witchdoctor wrote: »First, a few assumptions on my part:
1. People 'faking' a role, ultimately, is a neutral issue. It likely does make the queue move faster. In the event the fake cannot perform (e.g., the content is such the role is required), then voting to kick is a perfect solution.
2. Forming your own group is the answer to almost every perspective. Don't like fakes? Queue with a pre-made. Don't like low DPS? Queue with a pre-made. Want to read everything? Want to blow through everything? Queue with a pre-made.
3. CP and gear inflation is probably a culprit. We are at the point that, once you cross a certain skill (with the game) threshold, the trinity is no longer required for a lot (perhaps the majority) of content.
4. Sill disparity. There is likely truth to the idea that experienced tanks (in particular) do not queue so as to avoid being stuck with unskilled DPS.
5. 'Play as you want,' means we are unlikely to see dramatic changes in direction. ESO is a trinity MMO on paper only. In reality, it is a DPS-centric model. The answer to almost any problem is to bring more firepower.
6. The playerbase has developed a cultural viewpoint that the random daily dungeon is just another daily in the sense that its sole purpose is to give a large chunk of XP. It is not to 'group,' 'teach,' or in anyway socialise. It is a daily like any other, a chore to be done as quickly and efficiently as possible. This led to the 'abuse' of porting to FG1 and 'fuels' the prevalance of 'fakes.'
If then, the question is how to make the GF better, the answer would depend on what purpose the GF serves.
Personally, I think the GF's primary purpose is to backfill. The 'reward' for doing a random is to be the 'missing person.' It is not envisioned to be a 'daily' in the model of a crafting writ.
If I am wrong, and it is meant to be a 'daily,' then I think it is a mistake for the reward for base game dungeons to be the same as DLC.
I acknowledge if you think the GF is a 'daily,' then you are likely happy with the status quo. Fair enough, like most 'problems,' the answer depends on what you think the outcome should be.
I think potential GF solutions might include:
1. Remove the beginner dungeons from the random queue. In my opinion, these dungeons are now only useful for new players.
2. They could still be queued for manually, but you would no longer get FG1 as a result for your random normal or veteran dungeon.
2. Instead, increase the reward from the intial quest turn-in to give incentive for new players to do them. This may mean placing their drops (e.g., BSW) elsewhere.
3. Make the veteran random daily more attractive. I'll be honest, I do not know how. It should not be something as simple as, 'the tank gets %50 more XP,' as the obvious outcome is more fake tanks in content that becomes more likely to require a tank for an increasing percentage of people. Perhaps, a new currency? Or a bonus to XP gain for a period of time (similar to the AP bonus for killing a delve boss in Cyro).
4. Provide an incentive to queue for the now-removed dungeons. Again, maybe some short-term bonus would serve well.
Ideally, I think if the GF were no longer considered a daily, but as an actual means to put together a group for a dungeon, a match-making lobby might be better.
witchdoctor wrote: »Basically, I think ZOS needs to find a way to make the GF into more of a match-maker than a daily-giver.
A fake can be kicked right in front of the last boss, it teaches something.
Grianasteri wrote: »witchdoctor wrote: »First, a few assumptions on my part:
1. People 'faking' a role, ultimately, is a neutral issue. It likely does make the queue move faster. In the event the fake cannot perform (e.g., the content is such the role is required), then voting to kick is a perfect solution.
2. Forming your own group is the answer to almost every perspective. Don't like fakes? Queue with a pre-made. Don't like low DPS? Queue with a pre-made. Want to read everything? Want to blow through everything? Queue with a pre-made.
3. CP and gear inflation is probably a culprit. We are at the point that, once you cross a certain skill (with the game) threshold, the trinity is no longer required for a lot (perhaps the majority) of content.
4. Sill disparity. There is likely truth to the idea that experienced tanks (in particular) do not queue so as to avoid being stuck with unskilled DPS.
5. 'Play as you want,' means we are unlikely to see dramatic changes in direction. ESO is a trinity MMO on paper only. In reality, it is a DPS-centric model. The answer to almost any problem is to bring more firepower.
6. The playerbase has developed a cultural viewpoint that the random daily dungeon is just another daily in the sense that its sole purpose is to give a large chunk of XP. It is not to 'group,' 'teach,' or in anyway socialise. It is a daily like any other, a chore to be done as quickly and efficiently as possible. This led to the 'abuse' of porting to FG1 and 'fuels' the prevalance of 'fakes.'
If then, the question is how to make the GF better, the answer would depend on what purpose the GF serves.
Personally, I think the GF's primary purpose is to backfill. The 'reward' for doing a random is to be the 'missing person.' It is not envisioned to be a 'daily' in the model of a crafting writ.
If I am wrong, and it is meant to be a 'daily,' then I think it is a mistake for the reward for base game dungeons to be the same as DLC.
I acknowledge if you think the GF is a 'daily,' then you are likely happy with the status quo. Fair enough, like most 'problems,' the answer depends on what you think the outcome should be.
I think potential GF solutions might include:
1. Remove the beginner dungeons from the random queue. In my opinion, these dungeons are now only useful for new players.
2. They could still be queued for manually, but you would no longer get FG1 as a result for your random normal or veteran dungeon.
2. Instead, increase the reward from the intial quest turn-in to give incentive for new players to do them. This may mean placing their drops (e.g., BSW) elsewhere.
3. Make the veteran random daily more attractive. I'll be honest, I do not know how. It should not be something as simple as, 'the tank gets %50 more XP,' as the obvious outcome is more fake tanks in content that becomes more likely to require a tank for an increasing percentage of people. Perhaps, a new currency? Or a bonus to XP gain for a period of time (similar to the AP bonus for killing a delve boss in Cyro).
4. Provide an incentive to queue for the now-removed dungeons. Again, maybe some short-term bonus would serve well.
Ideally, I think if the GF were no longer considered a daily, but as an actual means to put together a group for a dungeon, a match-making lobby might be better.
I very much agree regarding the issues you have highlighted.
I am not so sure about any of the suggested solutions though.
Its a good point that needs understood, it seems to me that GF for dungeons was not designed to create an instantly accessible dailly quest/xp content. But that is how people treat it. The idea for dungeons is that you group up with premades, and the GF backfills. You hit the nail on the head.
The problem is of course many folk like to play solo, and many folk want xp and transmute crystals and monster helms etc.
I also think a lot of folk who are playing solo, need to get out of the mindset that they queue and just sit around waiting getting frustrated. Go and do something else while you wait. Delv, WB, crafting, farming, questing, housing, fashion, etc.
Last night while I queued for about my 300th+ run of Arx Corinium (no, the UI shock staff wont drop), I went about my business happily farming in Craglorn. Within half an hour I had dropped 3 potent Nirncrux and 1 Fortified Nirncrux, not to mention a shed load of other resources. This isnt wasted time, Im not frustrated waiting for the dungeon. & yeah, after Ive done my farm runs if the dungeon hasnt popped, I just go do it solo.
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/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑