How about no? You're trying to divide an already divided community even more. If you don't want fake roles, don't PUG.
Viewsfrom6ix wrote: »I am not here to impose my solution and definitely not claiming this will solve everything. I've only been playing for about 4 months and do not have the full context of the history of fake roles and the community's opinions. This is more of a proof of concept (POC) that I want to be critiqued on and refined. If ZOS does something, great, if not, no biggie. I just wanted to pick on people's brain on my POC as a newish player.
Numbers
mean
nothing
kids.
FrancisCrawford wrote: »By the achievement option I mean that you aren't allowed to queue for a harder dungeon unless you've accomplished enough in easier dungeons, perhaps specifically when you were queued in the same role.
That's, actually not a bad idea. Using Achievements earned in Normal would allow you access to Veteran. Though most Achievements are earned by simply one run, and people are carried through all the time. There should be one that requires time spent, multiple runs.
FrancisCrawford wrote: »[*] Requiring more than one normal clear per dungeon would annoy a lot of people, even if they weren't as extreme in their feelings as zvavi.
Viewsfrom6ix wrote: »Numbers
mean
nothing
kids.
This is completely false. If you had two random tanks wanting to join you in a trial or dung. One is CP 160 with 15k HP and the other is CP 810 with 40k HP. Every single time the latter would be picked.
This applies to real life. A college GPA is just a number and is not a complete representation of how well an individual preforms at a job. But more times than not the higher number is selected for an internship.
A number shows you have the knowledge and ability of DPSing, healing or tanking.
Viewsfrom6ix wrote: »Background:
This idea stemmed from https://forums.elderscrollsonline.com/en/discussion/548925/fake-tanking.
Currently group finder (GF) requires one tank, two damage dealers (DD) and one healer. Being a MMO, the game's population has a lot more DDs than tanks and healers combined. This leads to long queue times for DDs (20-40mins queue times and sometimes it lingers over an hour). Tanks have around instant to 5mins queue time and healers have around 5-10mins queue time. Because of the short queue time of tanks and healers, DDs change their role to tank to speed up their queue time.
What is a fake tank?
A tank's role is described as taunting (taking aggro from mobs/boss), basically diverting the damage to himself rather than the group. A bad tank is NOT a fake tank. This means if a DDs with zero attributes in health can still be a tank if they have the correct gears and taunt. A fake tank is a DD (or even a healer) queues as a tank role and has no gear or skills required to be one like having less than 15k hp and no taunt. In optimal and experienced groups, tanks are required to debuff enemy and buff group DPS as well but we are talking about GF here so this is not a necessity but more of a luxury.
Problem:
This game's dungeon difficulty scales from normal base game (T3) to vet base game/normal dlc (T2) to vet dlc (T1). I am generalizing here and not an actual representation of the dungeon's difficulties. T2 and T1 can be very challenging if the tank is not effective at taking aggro and surviving. If the tank doesn't take aggro, the mobs/boss will attack DDs and healer which leads to a wipe. If the tank can't survive, the mobs/boss will attack the DDs and healer which leads to a wipe. You guys get the point. No tank support = dead group.
Fake tanks have caused many failed T2 and T1 dungeon runs and wasted everyone's time. However T3 is the grey area, they are extremely easy and can be done in 5 mins with a half decent 4 DD group but does that mean this is the right thing to do? The community is split on this. One end thinking it is okay to fake tank on T3 dungeons but sometimes people overestimate their abilities and fake tank on T2 and even T1 dungeons. The other end thinks this is harmful to the community and is an exploit of the GF.
Solution:
This idea has been floated around by others, it is the idea of having two types of queues.
- Casual = No role requirement queue
- Serious = Role required queue (1 tank, 2 DDs, 1 healer)
Casual queue is exactly what you think it means. Anyone can queue without specifying any roles. This will allow the experienced or time limited players to quickly find a dungeon group and do their daily and pledges. Players queuing into casual will go in with the knowledge that they should not expect anything out of the other players as this is a casual queue. Meaning there could be no tank, no healer and bad DDs. Thus they can be prepared to bring self sustain skills/gears. No one should complain if their group is bad because this is the definition of casual queue. For all those DDs that are fake tanking or even fake healing, they can use casual queue because it is basically no different from the current GF.
Serious queue requires roles and will need set requirements met by each player respective to their role. Why? Because that is the only way to enforce it. I'm going to give some starter numbers and requirements only for the purpose of this discussion. It does not represent what I actually think the requirement should be.
Tank:
- Min 25k HP
- Min 20k Resistance
- Have shield slotted
- Have taunt skill slotted
Healer:
- Min 30k Magicka
- Have restoration staff slotted
- Have min 3 restoration staff skills slotted
DD requirement is tricky because anyone can do damage, so wait... why do we need requirements for DDs?Simple answer is players queuing into serious queue will want others to be half decent so we can't exclude DD from this. I've done many T2 dungeons as a healer and the DPS of the DDs are just abysmal causing several wipes and a horrible experience. The only method I can think of measuring a requirement for DD is a dummy parse number. Yes, I know a parse number does not represent a player's knowledge of dungeon mechanics and how they play in a real dungeon environment. A dummy parse number DOES represent how well a player knows DPS mechanics and their rotation. In most cases, a player that spends time into knowing their rotation will have at least basic knowledge on dungeon mechanics. My suggestion is for ZOS to add a solo instance of a dummy parse room near the Undaunted Enclaves. This room will contain a 6m trial dummy (basically the 21m dummy but with 6m health) so it isn't intimidating to new players.
DD:
- Min 35k DPS on the 6m trial dummy.
Conclusion:
This will solve the two problems. Experienced players wanting to fake tank T3 and T2 dungeons for a quick run. New/experienced players that want a good dungeon run without having to worry about fake roles.
What about the new players that cannot meet the requirement of the serious queue?
- IMO, the requirements are quite low and easily achievable at CP 160.
- They can use the casual queue and maybe the players are nice enough to not rush through everything
- Join a guild, there are PLENTY of beginner friendly guilds that are more than willing to help
- Lower the serious queue requirements even more and add a super serious queue with higher requirements.
I get that people can easily switch gears once they are in the dungeon. But if they've already spent the effort and time in meeting the requirements (leveling resto skill line, getting tank gears, getting taunt skill), they have essentially fulfilled that role. This is not an end all and be all solution but I think it will help the case of the fake tank, fake healer and fake/bad DPS problem.
Thanks for reading everyone and I look forward to the discussions.
TLDR:
Have two queues to satisfy everyone. One without roles and one with roles with requirements.
NO.
Quite simply you are again(like most of the others with similar ideas) trying to impose your view of what skills and build a tank should be...its not that black and white. My sap tank doesnt have a shield of ANY type slotted(well, except the group ice staff shield, and that is just a function of the aoe skill) It doesn't stop me from being able to sucessfully tank ANY of the tiers with just that setup...but your requirement that you think is "fair" locks that tank out of a serious group.
The fact of the matter is that EXPERIENCED tanks can run any number of unconventional setups and still survive fine. There are times I have tanked, DPSed, and healed all at the same time while selecting the tank role.
I have another tank that is more DPS focused, he pulls about 25k DPS while tanking...but because of that his max health is 24k, and I run him for quick non-DLC vet pledges and even some of the easier DLC vet dungeons(works fine for things like vCOS, vROM, vWGT, vICP, etc) I know very well not to take that tank into vDOM though, the stone watchers would wreck him quickly...my choice on the content to take him into is based on
As for splitting the queues...that is a terrible idea...or I should say, it is terrible to split the queues to START with. I am not against splitting queues...but the goal is not to reduce the pool size for possible players until you give them a choice AFTER they see wait times for a 1T/1H/2DPS group. For instance...as a DPS if I enter the general queue and see the conventional group wait time for a DPS is 40 minutes, but if I chose to go role-less queue its a 5 minute wait, then its on me whether to wait or not, but to split them off without giving wait time transparency beforehand is a bad idea because it makes the available pool smaller to start with...for instance someone may put up with a role-less queue because they think they are getting in faster...and while that is true, it negatively affects those conventional groups increasing their wait time....if you start with the same pool, then those in a hurry are always going to choose the shortest wait time regardless, so you dont have 100 DPS jumping in the role-less queue and 10 DPS jumping in the conventional queue...instead you have 110 DPS who are just going to choose the shortest wait time, so while 100 may still end up going to the role-less queue for expediency, the pool is still 110 for both queues.
There simply is no practical FAIR way to do what you want to do. You know what would happen if restrictions like that were actually placed? Tanks would stop using group finder entirely and the problem would become WORSE. I mean...if you try to tell me that I can't tank how I want to tank using the group finder...I simply will stop using it entirely. As long as I am doing the job of a tank, you need to stop trying to impose certain ways of tanking on me. Your idea punishes tanks...tanking is ALREADY a thankless job...the less appealing you make it, the more likely I will just stop tanking entirely.
Viewsfrom6ix wrote: »I am not here to impose my solution and definitely not claiming this will solve everything. I've only been playing for about 4 months and do not have the full context of the history of fake roles and the community's opinions. This is more of a proof of concept (POC) that I want to be critiqued on and refined. If ZOS does something, great, if not, no biggie. I just wanted to pick on people's brain on my POC as a newish player.
As for splitting the queues...that is a terrible idea...or I should say, it is terrible to split the queues to START with. I am not against splitting queues...but the goal is not to reduce the pool size for possible players until you give them a choice AFTER they see wait times for a 1T/1H/2DPS group. For instance...as a DPS if I enter the general queue and see the conventional group wait time for a DPS is 40 minutes, but if I chose to go role-less queue its a 5 minute wait, then its on me whether to wait or not, but to split them off without giving wait time transparency beforehand is a bad idea because it makes the available pool smaller to start with...for instance someone may put up with a role-less queue because they think they are getting in faster...and while that is true, it negatively affects those conventional groups increasing their wait time....if you start with the same pool, then those in a hurry are always going to choose the shortest wait time regardless, so you dont have 100 DPS jumping in the role-less queue and 10 DPS jumping in the conventional queue...instead you have 110 DPS who are just going to choose the shortest wait time, so while 100 may still end up going to the role-less queue for expediency, the pool is still 110 for both queues.
There simply is no practical FAIR way to do what you want to do. You know what would happen if restrictions like that were actually placed? Tanks would stop using group finder entirely and the problem would become WORSE. I mean...if you try to tell me that I can't tank how I want to tank using the group finder...I simply will stop using it entirely. As long as I am doing the job of a tank, you need to stop trying to impose certain ways of tanking on me. Your idea punishes tanks...tanking is ALREADY a thankless job...the less appealing you make it, the more likely I will just stop tanking entirely.
Viewsfrom6ix wrote: »NO.
Quite simply you are again(like most of the others with similar ideas) trying to impose your view of what skills and build a tank should be...its not that black and white. My sap tank doesnt have a shield of ANY type slotted(well, except the group ice staff shield, and that is just a function of the aoe skill) It doesn't stop me from being able to sucessfully tank ANY of the tiers with just that setup...but your requirement that you think is "fair" locks that tank out of a serious group.
The fact of the matter is that EXPERIENCED tanks can run any number of unconventional setups and still survive fine. There are times I have tanked, DPSed, and healed all at the same time while selecting the tank role.
I have another tank that is more DPS focused, he pulls about 25k DPS while tanking...but because of that his max health is 24k, and I run him for quick non-DLC vet pledges and even some of the easier DLC vet dungeons(works fine for things like vCOS, vROM, vWGT, vICP, etc) I know very well not to take that tank into vDOM though, the stone watchers would wreck him quickly...my choice on the content to take him into is based on
As for splitting the queues...that is a terrible idea...or I should say, it is terrible to split the queues to START with. I am not against splitting queues...but the goal is not to reduce the pool size for possible players until you give them a choice AFTER they see wait times for a 1T/1H/2DPS group. For instance...as a DPS if I enter the general queue and see the conventional group wait time for a DPS is 40 minutes, but if I chose to go role-less queue its a 5 minute wait, then its on me whether to wait or not, but to split them off without giving wait time transparency beforehand is a bad idea because it makes the available pool smaller to start with...for instance someone may put up with a role-less queue because they think they are getting in faster...and while that is true, it negatively affects those conventional groups increasing their wait time....if you start with the same pool, then those in a hurry are always going to choose the shortest wait time regardless, so you dont have 100 DPS jumping in the role-less queue and 10 DPS jumping in the conventional queue...instead you have 110 DPS who are just going to choose the shortest wait time, so while 100 may still end up going to the role-less queue for expediency, the pool is still 110 for both queues.
There simply is no practical FAIR way to do what you want to do. You know what would happen if restrictions like that were actually placed? Tanks would stop using group finder entirely and the problem would become WORSE. I mean...if you try to tell me that I can't tank how I want to tank using the group finder...I simply will stop using it entirely. As long as I am doing the job of a tank, you need to stop trying to impose certain ways of tanking on me. Your idea punishes tanks...tanking is ALREADY a thankless job...the less appealing you make it, the more likely I will just stop tanking entirely.
I agree with a lot of the points you mentioned but you use the word "impose" a few times and not sure why you feel that way. If you've read my post and comments.Viewsfrom6ix wrote: »I am not here to impose my solution and definitely not claiming this will solve everything. I've only been playing for about 4 months and do not have the full context of the history of fake roles and the community's opinions. This is more of a proof of concept (POC) that I want to be critiqued on and refined. If ZOS does something, great, if not, no biggie. I just wanted to pick on people's brain on my POC as a newish player.
VaranisArano wrote: »
Why not just add a multi-choice option to the group finder to specify the kind of group you'd be willing to join...?
[x] T H D D
[ ] H D D D
[ ] T D D D
[ ] D D D D
Make the choice available after level 50, so that new players always get the standard T H D D group. "Experienced" people can then decide if they want to run with 4 DD's or whatever.
This will shorten the queue times for your average DPS, while the hotshots can just run 3 (or 4) DD's and get the faster queue that they need.
katanagirl1 wrote: »
I can only guess that it is because I do not have a dedicated group and run dungeons every day that I cannot get guildies to help me.
Reworking 40+ dungeons that were originally designed for 4 man groups to account for the added number of players sounds like a LOT of work.solution would be to make 6 person group... 1 tank - 1 heal - 4 dps... so queing as dps wont take 1h averyage, but closer to 10min max... and people will stop fake tanking!
I'd like an "enrage" mechanic from dungeon bosses as a solution. Just an idea.The basic requirement for a tank is to have a taunt, nothing more. So Zos can require a player to have a taunt unlocked and can even require them to have it slotted to queue as a tank. The fake tank can swap it out after they get into a group or just not use it.
Viewsfrom6ix wrote: »Background:
This idea stemmed from https://forums.elderscrollsonline.com/en/discussion/548925/fake-tanking.
Currently group finder (GF) requires one tank, two damage dealers (DD) and one healer. Being a MMO, the game's population has a lot more DDs than tanks and healers combined. This leads to long queue times for DDs (20-40mins queue times and sometimes it lingers over an hour). Tanks have around instant to 5mins queue time and healers have around 5-10mins queue time. Because of the short queue time of tanks and healers, DDs change their role to tank to speed up their queue time.
What is a fake tank?
A tank's role is described as taunting (taking aggro from mobs/boss), basically diverting the damage to himself rather than the group. A bad tank is NOT a fake tank. This means if a DDs with zero attributes in health can still be a tank if they have the correct gears and taunt. A fake tank is a DD (or even a healer) queues as a tank role and has no gear or skills required to be one like having less than 15k hp and no taunt. In optimal and experienced groups, tanks are required to debuff enemy and buff group DPS as well but we are talking about GF here so this is not a necessity but more of a luxury.
Problem:
This game's dungeon difficulty scales from normal base game (T3) to vet base game/normal dlc (T2) to vet dlc (T1). I am generalizing here and not an actual representation of the dungeon's difficulties. T2 and T1 can be very challenging if the tank is not effective at taking aggro and surviving. If the tank doesn't take aggro, the mobs/boss will attack DDs and healer which leads to a wipe. If the tank can't survive, the mobs/boss will attack the DDs and healer which leads to a wipe. You guys get the point. No tank support = dead group.
Fake tanks have caused many failed T2 and T1 dungeon runs and wasted everyone's time. However T3 is the grey area, they are extremely easy and can be done in 5 mins with a half decent 4 DD group but does that mean this is the right thing to do? The community is split on this. One end thinking it is okay to fake tank on T3 dungeons but sometimes people overestimate their abilities and fake tank on T2 and even T1 dungeons. The other end thinks this is harmful to the community and is an exploit of the GF.
Solution:
This idea has been floated around by others, it is the idea of having two types of queues.
- Casual = No role requirement queue
- Serious = Role required queue (1 tank, 2 DDs, 1 healer)
Casual queue is exactly what you think it means. Anyone can queue without specifying any roles. This will allow the experienced or time limited players to quickly find a dungeon group and do their daily and pledges. Players queuing into casual will go in with the knowledge that they should not expect anything out of the other players as this is a casual queue. Meaning there could be no tank, no healer and bad DDs. Thus they can be prepared to bring self sustain skills/gears. No one should complain if their group is bad because this is the definition of casual queue. For all those DDs that are fake tanking or even fake healing, they can use casual queue because it is basically no different from the current GF.
Serious queue requires roles and will need set requirements met by each player respective to their role. Why? Because that is the only way to enforce it. I'm going to give some starter numbers and requirements only for the purpose of this discussion. It does not represent what I actually think the requirement should be.
Tank:
- Min 25k HP
- Min 20k Resistance
- Have shield slotted
- Have taunt skill slotted
Healer:
- Min 30k Magicka
- Have restoration staff slotted
- Have min 3 restoration staff skills slotted
DD requirement is tricky because anyone can do damage, so wait... why do we need requirements for DDs?Simple answer is players queuing into serious queue will want others to be half decent so we can't exclude DD from this. I've done many T2 dungeons as a healer and the DPS of the DDs are just abysmal causing several wipes and a horrible experience. The only method I can think of measuring a requirement for DD is a dummy parse number. Yes, I know a parse number does not represent a player's knowledge of dungeon mechanics and how they play in a real dungeon environment. A dummy parse number DOES represent how well a player knows DPS mechanics and their rotation. In most cases, a player that spends time into knowing their rotation will have at least basic knowledge on dungeon mechanics. My suggestion is for ZOS to add a solo instance of a dummy parse room near the Undaunted Enclaves. This room will contain a 6m trial dummy (basically the 21m dummy but with 6m health) so it isn't intimidating to new players.
DD:
- Min 35k DPS on the 6m trial dummy.
Conclusion:
This will solve the two problems. Experienced players wanting to fake tank T3 and T2 dungeons for a quick run. New/experienced players that want a good dungeon run without having to worry about fake roles.
What about the new players that cannot meet the requirement of the serious queue?
- IMO, the requirements are quite low and easily achievable at CP 160.
- They can use the casual queue and maybe the players are nice enough to not rush through everything
- Join a guild, there are PLENTY of beginner friendly guilds that are more than willing to help
- Lower the serious queue requirements even more and add a super serious queue with higher requirements.
I get that people can easily switch gears once they are in the dungeon. But if they've already spent the effort and time in meeting the requirements (leveling resto skill line, getting tank gears, getting taunt skill), they have essentially fulfilled that role. This is not an end all and be all solution but I think it will help the case of the fake tank, fake healer and fake/bad DPS problem.
Thanks for reading everyone and I look forward to the discussions.
TLDR:
Have two queues to satisfy everyone. One without roles and one with roles with requirements.
VaranisArano wrote: »
Yep because clearly that is the only normal dungeon that people could possibly ever want to queue for.
FG1 is one of the beginner dungeons of course its going to be easy even a group of level 10 players who have a rough idea of what they are doing are going to get through it easy enough.
My idea is about reducing the queue times for damage dealers, by increasing the number of damage dealers in a group.
It solves one of the main problems tanks have with the group finder, getting stuck with damage dealers that struggle to do enough damage to clear the dungeon, its fine if its one the group can carry them but if you get bad luck and its both and if its a harder normal dungeon, like a DLC one a lot of tanks and healers will just leave rather than wasting an hour in a normal dungeon.
Even if you get 4 lousy damage dealers, with a tank and healer to support them you should be able to clear the normal dungeons without too many problems.
While keeping Vet the same as it is for those that want the challenge.
It solves the fake roles problem by doubling the number of damage dealers getting into normal dungeons reducing queue times for those looking to get their daily random normal and pledges done quickly.
Simply if the queue times for Damage dealers become more reasonable, they are less likely to queue for a fake role.
I'd like an "enrage" mechanic from dungeon bosses as a solution. Just an idea.The basic requirement for a tank is to have a taunt, nothing more. So Zos can require a player to have a taunt unlocked and can even require them to have it slotted to queue as a tank. The fake tank can swap it out after they get into a group or just not use it.
If a taunt is not applied on the bosses in the first 5-10 seconds they would enrage (gaining a big damage shield and doing very high dmg to everyone). Application of a taunt would remove this enraged state if tank was late for some reason. It would also discourage other roles from running ahead by themselves and engaging the bosses before tank can catch up. If your group can kill the boss in less than 10 seconds fake tanking shouldn't be much of a problem anyway.
However players must be made aware of this effect, by showing a notification window when you queue for tank for the first time in your character as well as properly saying this in death recap, should the players die to an enraged boss.
Of course there'd be cases that need adjustments, such as tank disconnecting or tank leaving the group (other 3 players shouldn't be blocked from progressing the dungeon in such cases).