It is great to think of ideas, but it is also wise to think about what Zos would consider and how to sell them on it.
The idea presented, besides being far to involved for a mere normal dungeon, which is where all this starts, it also puts Zos into a position of clearly telling players they are not good enough. It has Zos telling players they failed and that is a bad idea for a game designer.
If you want to run with players who are pre-judged form your own group. You can even go with a decent PvE guild since many have ranks based on a players proven ability, but asking Zos do to this for you is just a pipe dream.
Further, the only thing Zos can actually do to prevent fake tanks/healers is to require having a taunt or heal unlocked.
The best thing you can do when faced with a fake tank or fake healer is to kick them from the group. If the rest of the group does not oblige then at least you did what you could. If players started doing this it would go a long way to get rid of fake tanks since they would get tired of not getting their dungeons done after being kicked from group after group.
I don't think it's "too involved". It could easily be a part of the quest that introduces you to pledges, and you'd also get a rundown of what role does what, and how dungeons and the proving grounds are related. That way you'd earn the key you get for that quest.
As for telling players they aren't good enough... Isn't that exactly the same as when they can't complete a dungeon after wiping over and over for hours? If anything, this would be a helpful indicator of your progress, and give confidence to those that do get a green light for certain dungeons.
And you're wrong about what ZOS can do. You're looking for an absolute solution, but creating an environment where there is less incentive to queue as a fake would do wonders too. And yeah, getting kicked is part of it, which would happen a lot more if you sign up for a regular qualified group and get a fake instead.
You didn't address the speed issue at all anywhere in the thread other than to say it was addressed in other threads.
Dude, I'm literally saying it AGAIN in the post you're quoting. Seriously, if you're not going to read what I'm saying, I'm not going to read your stuff. I'll just quote what I already said in regards to queue and completion speed in this thread:@temjiu
The "segregation" that you don't like will make sure that the existing tanks actually want to queue as tanks rather than switch to a DD. (...) Helping bad DDs helps bring good tanks back to the RDF (...)A lot of *real* tanks queue as DDs because the DDs they end up with are bad. This would make sure that does not happen. So the tanks that are present will actually have no reason (besides their mood) to not go in.
Furthermore, the new tanks would no longer have to be afraid of bad performance because they can test their build in the proving grounds, and get a score and see where they would be doing fine. (...)The reason that tanks especially pop immediately is because there is a significant shortage of tanks in the game, healers is a bit better, but still dps outpaces them by an exponential amount.
There would be more tanks in the queue if there wasn't a ton of really bad DDs in there too. The bad DDs are the reason why tanks don't queue for randoms. This system would solve it by allowing qualified tanks to just say that they will only run with qualified DDs.And they would complete it a lot faster if they didn't get kicked because of queuing as a fake with qualified people. The very reason for going as a fake is to make things faster, my proposal does exactly that by making sure you get good enough players in your group (if you opt for it).
If you're still going to say I didn't address the speed, I'll just assume you're trolling.
@ZeroXFF
I think were still at an impasse. You believe that tanks don't queue because of bad DPS, and they form the bulk of they players that would tank. I believe that most players don't play tanks due to perceived pressure and being in the "spotlight". Your position comes from the perspective of someone who tanks regularly in the game (and seems to like it from the sound of it...your still doing it?), My perspective comes from someone who plays whatever role is needed, and quite often just plays what I want.
redspecter23 wrote: »As always, the absolute easiest solution and the least amount of work for ZOS is for players to just use the dungeon finder as a last resort instead of the first one. Guilds, friends, zone, etc and queue up to fill in the gaps. It's not what people want. We all seem to want to just press a button and be instantly sent to our content, but the mechanics of the game keep that from being quite so simple when you have a large difficulty disparity in random dungeons as well as a massive gap in player skill level.
If it wasn't possible to do a dungeon with a fake tank or fake healer people wouldn't queue as them as it would just waste time, but as it stands only the newest DLC dungeons require one or both of those roles.
It is great to think of ideas, but it is also wise to think about what Zos would consider and how to sell them on it.
The idea presented, besides being far to involved for a mere normal dungeon, which is where all this starts, it also puts Zos into a position of clearly telling players they are not good enough. It has Zos telling players they failed and that is a bad idea for a game designer.
If you want to run with players who are pre-judged form your own group. You can even go with a decent PvE guild since many have ranks based on a players proven ability, but asking Zos do to this for you is just a pipe dream.
Further, the only thing Zos can actually do to prevent fake tanks/healers is to require having a taunt or heal unlocked.
The best thing you can do when faced with a fake tank or fake healer is to kick them from the group. If the rest of the group does not oblige then at least you did what you could. If players started doing this it would go a long way to get rid of fake tanks since they would get tired of not getting their dungeons done after being kicked from group after group.
I don't think it's "too involved". It could easily be a part of the quest that introduces you to pledges, and you'd also get a rundown of what role does what, and how dungeons and the proving grounds are related. That way you'd earn the key you get for that quest.
As for telling players they aren't good enough... Isn't that exactly the same as when they can't complete a dungeon after wiping over and over for hours? If anything, this would be a helpful indicator of your progress, and give confidence to those that do get a green light for certain dungeons.
And you're wrong about what ZOS can do. You're looking for an absolute solution, but creating an environment where there is less incentive to queue as a fake would do wonders too. And yeah, getting kicked is part of it, which would happen a lot more if you sign up for a regular qualified group and get a fake instead.
First, it would not provide helpful feedback. It would merely state you failed or passed to achieve whatever requirement was attempted.
So yes, it would be Zos telling players they such at DPS or whatever.
Second, yes, it is involved. Heck, for tank you are requiring much more than what is required to tank many 4 man dungeons, which is a great example of why these ideas are not good.
Specifically, debuffing is not a requirement for tanking any 4 man dungeon (neither is buffing players). So you are setting a bar higher than is required for someone to be able to tank.
I am not wrong about what Zos can do. Yes, they can do a lot stuff that will not solve the issue, but since but since a taunt is all that is needed to be a tank that is all that is required.
Heck, and for DPS, what would be required there, 4k dps? Normal dungeons can be cleared with less than that per DPS which means the bad DPS issue that keeps most good tanks out of the GF would not change. Heck, I think I have tanked in normal dungeon when the DPS contributing that much and we still cleared, but it is runs like that where I decided I had enough.
If you want requirements as you state find a decent guild that screens players, or at least form your own group.
I know what you are saying and I am responding that what you are saying is wrong in a number of areas. It will not speed anything up at all. In fact for some it will make the queue take longer. I don't know of any tanks that queue as DPS. I have never seen anyone complain that a tank joined their group as a DPS. That makes zero sense.
I know what you are saying and I am responding that what you are saying is wrong in a number of areas. It will not speed anything up at all. In fact for some it will make the queue take longer. I don't know of any tanks that queue as DPS. I have never seen anyone complain that a tank joined their group as a DPS. That makes zero sense.
Of course it makes zero sense, because what you think I said is not what I said. It's pretty stupid to assume that a tank will go with a pure tank character to a dungeon as a DD, but let me introduce you to what seems to be an absolutely novel idea for you: people can have more than one character. And even on the same character they might be able to perform more than one role. And yeah, even though I can tank on my templar, I'd rather go as a DD even with a longer queue, because then the chance that it will be completed (and fast) is much higher than if I went in as a tank.
As for your other concerns - in other games the dungeon queues are split heavily based on level and gear. Sorting dungeons based on a combination of skill, level and gear that is verified to work in the given environment is a huge step up. This will also cause fewer low CP people being kicked from dungeons right from the start.
Also I fail to see how adding an ability to measure tank and healer skill for guild recruitment is a bad thing, since as you said the same thing already exists for DDs.
just make dungeon gear bind on equip....
people who are 4 dps'ing a dungeon arnt there because they want to do a dungeon. there there for gear.
it will 1) cut down the amount of people who are actually dps in q (making shorter q's for dps) 2) if you are doing dungeons still you obviously want to do dungeons and not burn thru it, the shorter q's for dps then there is no need to q as a fake anything
@kargen27
Dude, it's like you're not even talking to me, just quoting my statements as an excuse to sperg out.
SakuraRush wrote: »
SakuraRush wrote: »
v2.0
Full stam/Full mag/Must have no Shields equipped/Put max health cap 20-22k = DPS
Full health/Tri-stat/Min Health req. 23-25k or above = Tank
Full mag + Restoration staff = Healer
Problem solved! Again!
This, the dungeon finder has serious issues, this get worse if it has high load so adding more stuff for it to do will generate more bugs.SakuraRush wrote: »This assumes changes could be made to the dungeon finder without further breaking it. Adding an "any group" option would likely break the finder and for no apparent reason somehow break provisioning.
The fact is the finder can not be "fixed" because the problem is the players not the tool. The tool is a problem for other reasons, just not this one.
Want more tanks to use the finder, make tanking outside of dungeons/trials more fun.
For example I have received zero drops on a world boss during the CWC event as a tank. I received zero drops on Murkmire world bosses during the opening days as a tank. Regular overland content is simply a chore as a tank.
In order to speed it up I could swap CP, gear, and attributes. Which would be a gold sink but more importantly a time sink. It would also mean carrying yet even more gear on top of the various tanking sets I carry.
Want a real fix for the finder, get rid of it altogether. Add a LFG chat channel.
Agenericname wrote: »SakuraRush wrote: »
v2.0
Full stam/Full mag/Must have no Shields equipped/Put max health cap 20-22k = DPS
Full health/Tri-stat/Min Health req. 23-25k or above = Tank
Full mag + Restoration staff = Healer
Problem solved! Again!
Stamina healers?
Agenericname wrote: »SakuraRush wrote: »
v2.0
Full stam/Full mag/Must have no Shields equipped/Put max health cap 20-22k = DPS
Full health/Tri-stat/Min Health req. 23-25k or above = Tank
Full mag + Restoration staff = Healer
Problem solved! Again!
Stamina healers?
No thanks. No one wants stamina healers in their party.
Agenericname wrote: »Agenericname wrote: »SakuraRush wrote: »
v2.0
Full stam/Full mag/Must have no Shields equipped/Put max health cap 20-22k = DPS
Full health/Tri-stat/Min Health req. 23-25k or above = Tank
Full mag + Restoration staff = Healer
Problem solved! Again!
Stamina healers?
No thanks. No one wants stamina healers in their party.
Stamina healers do. I don't have an issue with them at all.
Just make everyone a templar or warden healer, problem solved.
AcadianPaladin wrote: »Simple solutions do not hold up due to creative players. Wanna queue as a fake tank? Reallocate your dps stats to 62/1/1.
'Problem solve!'
@ZeroXFF
I think were still at an impasse. You believe that tanks don't queue because of bad DPS, and they form the bulk of they players that would tank. I believe that most players don't play tanks due to perceived pressure and being in the "spotlight". Your position comes from the perspective of someone who tanks regularly in the game (and seems to like it from the sound of it...your still doing it?), My perspective comes from someone who plays whatever role is needed, and quite often just plays what I want.
OP is correct that a majority of skilled tanks choose to not queue via GF because of very low DPS as well as healers. Myself and some other experienced players like to queue up for randoms to help others, but we tend to queue as a healer (or as a DPS with a support person already in our group since we can do good dps while also healing. We tend to pull more than both DPS combined.
I also queue with a 3 player group, even for vet dungeons. Sometimes find a decent player in those groups. But have also told the group (voice comms) to not rez the pug if they were dying a lot and their dps was not so good. They get their clear still.