of proven success, vice someones ability to read a guide, watch a youtube build, and buy from a guild trader.I think that you go about the problem in wrong way, instead of doing some certifications etc. they should either:
1. Set your role based on your skills and gear you have, it would become locked when entering dungeons
or make a character that can do the short supplied role yourself, and then you don't always have to wait.2. Due to low tank based characters introduce tank bots (or something along the line) if your queue exceeds 5 minutes waiting time due to no tanks queueing (but for example you cannot do hard mode with it or any dlc dungs).
In the end nothing will be done as the queue tends to be broken a lot and not many people find tanking fun to be (I am among those ppl). SO let's just stick with making guild/friends runs for dungs.
That's already the case. Once upon a time all the vet 2 dungeons (when they were the only vet dungeons) needed a solid group to clear, let alone HM. When IC was released, most groups barely got to Planar Inhibitor, let alone Kena or even HM.Wifeaggro13 wrote: »[...]
Had this combat design made tanking and healing more rewarding or even rquired in more content you would have less of these issues. Eventually zos will just nerf the content to where you dont need anything but a meta dps to complete.