That is not true. There has been many people that disagreed with story mode and the thread still died. Threads that don't have a lot of support( used in this case to mean people commenting not for/against) to keep them alive die quickly. IE: not a lot of people interested in that feature. However, threads on fixing the dungeon issue between groups of people may be active for a week or weeks as people debate back and forth and new people see it on the front page and chime in.Threads that everyone agree with die quickly. while those that stay on the frontpage are the ones that are controversial. the only exception are threads that people dont want to let go of, like the bosmer passives, i think they did great job keeping that one up as long as they could.
I actually said a majority...for both groups which is true. There are always exceptions. Rewards, in this case, doesn't always mean an actual reward at the end. Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc.of course you didnt, because you assumed that people that rush are always driven by reward, which is essentially not true, i just chose to use a more accurate term.
if you calculated it on time spent to achieve the desired goal when they first entered the dungeon, the quester always loses because he has to run the dungeon at least twice plus out of dungeon time. So you conveniently ignored the goal of each of the two sides in your rebuttal. Even though the focus of your example, which i quoted, included "aims" IE: goals here:3 speed runners losing 5 minutes each by wasting for total of 15 minutes. or 1 slow pacer losing 5 minutes by group completing dungeon real quick. time out of the dungeon, obviously not calculated because:
So the only way your rebuttal argument works is if:1 person gets their aim, you, while the 3 speedruners, lost half their aim each, of running as fast as they can for crystals, ending up in a lost 1.5 of a person's aim(time(?)) worth.
So your "solution", which does not solve the original problem, is to make another problem more persistent? Faking through a dungeon, or even worse changing their character just to accommodate someone that wont slow down a little bit.2. each group member can slot sword and board, pierce armor, self heal, chains, and tank the dungeon, which mean 2 minutes queue top. not 10-20 minutes. and if they dont enjoy tanking, they can slot a resto staff, deal damage while throwing a heal occasionally. for a 5 minutes queue.
This entire point shows the selfishness of the speed runners. They do the easiest dungeons to get the most crystals in the fastest time despite people who are trying to learn dungeons are trying to play through it.They can do that quest only 18 times (even more if they create more characters). they can also abandon the quest at the end, and re-run it. additionally he can do other 50+ quests per zone. while the speedrunner can do only random normals for fast crystals.
What i typed is a general observation based on experience in this game and many others, but for this exact topic mostly this one, because dungeons are not usually burned through in other games like here. Your perspective though keeps focusing on that reward seeking players must always come first( even though it ruins the play for the fun group as well). It is this view that " i must have my reward therefore my needs are more important than yours" from this group that cause the issues.everything else you typed is highly biased (and generally, not even true).
I didnt assume that in my original no. But i did in your scenario because an overwhelming majority of quest runners will play as DPS as many will be new and there are far more DPS in general than heals and tanks combined. So the chances of them being DPS is significantly higher than being either of the other two. So i am going to of course argue the rule not the exception. If healers were the most likely, i would argue their queue time. It is easy to rebut an exception but not so easy to rebut the rule.additionally, you assumed that the slow pacer queued as dd. which is by itself selfish.
I was not being toxic, i was giving a fair assessment. Reward driven people tend to have at least some of the qualities i said that are dominate. It has to do with psychology, but that is not an appropriate discussion for here. I have no ill will towards reward driven people. I understand their motives and the way they think( also for reasons i wont go into). I made this quite clear in my post that they are not the demons they may seem like when i list traits and behavior common to the group.and ye. i like to be the devil advocate when people are overly toxic towards a crowd that doesn't deserve it. especially when both sides can be just as toxic, reference to a slow pacer being toxic:
Since Zos started weaving the storyline each year through the dungeons I have suggested a solo mode was very much appropriate.
That is the only justification needed. If nothing else but for the dungeons, Zos has adding where the story directly connects to the yearlong story.
Not sure why OP suggests the stories for the dungeons have been nerfed as they seem to remain unchanged. Even the specific dungeon OP mentions are still the same story today as it was in April 2014. The only thing that has changed is Zos has nerfed the challenge (not the story) and power creep has been huge. However, OP is advocating a story mode which would be an easier mode that can be soloed. There is no reason to ask for an easier mode that requires a group because we already have that.
To the points made.
1. Of course. But Zos not seen it as something they want to do.
2. Have no idea what the "old stories" are. Evey dungeon has a story so there are old stories to bring back.
3. I expect there would be a basic achievement for clearing it in the most basic mode though that should be granted to anyone who clears it at any difficulty level. There is no need, or reason, for achievements beyond that.
4. Firm no to extra items into story mode as it should only meet the most basic need for seeing the story. The more difficult the mode the more that should come with it. Not the other way around.
5. Again, absolutely not. This is just a simple story mode and should have not have added rewards.
6. Again, a firm no as it goes against the design of the antiquities system. I am not aware of a single lead that requires a specific difficulty for a dungeon.
7. Again, no. The story mode of a dungeon should be the same story or else it defeats the purpose. As such there should not be any additions to the lore via story mode.
8. No point to knowledge of lore required to complete an arena. The requirements would be posted on a website for us to get the answers making it rather pointless.
My default position on dungeons in MMOs is "What story?". Has been for years. There's just no possible way to understand what's going on unless you can solo it because you're probably going to have a hard time finding a group that will actually take the time to read the quest text.
There was a time in MMO history when the natural flow and difficulty of a dungeon would slow people down enough that you could at least get some idea of what's supposed to be going on. Now though it's as if the RPG part of MMORPG just doesn't even register with people. It's like everyone has decided that MMOs should be Diablo clones, where the game is simply about slaughtering as many enemies as fast as possible with godlike characters.
amm7sb14_ESO wrote: »I'm pretty much of the mind that dungeons and trials should have absolutely 0 story to them period. Group gameplay is not conducive to stories.
refer to this thread. and the other thread i linked earlier. and show me the many that disagreed.Anotherone773 wrote: »That is not true. There has been many people that disagreed with story mode and the thread still died. Threads that don't have a lot of support( used in this case to mean people commenting not for/against) to keep them alive die quickly. IE: not a lot of people interested in that feature. However, threads on fixing the dungeon issue between groups of people may be active for a week or weeks as people debate back and forth and new people see it on the front page and chime in.Threads that everyone agree with die quickly. while those that stay on the frontpage are the ones that are controversial. the only exception are threads that people dont want to let go of, like the bosmer passives, i think they did great job keeping that one up as long as they could.
no. that is an opinion. not a fact.Anotherone773 wrote: »I actually said a majority...for both groups which is true. There are always exceptions. Rewards, in this case, doesn't always mean an actual reward at the end. Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc.of course you didnt, because you assumed that people that rush are always driven by reward, which is essentially not true, i just chose to use a more accurate term.
1. no, we are not, because it has nothing to do with time wasted for each person.Anotherone773 wrote: »if you calculated it on time spent to achieve the desired goal when they first entered the dungeon, the quester always loses because he has to run the dungeon at least twice plus out of dungeon time. So you conveniently ignored the goal of each of the two sides in your rebuttal. Even though the focus of your example, which i quoted, included "aims" IE: goals here:3 speed runners losing 5 minutes each by wasting for total of 15 minutes. or 1 slow pacer losing 5 minutes by group completing dungeon real quick. time out of the dungeon, obviously not calculated because:So the only way your rebuttal argument works is if:1 person gets their aim, you, while the 3 speedruners, lost half their aim each, of running as fast as they can for crystals, ending up in a lost 1.5 of a person's aim(time(?)) worth.
1) We ignore that the quester has to run the dungeon at least one more time
2) We ignore the goal you set in your original scenario.
3) We live by Vulcan philosophy, of the needs of the many outweigh the needs of the one( they don't). For this one the benefit of slowing down a little bit would greatly improve the experience for the quester and have very little impact on the runners. However speeding though the dungeon has a significant impact on the quester as all the time he spent queuing for and doing the dungeon this time has been wasted. You also can't combine the total benefit of the questers because they dont get a group benefit. They each only benefit 5 minutes. One runner does not extra benefit from the other two's 5 minutes.
u could argue that it shows the selfishness of the questers (your term, not mine) to go into a place that gives rewards for the quest instead of doing overland solo quests. ps. normal dungeons teach u nothing.Anotherone773 wrote: »So your "solution", which does not solve the original problem, is to make another problem more persistent? Faking through a dungeon, or even worse changing their character just to accommodate someone that wont slow down a little bit.4. each group member can slot sword and board, pierce armor, self heal, chains, and tank the dungeon, which mean 2 minutes queue top. not 10-20 minutes. and if they dont enjoy tanking, they can slot a resto staff, deal damage while throwing a heal occasionally. for a 5 minutes queue.This entire point shows the selfishness of the speed runners. They do the easiest dungeons to get the most crystals in the fastest time despite people who are trying to learn dungeons are trying to play through it.They can do that quest only 18 times (even more if they create more characters). they can also abandon the quest at the end, and re-run it. additionally he can do other 50+ quests per zone. while the speedrunner can do only random normals for fast crystals.
no. i said that in a group of 3 speeders, and one questers, the quester should be ready to yield. i did not say anything about any other composition, and never did.Anotherone773 wrote: »What i typed in a general observation based on experience in this game and many others, but for this exact mostly this one, because dungeons are not usually burned through in other games like here. Your perspective though keeps focusing on reward seeking players must always come first( even though it ruins the play for the fun group as well). It is this view that " i must have reward therefore my needs are more important than yours" from this group cause the issues.everything else you typed is highly biased (and generally, not even true).
"because an overwhelming majority of quest runners will play as DPS" yes. selfish. i mostly distribute my tanking and dding time in pugs equally.Anotherone773 wrote: »I didnt assume that in my original no. But i did in your scenario because an overwhelming majority of quest runners will play as DPS as many will be new and there are far more DPS in general than heals and tanks combined. So the chances of them being DPS is significantly higher than being either of the other two. So i am going to of course argue the rule not the exception. If healers were the most likely, i would argue their key time. It is easy to rebut an exception but not so easy to rebut the rule.additionally, you assumed that the slow pacer queued as dd. which is by itself selfish.
no. using an opinion to put negative traits to a specific crowd, regardless of it being right or wrong, is toxic. if u didnt like the previous example, here are more toxic comment examples:Anotherone773 wrote: »I was not being toxic, i was given a fair assessment. Reward driven people tend to have at least some of the qualities i said. It has to do with psychology, but that is not an appropriate discussion for here. I have no ill will towards reward driven people. I understand their motives and the way they think( also for reasons i wont go into). I made this quite clear in my post that they are not the demons they may seem like when i list traits and behavior common to the group.and ye. i like to be the devil advocate when people are overly toxic towards a crowd that doesn't deserve it. especially when both sides can be just as toxic, reference to a slow pacer being toxic:
Your brain cant process how you are being selfish
the evil demons
Ironically this same group throws an absolute fit
of course i didnt comment on it, your whole premise is wrong, you cant put people in 2 groups for 2 reasons:Anotherone773 wrote: »My solution, which you never actually commented on, was not to put fun driven before reward driven or vice versa because both groups are entitled to get the same level of enjoyment out of the game. They just can't do it together as i clearly stated. So it would be best for both groups enjoyment if they ran content separate and understand that if they venture in the other groups queue they should expect to run like that group. Not everyone wants to run for rewards all the time and vice versa. So my solution fits everyone and hurts no one...which is why you ignored it.
Several that disagreed in this thread alone.refer to this thread. and the other thread i linked earlier. and show me the many that disagreed.
Rather than backtrack this to show you where its not true ill instead focus onno. that is an opinion. not a fact.Anotherone773 wrote: »I actually said a majority...for both groups which is true. There are always exceptions. Rewards, in this case, doesn't always mean an actual reward at the end. Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc.of course you didnt, because you assumed that people that rush are always driven by reward, which is essentially not true, i just chose to use a more accurate term.
which was your reply to me "saying nothing about speed runners".of course you didnt, because you assumed that people that rush are always driven by reward, which is essentially not true, i just chose to use a more accurate term.
The bolded parts are the key toNot all reward driven players are the evil demons it seem i am describing them as and not all fun driven players are the happy hippies, i seem to describe them as.
It is true i was talking about a majority which i stated here. I know it is true because i am the author of that sentence and can verify both that is what was said and what i meant. The second part of that quote is also true because i am the author of that as well. This particular part you quoted:I actually said a majority...for both groups which is true. There are always exceptions. Rewards, in this case, doesn't always mean an actual reward at the end. Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc.
i was clarifying for you that is what i mean by rewards is not limited to the drops or RGF bonuses. Everything i said in what you quoted is true, you just misinterpreted it.Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc
I don't understand why you keep calling people selfish for playing DPS? I never said anything about another scenario either so i don't know what you are on about. I have only talked about your scenario.no. i said that in a group of 3 speeders, and one questers, the quester should be ready to yield. i did not say anything about any other composition, and never did.
I never did either so i don't know what you are on about. I have only talked about your scenario.no. i said that in a group of 3 speeders, and one questers, the quester should be ready to yield. i did not say anything about any other composition, and never did.
I don't think you understand what toxic means. Some definitions for you:no. using an opinion to put negative traits to a specific crowd, regardless of it being right or wrong, is toxic. if u didnt like the previous example, here are more toxic comment examples:
This is literally the only defense anyone can ever manage. One of the reasons dungeons are not as popular in this game is because of the toxic players, the pressure to be good before you enter, and the incompatibility of two different groups make them unpleasant for everyone.1. longer queue times, hitting "both" groups.
We have one group now so this reason doesnt even make sense. But i can tell from experience what is important to both groups, playing heals allows you to spend a lot of time observing in this game.2. you cant put people in one group or another. there is a whole spectrum. more than that. where will you put people that enjoy the combat? where will you put people that like to ghost run through dungeons? where will you put people that want to hear the whole dialogs? where will you put people that will take 5 minutes break every boss? there are many many, many, different reasons to go to a dungeon, with a specific playstyle in mind. you cant put it in 2 groups.
amm7sb14_ESO wrote: »I'm pretty much of the mind that dungeons and trials should have absolutely 0 story to them period. Group gameplay is not conducive to stories.
a real solution would be:
1. add solo reward-less (with standard quest rewards, heck, even have the skill point) story mode.
2. lower crystals from random normal to 5. if it was dlc dungeon 7. random vet 10. if it gave a dlc then 15.
3. option to resign from dlc/non dlc when doing a random.
4. add 3 crystals for every worldboss/delve daily.
5. add 2 crystal for every non daily quest completed.
@Anotherone773
We have addressed your solution in a separate thread. And the main reason why your “casual and advanced” filter doesn’t work is because it doesn’t solve the problem that you are trying to address.
This is not a problem because, in case you didnt read... which you didn't, there are mechanisms that keep reward driven players out of the casual queue:Because the type of people that you were complaining about will do whatever queue is faster. No matter if it inconveniences other people, because they don’t care.
I consider your comment on this to be irrelevant and since changes are required for any solution. The way you THINK the DF would need to work in those " points" were also not likely to be the way it was implemented.2. Would actually be more complicated to pull off as I laid out in the previous thread - just because you refuse that answer doesn’t make it less true.
That is false. My solution relies on given both groups what they want the most from the experience without the groups needing to run that content together. There is no reason why a reward driven player would want to queue casual and no reason a fun driven player would want to go in advanced. In both cases they are more likely to be booted and told to properly queue for dungeons.3. Your solution is relying on the concept of a persons better nature, their goodwill, and the individuals modicum of common sense and decency. Which doesn’t work, it never has.
Im not talking about speed runners in this thread. I am talking about a larger group of reward driven players and they exist in every game from start to finish. The toxic players, which is a much smaller group, are ones that typically drive discussions like this.Also Story Mode has been a request for over three years even before speed runners became an issue.
It is a good solution TO YOU because it gives YOU what you want, while appeasing literally no one else. Your solution solves a problem for tiny sliver of the dungeon running population. My solution solves the problem for the ENTIRE population of dungeon running players. Also i dont believe dungeons should ever have a SOLO option which what many story modes suggestions have been. If you want a solo story mode, do delves there are dozens of them. Dungeons are group content and should stay that way. We have plenty of single player content already. This is an MMO not TES 6.It’s a great solution Not only for those who want to play at their own pace and don’t want to beholden to a group - but also works for ZOS who keeps weaving the dungeons into the year long story.
Already happens with the solution I and others presented.1. It is filled more heavily with casual players, which slow reward players down.
2. The crystals rewards are cut by 50% in casual.
In the advanced queue, as i explained in one of those posts, you didnt bother to read before commenting, players can queue for 2 of 3 of the roles. They can "dual role" in dungeons.
I consider your comment on this to be irrelevant and since changes are required for any solution. The way you THINK the DF would need to work in those " points" were also not likely to be the way it was implemented.
Take all the problems laid out there then add Queuing with Role Combinations on top of that.Group Finder has had numerous issues since Day 1. They recently spoke out on how they currently don't have plans for a Trial Group Finder because they are still having issues with Group Finder as it is.
I am not a coder but if they are having trouble with just two filters then I can see issues with adding 2-3 more filters. Keep in mind it is not just a drop down filter - it is a filter for pairing a group of players into the same instance. That's alot of traffic.
Now it's no longer Normal and Veteran, now it is;
- Normal (Casual) & Normal (Advanced)
- Veteran (Casual) & Veteran (Advanced)
That is now four filters, twice what they are currently having issues with.
Then there's Role Filters - meaning each Difficulty + Playstyle niche gets three filters.
So what was originally 6 (Difficulty x Role) is now ((Difficulty x Playstyle) x Role) adding up to 12 filters.
btw Veteran(advanced) players absolutely focus on roles. There are many demands on DD, Tank, and the Healer - no one really cares about that in casual normal experiences, until the later level dungeons that is. Especially the DLC dungeons
Each filter with a probable potential to be longer because they are all more niche.
Doubtful. It’s something that’s been requested here and other online communities for quite sometime.It is a good solution TO YOU because it gives YOU what you want, while appeasing literally no one else. Your solution solves a problem for tiny sliver of the dungeon running population.
you cant put people in one group or another. there is a whole spectrum. more than that. where will you put people that enjoy the combat? where will you put people that like to ghost run through dungeons? where will you put people that want to hear the whole dialogs? where will you put people that will take 5 minutes break every boss? there are many many, many, different reasons to go to a dungeon, with a specific playstyle in mind. you cant put it in 2 groups.
I’d say it would actually make things worse. 1 step forward two steps back.My solution solves the problem for the ENTIRE population of dungeon running players.
Also i dont believe dungeons should ever have a SOLO option which what many story modes suggestions have been. If you want a solo story mode, do delves there are dozens of them. Dungeons are group content and should stay that way.
the closest thing to disagreeing in this thread, is a person saying they can get behind it only if it has no skill point. which is, not disagreeing...Anotherone773 wrote: »
thats exactly what i have beef with. your point of view, and everything you said including the bolded part, comes down to majority of the "reward driven players" are impatient, aggressive, selfish inconsiderate. and i already stated why such an opinion is toxic. here is a quote of where i did.Anotherone773 wrote: »I actually said a majority...for both groups which is true. There are always exceptions. Rewards, in this case, doesn't always mean an actual reward at the end. Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc.of course you didnt, because you assumed that people that rush are always driven by reward, which is essentially not true, i just chose to use a more accurate term.Rather than backtrack this to show you where its not true ill instead focus onno. that is an opinion. not a fact.which was your reply to me "saying nothing about speed runners".of course you didnt, because you assumed that people that rush are always driven by reward, which is essentially not true, i just chose to use a more accurate term.
In this you focused on that paragraph. the one under it i focused on fun players( those who play for fun rather than rewards). It is the paragraph under this one in which i said:The bolded parts are the key toNot all reward driven players are the evil demons it seem i am describing them as and not all fun driven players are the happy hippies, i seem to describe them as.It is true i was talking about a majority which i stated here.I actually said a majority...for both groups which is true. There are always exceptions. Rewards, in this case, doesn't always mean an actual reward at the end. Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc.
using an opinion to put negative traits to a specific crowd, regardless of it being right or wrong, is toxic.
i did not misinterpret anything, you are being very aggressive with your opinion.Anotherone773 wrote: »I know it is true because i am the author of that sentence and can verify both that is what was said and what i meant. The second part of that quote is also true because i am the author of that as well. This particular part you quoted:i was clarifying for you that is what i mean by rewards is not limited to the drops or RGF bonuses. Everything i said in what you quoted is true, you just misinterpreted it.Rewards can also include completions,achievements, XP( getting as much XP as possible), etc etc
because playing a support role is less selfish than playing a damage dealer? because there are more damage dealers, so by playing support you will help queue times for damage dealers to go faster, while when you play damage dealer you make them longer?Anotherone773 wrote: »I don't understand why you keep calling people selfish for playing DPS? I never said anything about another scenario either so i don't know what you are on about. I have only talked about your scenario.no. i said that in a group of 3 speeders, and one questers, the quester should be ready to yield. i did not say anything about any other composition, and never did.
alright, since we have 3 speedrunners, that lose an equal time to the quester each in my scenario, please explain how did this come to be.Anotherone773 wrote: »I never did either so i don't know what you are on about. I have only talked about your scenario.no. i said that in a group of 3 speeders, and one questers, the quester should be ready to yield. i did not say anything about any other composition, and never did.
Your perspective though keeps focusing on that reward seeking players must always come first( even though it ruins the play for the fun group as well). It is this view that " i must have my reward therefore my needs are more important than yours" from this group that cause the issues.
being toxic has nothing to do with the person's aim to be malicious or not. also i did not say toxic gamer, because it is not exclusive to gamers.Anotherone773 wrote: »I don't think you understand what toxic means. Some definitions for you:no. using an opinion to put negative traits to a specific crowd, regardless of it being right or wrong, is toxic. if u didnt like the previous example, here are more toxic comment examples:
"TOXIC means Bad Attitude and Behavior in an online gaming context. It is not uncommon for a player to feel aggrieved in some way. ... Whatever the reason, a player who is constantly complaining, tutting, or swearing is described as TOXIC."
and
"Toxic is a choice The type of toxic behavior in each game can be vary, but generally, it's a social interaction that includes cyber-bullying, disturbing other players, acting nosy, cheating"
and
"a toxic player is someone who constantly creates a bad atmosphere which interferes with your gaming experience."
I can find hundreds of definitions of toxic in gaming that basically all say the same thing. The traits i listed are negative yes but i did not say them in a derogatory or malicious way. I also stated, which you quoted, that they are not the demons that it may seem that i am making them out to be. I also stated further down that i understand why reward players do what they do and i have no ill will towards them or how they want to play the game. The problem , as i mentioned are the two groups of people are not compatible in group content. Fun players are a drag to reward players and reward players make dungeons unpleasant. I also said that reward players tend to produce most of the toxicity in dungeon running which is true. I also didn't single out any player and when i speak of "you" i mean in the general sense unless im speaking of something you say. I normally state this but sometimes i forget.
uh i will give you examples:Anotherone773 wrote: »You cannot have a healthy debate about anything if no one is ever allowed to say anything bad about it. As i said earlier their are psychological reasons( also not bad, i am not calling any one mentally ill, crazy, etc.) why many of those traits are dominate in reward runners. I am not going into that. But it is in the same realm of gambling addiction and has in part to do with the reward center's in our brain. It is also perfectly fine they want to play the game that way. My only problem is when they become toxic and/or ruin it for other players because they think they supersede those players in rights.
no. it doesnt mean they have the same goal in mind. people that enjoy the combat will try to enjoy the combat. people that want the reward asap will try to ghostrun through the adds while being dead instead of fighting. people that want to learn mechanics from advanced players will also want explanations. people that expect a tank. people that expect a healer support. all those will not be suddenly happy because there is a new queue. the "fun" crowd, would not always be happy either, since some people will queue with the aim to complete the dungeon, while others might go there with the aim of trying it out (specifically dlc dungeons)Anotherone773 wrote: »I also don't think LFG normals is the correct place for crystals runners. I understand why they run those and ZOS did make an already bad problem in this game much much worse by making the changes they did here. That is what we are hoping to fix so everyone can enjoy dungeons without having to play the other peoples way. I just strongly disagree that story mode is the way to do that as it only caters to a small portion of the player base and ignores a large majority.This is literally the only defense anyone can ever manage. One of the reasons dungeons are not as popular in this game is because of the toxic players, the pressure to be good before you enter, and the incompatibility of two different groups make them unpleasant for everyone.1. longer queue times, hitting "both" groups.
The advanced group would be able to queue as 2 of 3 roles. So when it sorts people into groups it will check to see who can fulfill each role but each person can fill two roles. So you are no longer stuck with say 80 DPS,15 healers, and 5 tanks out of 100 in queue for dungeons. Basically the role restriction is almost completely lifted. If you think you can tank on your DPS and want to slot inner fire and your friend thinks he can heal well enough to heal the average group and queues as heals and tank. You two just covered all 3 roles by yourself. Currently you would both be consider fake tank/heals. Under the new system a person joining your advanced group would have to understand that they have to fend for themselves more. This group is for advanced players who can handle themselves in these dungeons with little assistance.
The advanced group would be a magical experience for reward runners because queues would be nearly instant, the players running the dungeon would understand that group support may not be as strong as the casual queue, and they don't have to deal with questers, people learning mechanics, lowbies trying to run the dungeons and all the stuff that slows them down. We can even set a min level before you can queue for advanced.We have one group now so this reason doesnt even make sense. But i can tell from experience what is important to both groups, playing heals allows you to spend a lot of time observing in this game.2. you cant put people in one group or another. there is a whole spectrum. more than that. where will you put people that enjoy the combat? where will you put people that like to ghost run through dungeons? where will you put people that want to hear the whole dialogs? where will you put people that will take 5 minutes break every boss? there are many many, many, different reasons to go to a dungeon, with a specific playstyle in mind. you cant put it in 2 groups.
Reward players, those that would be in the advanced group, generally have the same goals in mind. It doesn't matter why they want to blow through the dungeon, the fact they all want to go at a quick pace means that the friction normally present in dungeons will be greatly reduced in their groups. You will always have ass holes to deal with in any group but the people the advanced queue would apply too would all have the same general goals.
you are still assuming "reward driven players" are usually selfish and inconsiderate...which i disagreed with from the very beginning.Anotherone773 wrote: »One reason i can tell you are not someone that plays for fun is because you don't think like a fun player. What you think is issue that would cause the need to have multiple queues for the casual group doesn't bother the people who would be in the casual group with the small exception of new players that are reward driven, but those guys typically arent that bad because they are still learning and often trying to figure things out themselves.
yes, i noticed that you are willing to hurt queue times for everyone because you think your solution will solve your problem (when you can already gather a likeminded group from the various tools in game)Anotherone773 wrote: »All the other types of runners who would be casual players actually get along and do fine together. So like with the advanced group the friction would be minimal. Also because this is a more pleasant experience i know loads of people who would do more dungeons. I know quite a few people that do fewer dungeons or none at all because of how they are now. I also do a lot fewer myself. I normally would run 5-10 dungeons a week. I probably run 5 a month. I also almost always play heals and tanks in dungeons so that takes a critical role out of the queue.
no, you are sorting people into 2 groups, where i dont belong to either. i am a person that doesnt care about the reward, and enjoys the combat, doesnt mind waiting and explaining, but doesnt like wiping over and over again for 2 hours with no seemed progress. i run the vet dlc dungeons i do for fun. but i would like to complete it on the end of the day. your exclusion of people like me, already shows how flawed your idea is, there are probably more examples of people that dont belong to either crowd.Anotherone773 wrote: »The other think i think you don't understand is that i am not sorting people into groups, ZOS isn't sorting them into groups. People are sorting themselves into groups. Do want to casually run a dungeon today? Queue in the casual queue. Just want to grind xp or collect rewards? Queue in the advanced queue. BUT...regardless of which queue you queue in, expect to run the dungeon like that queue and not " however you want". Dont be trying to get the advanced queue to stop for quests and don't be trying to do a speed run on the casual queue.
Anotherone773 wrote: »On a last note, fun players are more patient in general, so more tolerant of longer queues, especially if improves the experience in the dungeon quite a bit. The casual queue would also have all the newbies which will keep things moving.
It doesn't because you solution only solves the problem once for a tiny portion of the dungeon running population and doesn't solve it for anyone else. You only care about solving YOUR problem, not the general problem with dungeons.Already happens with the solution I and others presented.
With that alone you would not need a casual/advanced filter.
Let alone queuing as multiple roles
You don't understand what i am proposing in most of my proposals. You try to argue it but what you are arguing is a strawman because its not even what i actually said. You also don't seem to grasp how a LFG tool operates or have any knowledge of coding. You are just making wild assumptions based on a few choice phrases and hoping something sticks. That is why i stopped debating you in the other thread, i get tired of explaining the same thing to the same person 20 times and arguing strawmans.The point of the GF is to find 4 people and again this complicates things. Firstly, I could see Major exploitation from being able to queue for multiple roles. Also encourage a toxic environment against players who specialize in one role.
You don’t consider the implications of what such a proposal would bring or even require.
Add the multiple role queue On Top of Casual/Advanced which are on top of Normal/Veteran and you have a real problem.
It’s not laying out what I think. It’s laying out what kind of filters you’re asking for and how that changes things.
You’re refusal that it would be complicated doesn’t mean it won’t be complicated.
As I laid out what adding a layer of filters would imply for GF (which ZOS has spoken on how it’s not performing optimally and are still working on it)
YOU are a minority. I am a minority, Story Mode supporters are a minority. Your solution and all the story mode supporters solutions are for a minority of players. That makes it a terrible solution. There are multiple problems that are complained about by a variety of people that my solution fixes for everyone and hurts no one. There is no one that is worse off from my solution to the problem.Doubtful. It’s something that’s been requested here and other online communities for quite sometime.
Like it was pointed out earlier by @zvavi your solution lacks nuance and makes very broad generalizations of players play-styles without taking into account other variables and depends on unreliable variables.
Solo dungeon mode already exists, go to dungeon, solo.If people are going to ask for a solo dungeon mode then I’m going to ask for a group story mode.
I assume you are referring to my suggestion.Casual vs advanved
You have made on base assumption in how you set the two groups up.
You have assumed that the casual player is happy to have reduced rewards over what they could get for running the other queue.
And I'm assuming this means 3 queues in total?
Casual player
Normal
Vet
Its a check box you check to be sorted into the advanced queue nothing else about the queue system is changed. Either check or don't check the box. The rewards and roles are different to encourage those who run for rewards to queue in the advance system. Also to cater to their desire to "grind' a bunch of this type of content quickly, the role restrictions are far less, allowingyou to fill two of three roles when you enter the dungeon. Advanced players can often, as they love to point out, "fend for themselves" so this just makes sure you have at least one person that will at least slot a taunt and can take a hit and another that at least as a group heal they are willing to toss out. But everyone could be DPS with inner fire and someone backbaring a resto staff or slotting a class group heal or whatever.Its not a bunch of filters its a SINGLE filter. Its not hard.
Filter: Has player checked "Advanced" check box?
*Answer: No. Result: Player put in queue system labeled "Casual"
* Answer: Yes. Result: Player put in queue system labeled " Advanced"