This, now it tend to work well enough for guild runs even in causal guilds as experience level is higher you get an mix of people leveling alts and people grinding CP.redgreensunset wrote: »Man I really wish people could just say they hate tanks and healers and move on. Would save all of us so much time. But if you want to do vet hm dungeons without tank and healer then get a premade group. Like not everyone can do a dungeon, regardless of difficulty, with only 4 DDs.
Also it wouldn't even necessarily fly for normal dungeons. Try getting 4 new, level appropriate characters in there, and do it 4 DD style and I assure you that you're being set up for frustration and failure.
But most have all ran into some horrible groups who failed or had failed had you not carried them.
Imagine 4 tanks.
redgreensunset wrote: »Man I really wish people could just say they hate tanks and healers and move on. Would save all of us so much time. But if you want to do vet hm dungeons without tank and healer then get a premade group. Like not everyone can do a dungeon, regardless of difficulty, with only 4 DDs.
Also it wouldn't even necessarily fly for normal dungeons. Try getting 4 new, level appropriate characters in there, and do it 4 DD style and I assure you that you're being set up for frustration and failure.
Grianasteri wrote: »There is already an issue with fake tanks and healers queuing for dungeons (for normal no one cares much, but for vet and vet HMs, its a big issue).
You can join in any combination with a pre-made group.
All but a few players are going to be either dps, heals or tank, so there is no issue queuing as the type of role you actually are. The issue is queue times for dps. But that is a separate issue.
If I need to get content done, gear farmed, I generally go with a healer/tank to reduce queue times, unless of course Im with a premade and can go dps as I please. Pledging as a dps in pugs is also ok, cos a lot more folk are in the queue you need.
VaranisArano wrote: »You've got it backwards. A tank, healer, and 2 damage dealers aren't some specialized deviation from the norm. They ARE the the norm. Dungeons are literally designed and balanced around having a tank, a healer, and 2 damage dealers. This is not invalidated when some people want to replace the tank or healer with another damage dealer.
So what does that mean for the whole "well, what about a separate non-role queue?"
Well, its asking the Devs to either:
A. Offer an official "at your own risk" queue to play group content in a way for which it was never designed
B. Make an official no-roles queue, and thus take official responsibility for making sure dungeons are balanced for no role as well as role groups.
Meanwhile, there's absolutely no benefit to the Devs here. Players can already get your desired effect by forming premades in zone and guilds. However, there are downsides:
1. You (and most people who suggest this, to be fair) assume that this separate queue will only be used by people who really are competent enough to complete all the dungeons with no tank or healer. LOL. No, a good number of poor to average players will use the queue hoping for lower wait times and fast, easy dungeons. The result will be more dungeon failures on harder dungeons and more complaints about the quality of group members.
2. In the case of A., the Devs now have to deal with the certain segment of players who do not understand that "at your own risk" in fact means you take responsibility for a bad experience. See the players who whine that the Daily Random Dungeon is not always the Daily Guaranteed Quick and Easy Dungeon.
3. In the case of B., that's a big development change for future dungeons and might require updating older content. Its rather hard to balance the same content for a group that may or may not have a tank or could have anywhere from 2 to 4 damage dealers. But if they don't, players will have a bad experience, as dungeons will be dramatically easier or harder than originally intended.
4. Groupfinder development: it took ZOS most of a year to get Groupfinder reworked, and even then several months to get it in working condition after the rework. They just finished it up at the beginning of this year - and we're talking about adding a whole second, parallel queue?
4. Another point of the Groupfinder is to backfill partial groups in dungeons. When you split the dungeon queue, people have to wait longer for replacements.
What this boils down to is asking ZOS to spend an enormous amount of time and effort to do properly something that you can already do with a bit of conversation in zone chat or your guilds. That makes it really unlikely.
The only current solution (and for the foreseeable future): you don't want to play the roles for which group dungeons are designed? Make a premade group.
I've suggested a few times there should be an option for players to opt in to allow non traditional groups. They would still be in the same queue and would still need to queue as one of the roles. The group finder would try first to place them in a traditional group and failing that would just put them in with three others that don't care if they get a traditional group or not. Maybe have a two minute wait while looking for a traditional group to stick you in before going with the other option?
I get that if you want to assemble a standard tank-healer-2damage-dealer group it is helpful to know preferred roles, but it is not as if that setup is in all cases necessary to clear the content. So why does the group finder obligate us to fit that pattern or lie about our role. Should there not be a 'none of the above' option for non-role-specialized players (e.g. solo PvE and PvP players) who just want group at their own risk to run a dungeon casually?
To be frank, I do not know much about the group finder use, because believe it or not I've always stumbled on that hurdle of having to specify a role I'm not specialized for. I suppose most people use 'damage dealer' as the default, but as I said, for me that would be a lie, because I tend to sacrifice a lot of damage for survivability. A specialized player would rightly be dissatisfied about being grouped with me.
Am I overlooking something? Am I being too scrupulous? What do you think?
EDIT for clarity in response to issues and concerns raised here. Required reading if you want to jump into the discussion without bothering to read the all answers so far
Having a 'no role' option would evidently have to be accompanied by its own algorithm for grouping. As several have suggested, it might mean you would only be grouped with others who have likewise selected 'no role' or perhaps people who specify a role could have this as a fall-back option.
We tend to do guild random normal like this, all is welcome, then if some can heal they select healer, then some select tank and we go. Granted its mostly people who level alts or grind cp who join so they have some experience.With normal dungeons, you might could complete them without the trinity. Several I've done if someone drops out we just keep going even finishing without ever getting the slot filled. But even some of those need a tank. So if its true for one in the system then its standard for all. And one thing about playing with a group, you should play with a group. If you enter in as a tank, healer or damage you should do the job as well as any tank, healer, damage. If you want to build your character the way you want that's great about the game. However, once you sign up to join other people you need to conform. That's quite disrespectful of other people to be dishonest like those people don't matter... like their time is yours to take.
Fur_like_snow wrote: »Always brings a smile to face to read that a ESO tank is just a DD with taunt on backbar.
VaranisArano wrote: »You've got it backwards. A tank, healer, and 2 damage dealers aren't some specialized deviation from the norm. They ARE the the norm. Dungeons are literally designed and balanced around having a tank, a healer, and 2 damage dealers. This is not invalidated when some people want to replace the tank or healer with another damage dealer.
So what does that mean for the whole "well, what about a separate non-role queue?"
Well, its asking the Devs to either:
A. Offer an official "at your own risk" queue to play group content in a way for which it was never designed
B. Make an official no-roles queue, and thus take official responsibility for making sure dungeons are balanced for no role as well as role groups.
Meanwhile, there's absolutely no benefit to the Devs here. Players can already get your desired effect by forming premades in zone and guilds. However, there are downsides:
1. You (and most people who suggest this, to be fair) assume that this separate queue will only be used by people who really are competent enough to complete all the dungeons with no tank or healer. LOL. No, a good number of poor to average players will use the queue hoping for lower wait times and fast, easy dungeons. The result will be more dungeon failures on harder dungeons and more complaints about the quality of group members.
2. In the case of A., the Devs now have to deal with the certain segment of players who do not understand that "at your own risk" in fact means you take responsibility for a bad experience. See the players who whine that the Daily Random Dungeon is not always the Daily Guaranteed Quick and Easy Dungeon.
3. In the case of B., that's a big development change for future dungeons and might require updating older content. Its rather hard to balance the same content for a group that may or may not have a tank or could have anywhere from 2 to 4 damage dealers. But if they don't, players will have a bad experience, as dungeons will be dramatically easier or harder than originally intended.
4. Groupfinder development: it took ZOS most of a year to get Groupfinder reworked, and even then several months to get it in working condition after the rework. They just finished it up at the beginning of this year - and we're talking about adding a whole second, parallel queue?
4. Another point of the Groupfinder is to backfill partial groups in dungeons. When you split the dungeon queue, people have to wait longer for replacements.
What this boils down to is asking ZOS to spend an enormous amount of time and effort to do properly something that you can already do with a bit of conversation in zone chat or your guilds. That makes it really unlikely.
The only current solution (and for the foreseeable future): you don't want to play the roles for which group dungeons are designed? Make a premade group.
Firstly, thanks for your elaborate response!
Secondly, see my earlier comment about 'wanting to replace tanks and healers'. I don't get where that comes from. Please explain.
Thirdly, as to the benefit vs recruiting in chat or via guilds, it is exactly the same as for anyone else using the group finder.
Fourthly I understand what you mean by what I'll summarize as 'expectation management'. But the fact that something wasn't designed for a particular play style, doesn't mean there's no demand for it. If you'd say 'we have to collect some data on that demand' before we decide, then well, of course, but to look away from a possible opportunity to provide a service just because you didn't anticipate the demand for it would be bad business.
Personally I never know what role to pick with my main character. I mostly solo with him and I would consider him a Brawler. He does 30 to 60k on mobs and dips down into the teens on main bosses when I solo group dungeons. When I run with a group I only go with guild members because my dps is not high enough to be considered as such and I don't have a taunt so I can't be a tank either. That said I can't tell you the last time I got killed in a normal group dungeon that doesn't have some sort of one shot ot team mechanic. I've even soloed a few vet versions.
I get that if you want to assemble a standard tank-healer-2damage-dealer group it is helpful to know preferred roles, but it is not as if that setup is in all cases necessary to clear the content. So why does the group finder obligate us to fit that pattern or lie about our role. Should there not be a 'none of the above' option for non-role-specialized players (e.g. solo PvE and PvP players) who just want group at their own risk to run a dungeon casually?
To be frank, I do not know much about the group finder use, because believe it or not I've always stumbled on that hurdle of having to specify a role I'm not specialized for. I suppose most people use 'damage dealer' as the default, but as I said, for me that would be a lie, because I tend to sacrifice a lot of damage for survivability. A specialized player would rightly be dissatisfied about being grouped with me.
Am I overlooking something? Am I being too scrupulous? What do you think?
EDIT for clarity in response to issues and concerns raised here. Required reading if you want to jump into the discussion without bothering to read the all answers so far
Having a 'no role' option would evidently have to be accompanied by its own algorithm for grouping. As several have suggested, it might mean you would only be grouped with others who have likewise selected 'no role' or perhaps people who specify a role could have this as a fall-back option.
VaranisArano wrote: »Personally I never know what role to pick with my main character. I mostly solo with him and I would consider him a Brawler. He does 30 to 60k on mobs and dips down into the teens on main bosses when I solo group dungeons. When I run with a group I only go with guild members because my dps is not high enough to be considered as such and I don't have a taunt so I can't be a tank either. That said I can't tell you the last time I got killed in a normal group dungeon that doesn't have some sort of one shot ot team mechanic. I've even soloed a few vet versions.
That should be sufficient for a damage dealer in normal dungeons. Most of the ones I meet seem to do around 10 to 15k DPS.
VaranisArano wrote: »Personally I never know what role to pick with my main character. I mostly solo with him and I would consider him a Brawler. He does 30 to 60k on mobs and dips down into the teens on main bosses when I solo group dungeons. When I run with a group I only go with guild members because my dps is not high enough to be considered as such and I don't have a taunt so I can't be a tank either. That said I can't tell you the last time I got killed in a normal group dungeon that doesn't have some sort of one shot ot team mechanic. I've even soloed a few vet versions.
That should be sufficient for a damage dealer in normal dungeons. Most of the ones I meet seem to do around 10 to 15k DPS.
I should probably quantify that statement, I don't do DPS tests per say, those numbers are from the built in DPS thing in Bandit's UI and I'm solo in a group dungeon so I know what I see is just me.
Not sure I follow. Are you saying that because the GF is full of less experienced players they need to go in as trinity because that's their best chance? But surely, that is for players themselves to decide? They also have to pick normal vs veteran. Why can't they be entrusted to take the gamble to go in in a non-standard group, where they are grouped with people taking the same risk? Is your argument that in that case the competence in the trinity queue would go down, making it harder for inexperienced groups? Please explain.
Also, what about queue times for DD? Is it better to leave them dangling there or picking an alternative 'fake role' , than doing what Kargen27 proposed and say: if people have been waiting for an X amount of time for their preferred role spot they can opt in to being grouped sub-optimally.
What's worse. Accepting long wait times and people faking roles to avoid them, or giving people the option to give it a shot with the best available group (probably mainly DD as it stands).
I thought I was clear that not all players are skilled enough to clear most, or even any, vet dungeons without the trinity. Most reasonably skilled players avoid the GF because there are so many bad players that use the GF and they would just rather not deal with it.
Varanis pointed out how low the GF DPS players can be, to which you agreed. However, that did not point out the other problem, is that they die all to often because they are oblivious to the damage that will kill them instantly if they do not move out (or block/shield) of the brightly telegraphed area.
You ask about the long queue times for DDs yet I never have a long queue time because I take the couple minutes it takes to form a group. Are you really suggesting it would be better to let those DDs enter into major fail groups because they cannot be bothered to form a group? In the end, you suggest giving people a shot at the best possible group but that is the best possible group of the worst possible players. That makes no sense. Especially when forming your own group is so easy.
I thought I was clear that not all players are skilled enough to clear most, or even any, vet dungeons without the trinity. Most reasonably skilled players avoid the GF because there are so many bad players that use the GF and they would just rather not deal with it.
Varanis pointed out how low the GF DPS players can be, to which you agreed. However, that did not point out the other problem, is that they die all to often because they are oblivious to the damage that will kill them instantly if they do not move out (or block/shield) of the brightly telegraphed area.
I understand what you're saying, just not how it is relevant to this discussion. I do not propose removing the 'trinity queue'.
Are you saying that it is bad to offer a non-trinity grouping because players need to be protected from themselves, even if they expressly indicate they are prepared to go in with an alternative group composition?You ask about the long queue times for DDs yet I never have a long queue time because I take the couple minutes it takes to form a group. Are you really suggesting it would be better to let those DDs enter into major fail groups because they cannot be bothered to form a group? In the end, you suggest giving people a shot at the best possible group but that is the best possible group of the worst possible players. That makes no sense. Especially when forming your own group is so easy.
If it were really that easy, why is there an excess of DD in the GF and why are there DD faking healer and tank to escape it? Mind, if someone fakes to be a healer or tank, then they know for certain the group won't be trinity. So there, all the fakers being complained about are people who are already settling for a suboptimal group. Why not facilitate it properly if there's demand for it?
And if it is that easy for you to form a group by other means, then why is this discussion even of interest to you? How is that an argument against an alternative? I find festivals a waste of time, but I'm not going to actively argue against them either.
Oreyn_Bearclaw wrote: »Simply put, 4 random DPS with no comms are going to fail 95% of the time in vet content. It is not in ZOS's interest to have a higher failure rate in group-finder than already exists.
I do think there is probably a sizable collection of normal dungeons where it probably wouldnt matter, but even on normal, certain things do need taunted a lot of the time.
The best thing ZOS could do with the groupfinder is to give more standard options. And they also probably need threshold criteria for people to queue for some of them. Make a groupfinder for max CP vet DLC. Make one for the daily pledges perhaps 300 CP and above (HMs disabled) and one for 600 CP and up (Hardmodes optional). Make a few different tiers of difficulty on vet. If I queue for tier one, I am probably not getting any DLC or some of the harder standard dungeons. Obviously these would need tweaked, but you get the idea.
This, as said we tend to do free for all in at least two guilds but this tend to be an mix of people getting alts to 50 and others grinding CP on multiple alts, so most has gear and some sort of rotation.In nomine taque et medicus et in dampnum furente, that is the reality of the dungeons of this game. If you want to do otherwise (which you can) just assemble a premade group with people that are aware of how things are going to be like. You already have an opportunity and option of adding friends and joining guilds, there might be people just like you that can get together and jump straight into the dungeon.
I thought I was clear that not all players are skilled enough to clear most, or even any, vet dungeons without the trinity. Most reasonably skilled players avoid the GF because there are so many bad players that use the GF and they would just rather not deal with it.
Varanis pointed out how low the GF DPS players can be, to which you agreed. However, that did not point out the other problem, is that they die all to often because they are oblivious to the damage that will kill them instantly if they do not move out (or block/shield) of the brightly telegraphed area.
I understand what you're saying, just not how it is relevant to this discussion. I do not propose removing the 'trinity queue'.
Are you saying that it is bad to offer a non-trinity grouping because players need to be protected from themselves, even if they expressly indicate they are prepared to go in with an alternative group composition?You ask about the long queue times for DDs yet I never have a long queue time because I take the couple minutes it takes to form a group. Are you really suggesting it would be better to let those DDs enter into major fail groups because they cannot be bothered to form a group? In the end, you suggest giving people a shot at the best possible group but that is the best possible group of the worst possible players. That makes no sense. Especially when forming your own group is so easy.
If it were really that easy, why is there an excess of DD in the GF and why are there DD faking healer and tank to escape it? Mind, if someone fakes to be a healer or tank, then they know for certain the group won't be trinity. So there, all the fakers being complained about are people who are already settling for a suboptimal group. Why not facilitate it properly if there's demand for it?
And if it is that easy for you to form a group by other means, then why is this discussion even of interest to you? How is that an argument against an alternative? I find festivals a waste of time, but I'm not going to actively argue against them either.
Oreyn_Bearclaw wrote: »Simply put, 4 random DPS with no comms are going to fail 95% of the time in vet content. It is not in ZOS's interest to have a higher failure rate in group-finder than already exists.
I do think there is probably a sizable collection of normal dungeons where it probably wouldnt matter, but even on normal, certain things do need taunted a lot of the time.
The best thing ZOS could do with the groupfinder is to give more standard options. And they also probably need threshold criteria for people to queue for some of them. Make a groupfinder for max CP vet DLC. Make one for the daily pledges perhaps 300 CP and above (HMs disabled) and one for 600 CP and up (Hardmodes optional). Make a few different tiers of difficulty on vet. If I queue for tier one, I am probably not getting any DLC or some of the harder standard dungeons. Obviously these would need tweaked, but you get the idea.
I highly doubt 4 DPS are going to fail 95% on vet dungeons...unless those dungeons are vet DLC...and even then, if the DPS are actually competent DPS, they are just going to burn it all down anyway...