daedalusAI wrote: »I presented you the factsdaedalusAI wrote: »Donny_Vito wrote: »daedalusAI wrote: »Donny_Vito wrote: »daedalusAI wrote: »Donny_Vito wrote: »You can probably pull 50 other threads (some with multiple pages of discussion) about this topic. There is no easy solution.
Either you increase queue time by restricting access to certain dungeons, or you keep things the way they are and hope the community handles it.
Define handle.
You have limited options:
- You kick the abysmal players right away and hope RNG is on your side to get a suitable replacement
- You suffer through the dungeon with abysmal players, taking twice the time or more
- You yourself leave the group
- You never touch the dungeon finder again
I don't think there is an easy solution, but you did outline a few options.
On top of that, you could also communicate to that person that their actions are hurting the group. I'm sure some people are going to reply and say "that's useless to do as that person probably doesn't even care" but that's an easy cop-out to do nothing and let status quo be the way it is. There is a chance that the person doesn't know they are making a mistake. When I first started tanking, I was using a 2h and didn't really taunt a lot. I got called out and someone pointed me to some references on how I could properly tank. I wasn't salty, I took the criticism and learned from it. So I'd say there is a chance you could help other players without taking the route of kicking them.
People don't know what they're doing and they also don't care if you tell them, if they even understand English or can be bothered to read chat - they just want a convenient carry.
You have to be in the tiniest minority possible as you did listen to criticism as a means to improve.
How do you help someone who deliberately queued into the hard parts of the dungeon finder, but clearly lacks even the most basic of understanding?
How did you come to that conclusion? Honestly, it seems like you just want an easy solution. There is not one. Either take some time and energy to help other people out, or just deal with how the DF currently works.
This. Also, with how they are coming off here I wonder how abrasive they came off in the dungeon and how well they actually explained things when they comment like this. There are two sides to every story.
Regardless, with this attitude the best suggestion is form your own group.
Now you have my curiosity: what's the story of a Reverse Slice spamming person as his AoE tool of choice who tells you he doesn't care when you point out the low damage, considering he deliberately queued for vet?
LOL. I suppose the same person who after three failed GF attempts in BC II would think I can read minds.
You want to ensure you have a decent group form it yourself instead of expecting Zos to hold your hand in GF. We pretty much realize that people who come to the forums to complain about failed GF groups were part of that group, part of the failure, yet choose to blame the other three.
daedalusAI wrote: »Isn't the dungeon finder supposed to hold my hand due to requirements in place to determine the kind of player which is allowed to queue for something, you know, like ilvl requirements in FF14 or WoW for certain content using their dungeon finder?
daedalusAI wrote: »Donny_Vito wrote: »daedalusAI wrote: »Donny_Vito wrote: »daedalusAI wrote: »Donny_Vito wrote: »You can probably pull 50 other threads (some with multiple pages of discussion) about this topic. There is no easy solution.
Either you increase queue time by restricting access to certain dungeons, or you keep things the way they are and hope the community handles it.
Define handle.
You have limited options:
- You kick the abysmal players right away and hope RNG is on your side to get a suitable replacement
- You suffer through the dungeon with abysmal players, taking twice the time or more
- You yourself leave the group
- You never touch the dungeon finder again
I don't think there is an easy solution, but you did outline a few options.
On top of that, you could also communicate to that person that their actions are hurting the group. I'm sure some people are going to reply and say "that's useless to do as that person probably doesn't even care" but that's an easy cop-out to do nothing and let status quo be the way it is. There is a chance that the person doesn't know they are making a mistake. When I first started tanking, I was using a 2h and didn't really taunt a lot. I got called out and someone pointed me to some references on how I could properly tank. I wasn't salty, I took the criticism and learned from it. So I'd say there is a chance you could help other players without taking the route of kicking them.
People don't know what they're doing and they also don't care if you tell them, if they even understand English or can be bothered to read chat - they just want a convenient carry.
You have to be in the tiniest minority possible as you did listen to criticism as a means to improve.
How do you help someone who deliberately queued into the hard parts of the dungeon finder, but clearly lacks even the most basic of understanding?
How did you come to that conclusion? Honestly, it seems like you just want an easy solution. There is not one. Either take some time and energy to help other people out, or just deal with how the DF currently works.
This. Also, with how they are coming off here I wonder how abrasive they came off in the dungeon and how well they actually explained things when they comment like this. There are two sides to every story.
Regardless, with this attitude the best suggestion is form your own group.
Now you have my curiosity: what's the story of a Reverse Slice spamming person as his AoE tool of choice who tells you he doesn't care when you point out the low damage, considering he deliberately queued for vet?
Yes, and no its an major difference between normal and vet dungeons but player skills is also better.Donny_Vito wrote: »daedalusAI wrote: »xpixelatedtkox wrote: »Donny_Vito wrote: »You can probably pull 50 other threads (some with multiple pages of discussion) about this topic. There is no easy solution.
Either you increase queue time by restricting access to certain dungeons, or you keep things the way they are and hope the community handles it.
This.
How to avoid abysmal players:
- Form your own group.
Simple as that.
That indeed is one option, but it doesn't even attempt to solve the underlying issues:
- People don't have to learn anything about how the combat works while during overland content
- People can queue for the hardest dungeon content right away as there are 0 requirements other than being lvl 50
This is not necessarily true. Vet DLC dungeons have a CP 300 requirement, so really you'll only get stuck with low CP characters in the base game Vet dungeons. I won't try to be too "elitist" but let's be honest, the base game vet dungeons feel like normal dungeons with how much DPS we can put out right now (might change next patch though).
FACT: This thread is about the Group Finder, and feedback suggesting changes to it
FACT: One way in which most multiplayer games ARE judged, and rightfully so, is how well they put together random players such that the chance of having a positive experience for all is as high as possible. This is one VALID metric that busy people with limited play time use to decide which games to play. ESO currently FAILS this bigtime, but with just a few relatively low resource tweaks, could pass with flying colors.
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Are the above perfect? or the only solutions? Neither, but they are better than nothing and would be steps in the right direction. Good games have good random team formation functionality, bad games do not. There is no reason whatsoever why ESO cannot be a "good" game in this respect with some tweaking.
FACT: One way in which most multiplayer games ARE judged, and rightfully so, is how well they put together random players such that the chance of having a positive experience for all is as high as possible. This is one VALID metric that busy people with limited play time use to decide which games to play. ESO currently FAILS this bigtime, but with just a few relatively low resource tweaks, could pass with flying colors.
snip
Are the above perfect? or the only solutions? Neither, but they are better than nothing and would be steps in the right direction. Good games have good random team formation functionality, bad games do not. There is no reason whatsoever why ESO cannot be a "good" game in this respect with some tweaking.
There are no games that are good at matching random teams. Some are just easy enough that you are not too bothered that the skill of your average PUG teammate is somewhere between plain potato and freshly picked blueberry. Which leads to "positive experience".
The only fix to groupfinder woes is to cut dungeon difficulty to overland levels. But then no decent player will be interested in it of course.
FACT: One way in which most multiplayer games ARE judged, and rightfully so, is how well they put together random players such that the chance of having a positive experience for all is as high as possible. This is one VALID metric that busy people with limited play time use to decide which games to play. ESO currently FAILS this bigtime, but with just a few relatively low resource tweaks, could pass with flying colors.
snip
Are the above perfect? or the only solutions? Neither, but they are better than nothing and would be steps in the right direction. Good games have good random team formation functionality, bad games do not. There is no reason whatsoever why ESO cannot be a "good" game in this respect with some tweaking.
There are no games that are good at matching random teams. Some are just easy enough that you are not too bothered that the skill of your average PUG teammate is somewhere between plain potato and freshly picked blueberry. Which leads to "positive experience".
The only fix to groupfinder woes is to cut dungeon difficulty to overland levels. But then no decent player will be interested in it of course.
There are games that are much easier because their builds are pretty much limited and mechanics are pretty simple. WoW and FF are two such games. So it is hard to get a really bad group as a result.
Considering you admitted to two failed GF groups attempts in BC II and still went to GF for a totally random group for a third attempt vs the sound idea of forming your own group your judgement can safely be called into question.
The OP does not actually suggest any changes.
Being there is a minimum requirement for each dungeon via GF that were changes not long ago after feedback from players what they are requesting is essentially there.
OP is basically just complaining because they were part of some failed groups.
Fact: In every MMORPG I have played I have been able to get better groups consistently forming my own group vs having a computer form a random group for me. To call suggesting such a sound (and easy) advice as fallacious is rather fallacious itself.
There are no games that are good at matching random teams.
The only fix to groupfinder woes is to cut dungeon difficulty to overland levels. But then no decent player will be interested in it of course.
... just another red herring that you and posters like you specialize in.
... just as fallacious and vapid in this thread as they always are in similar threads.
1. Impose DPS metrics on a standardized "starter dummy boss" at the beginning of the dungeon. If X Team DPS is not achieved, ANY players may leave the team without penalty from that point on and the remainder can decide whether to continue or requeue.
2. Require minimum HP (say 22k), resists (say 20k) and a taunting skill on one bar to queue into vet as a tank.
3. Require a restoration staff equipped to queue as a healer.
4. Require X% of fully leveled, morphed skills to queue as ANY role in vet.
5. Require completion of the normal version of the dungeon X times before vet is unlocked.
6. A solo "dungeon tutorial" zone/quest with an innate DPS meter that explains the roles in greater depth, MAKES the player block, roll dodge, interrupt, and plain run out of red or they fail. Prompts the DPS player to lay dots then apply spammables in a sequence. Tank and Heal versions could do similar. This would not cost much in resources to set up.
7. "Simulacrum" rooms accessible to players where they can practice, select different scenarios, etc., that are more than boring dummy humping. Several games, some far older than this one, have such functionality. Warframe and the old "Champions Online" come to mind off the top of my head.
witchdoctor wrote: »Wow. You come off as a tad bit hostile.
witchdoctor wrote: »Wow. You come off as a tad bit hostile.
Wow. You come off as an aardvark. Did I convince you? No? Saved me some time replying, thanks.
The OP does not actually suggest any changes.
Irrelevant. Just another red herring that you and posters like you specialize in.Being there is a minimum requirement for each dungeon via GF that were changes not long ago after feedback from players what they are requesting is essentially there.
Another completely irrelevant red herring and non sequitur wrapped into one. Just because the GF has been changed in the past or even yesterday does not invalidate OP's concerns and right to feedback about it today without being CONSTANTLY fallaciously derailed by you and yours. And those changes obviously do not address OP's concerns invalidating the "essentially there" nonsense.OP is basically just complaining because they were part of some failed groups.
aaannnnd, let's wrap it all up with a straw man. OP did not post anything like the above.Fact: In every MMORPG I have played I have been able to get better groups consistently forming my own group vs having a computer form a random group for me. To call suggesting such a sound (and easy) advice as fallacious is rather fallacious itself.
Utterly nonresponsive to my my post. Do you have anything to say about the actual thread topic? The group finder in ESO? or just more fallacies and hollow post count fluffing?
The OP does not actually suggest any changes.
Irrelevant. Just another red herring that you and posters like you specialize in.Being there is a minimum requirement for each dungeon via GF that were changes not long ago after feedback from players what they are requesting is essentially there.
Another completely irrelevant red herring and non sequitur wrapped into one. Just because the GF has been changed in the past or even yesterday does not invalidate OP's concerns and right to feedback about it today without being CONSTANTLY fallaciously derailed by you and yours. And those changes obviously do not address OP's concerns invalidating the "essentially there" nonsense.OP is basically just complaining because they were part of some failed groups.
aaannnnd, let's wrap it all up with a straw man. OP did not post anything like the above.Fact: In every MMORPG I have played I have been able to get better groups consistently forming my own group vs having a computer form a random group for me. To call suggesting such a sound (and easy) advice as fallacious is rather fallacious itself.
Utterly nonresponsive to my my post. Do you have anything to say about the actual thread topic? The group finder in ESO? or just more fallacies and hollow post count fluffing?
So if your opinion differs you call it a red herring and when a comment directly addresses what you stated it is irrelevant if it is inconvenient to what you stated.
Fact: we have all given our opinions on the matter and none are more important than the others. By calling other people thoughts on the matter red herrings you are merely being dismissive when offering nothing better of value.
witchdoctor wrote: »... just another red herring that you and posters like you specialize in.... just as fallacious and vapid in this thread as they always are in similar threads.
Wow. You come off as a tad bit hostile.
Also just because you capitalise it, and put it in bold, opinion is not 'fact.' Any adult not in a coma should probably know that.
Also, none of your ideas are particularly new, and come with any number of issues.1. Impose DPS metrics on a standardized "starter dummy boss" at the beginning of the dungeon. If X Team DPS is not achieved, ANY players may leave the team without penalty from that point on and the remainder can decide whether to continue or requeue.
So each dungeon now requires an additional dummy parse before the start? What if the problem in that particular PUG is not the DPS, but the tank or healer?2. Require minimum HP (say 22k), resists (say 20k) and a taunting skill on one bar to queue into vet as a tank.
This has been beaten to death in every 'fake' thread. Unless skills are locked to the bar, it won't solve anything. Locking skills would be a bad idea because, at a minimum, changing skill loadouts between AOE trash and ST boss fights is a good option.3. Require a restoration staff equipped to queue as a healer.
Why pigeon hole. What if a healer using class skills and 2 destro staffs is better/sufficient?4. Require X% of fully leveled, morphed skills to queue as ANY role in vet.
So an experienced player on a new alt cannot queue?5. Require completion of the normal version of the dungeon X times before vet is unlocked.
Same as above.6. A solo "dungeon tutorial" zone/quest with an innate DPS meter that explains the roles in greater depth, MAKES the player block, roll dodge, interrupt, and plain run out of red or they fail. Prompts the DPS player to lay dots then apply spammables in a sequence. Tank and Heal versions could do similar. This would not cost much in resources to set up.
Won't cost much in resources? Says who? You?
It is otherwise a commonly suggested idea. One I also like.7. "Simulacrum" rooms accessible to players where they can practice, select different scenarios, etc., that are more than boring dummy humping. Several games, some far older than this one, have such functionality. Warframe and the old "Champions Online" come to mind off the top of my head.
Yes, as above, a more interactive tutorial may be helpful.
But tying it to the ability to use the GF may prove ... inflamatory ... amongst a segment of the player base.
EDIT to finish: and this is why forming your own group/relying on guild mates is advised. If you PUG, you get PUGs.
daedalusAI wrote: »Can I paraphrase your stance on the matter as: "The status quo of the dungeon finder is good enough and doesn't need any change, as you have the workaround of making your own groups"?
daedalusAI wrote: »Intriguing how you didn't discuss any of his factual points, but instead dismissed all of them with the broad stroke of "opinion is not a fact". Are you sure you want to discuss the matter of the dungeon finder?
daedalusAI wrote: »My OP is about the dungeon finder and its lacking requirements, and yet the majority in here parrots about "make your own group" or "you should teach them", but that's not even the topic: I want to use the functionality called dungeon finder without getting people who just now learn in a vet dungeon what moving out of bad means.
daedalusAI wrote: »The quality of the dungeon/group finder is a good metric to go by: I remember when Heroes of the Storm changed their group finder from "Making equally balanced teams" to "Shortest queue time by throwing long-term players and complete beginners in the same group" - and the resulting games were just laughable, as the overwhelming majority of games were just one-sides stomps.
ESO is doing the latter: minimal requirements which don't even deserve to be named so, as it's just the level/CP number as gating mechanism, 0 in-game tools or help to properly learn ESO's combat and then I reckon opting for the "Shortest queue possible".
daedalusAI wrote: »I want to use the dungeon finder to get groups, but having started doing pledges a few days ago I've already seen the abyss in terms of player performance: fake tank, fake heal, low to high CP who shouldn't be near vet content for for at least a couple of months, but can queue for them anyway etc.
How can it be that people who barely got their toes wet in terms of understanding ESO's combat are allowed to queue for the hardest content right away?
Just now I had a CP 260 templar only spamming Jabs, or a 400ish CP DK hitting Reverse Slice on full HP enemies as his means of AoE - and my patience is getting really thin after just a few days.
As the item level caps at CP 160 it's not a suitable metric to go by, and the amount of CP someone accumulated also doesn't tell anything.
Having the normal dungeon being done as the requirement for the vet version could be a metric, but difficulty does spike quite a lot between normal and vet.
daedalusAI wrote: »I want to use the dungeon finder to get groups, but having started doing pledges a few days ago I've already seen the abyss in terms of player performance: fake tank, fake heal, low to high CP who shouldn't be near vet content for for at least a couple of months, but can queue for them anyway etc.
How can it be that people who barely got their toes wet in terms of understanding ESO's combat are allowed to queue for the hardest content right away?
Just now I had a CP 260 templar only spamming Jabs, or a 400ish CP DK hitting Reverse Slice on full HP enemies as his means of AoE - and my patience is getting really thin after just a few days.
As the item level caps at CP 160 it's not a suitable metric to go by, and the amount of CP someone accumulated also doesn't tell anything.
Having the normal dungeon being done as the requirement for the vet version could be a metric, but difficulty does spike quite a lot between normal and vet.