4 dps will smoke the traditional group every single time in a normal.
Where did you get your "without a doubt" information?
Mushroomancer wrote: »Also, and I cannot stress this enough, do you, or any people that want to take their time with the dungeon, even mention that they want to go through it at their pace? I swear, it's like you think people can read your mind through a computer screen. You don't get to shut up through the dungeon and then get mad at the end because "Zippy" ruined your experience. Then again, if you weren't the only one upset, that desperate votekick before the last boss would have probably gone through.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
Will make wild uneducated guess here:
1) people saying "fake roles in normal dungeons are not a problem and we don't understand why there's n-th thread about it" have 1000+ cp, bunch of fully leveled characters, at least 1 year experience in game and (possibly) previous experience from other mmo games.
2) people making these threads / writing in these threads have much less cp (if any), are still leveling their characters, are newer to game, (possibly) ESO being their first mmo ever.
It's easy to say it isn't a problem if it doesn't impact you since you can solo all of the mentioned content and rest of group is just icing on the cake to make it faster. It will continue to be problem for less experienced players and players with low level characters who simply can't keep up no matter how much they try. It will keep poping up on the forums as long as ZOS will encourage high-end players to run low-end content like a treadmill.
Some ideas:
- make normal base game dungeons no cp zone (like BGs)
- gradually scale the reward down in normal dungeons based on how much character outleveles them starting at lvl 50 / 160 cp
- put better reward in harder content (run 1x hard dungeon vs run 5x easy dungeon = same number of crystals)
- make PvP alternative for getting gear / transmutes, so PvP players aren't forced to do content they detest over and over
These threads add nothing new to the table and also dont bring any actual solutions with it that dont have huge sideffects.
As a tank player i can tell you that many of the healers i get are fake healers and a good number of them are actual low level players having 200 or 500CP or PvP players. Half of them dont deal any damage and just want to be carried, but they all believe that healers are not needed. As a tank i got used to it. I have to get used to it because the one who gets the blame is me, not the fake guy because ppl dont have any level of perception.
If you suggets ppl strugling with fakers to use group kick or leave and requeue or premake groups they dont like it or dont use it.
All ppl do here is posting "ideas" how to solve it.
Ive seen role locks and gear limitations that would also effect real healers and real tanks, but since DDs are selfcentered they never recognize it.
Ive seen suggestions reducing normal random or normal dungeon rewards without ppl realizing that these rewards are the major reason pug groups even come into existence.
Ive seen suggestions on increasing vet rewards without realizing that inexperienced players will start jumping into vet for the better reards. Something you can already see on pledges.
In the end everyone in these threads complains about fake tanks and healers, but noone wants to fill the roles and noone cares about the roles. Everyone just wants a real tank and real healer coupled with low queue times and noone cares how it could be done because everyone is selfcentered around their "problem" and these threads will not change anything about it. Thats also visible when talking about bad/fake dds that are a reason fewer tanks queue, which gets instantly shut down and denied.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
It could work I suppose. Some abilities already have a role included with them, but that ability would need to be frozen into place or if they take it off it starts a timer that'll eventually kick them out of the dungeon. That way it'll always be on one bar and if they don't use it the group will have a much stronger case for kicking them out for not doing their job, or the group finder will do it for them once the timer expires.
But.... I can still see it being a minor hurdle for a truly skilled speed runner, but at least you'll know they have the capacity to do their job, I guess?
Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
HiveMind3006 wrote: »Okay this is one issue with the game that is becoming so frequent that I think most players seem to just accept it. There are many who believe you don't need a tank or healer in a normal dungeon and this is just not the case for more than the obvious reason. New Tanks and Healers may wish to practice their skills and are being substituted by impatient DPS classes, woe betide anyone who is grouped with 'Zippy' (who just wants to storm through the dungeon and collect his crystals and experience) if you want to learn the dungeon, do the quest or even loot some mats on the way round.
I understand the need they feel as I have 8 characters who all do their Daily Dungeon Randoms but for the love of the Gods please guys show some consideration for others. The arrogance and impatience is quite frankly disgusting.
Back to the Tanks and Healer aren't required discussion, yea you can do the majority of the non DLC's without them but that doesn't mean you should try and get round the queuing system by marking yourself as a healer or tank. A balanced group makes for a faster smoother run without a doubt. Just try some of the DLC instances with an inexperienced group and no heals and it can be a total waste of everyone's time, same applies with a fake tank or even worse but quite common at the minute both tank & heals missing.
The majority of players aren't nasty and don't want to kick people but until ZOS do something about it that's the only option we have to try and combat these players.
And that leads us to what exactly could ZOS do about this problem? I don't know if this is doable but isn't there a way to determine when a player switches class if your have the relevant skills to play as that class, i.e a Sword and Shield and at least one taunt skills on your bar for tanks and a Resto staff and heals slotted for healers? It would certainly make for a better experience for all concerned ...well except for Zippy, coz' unfortunately she/he is going to have to queue a little longer.
Your thoughts please.
SSX_Gryphon wrote: »It's more a symptom of people than it is the game. If someone wants something and they want it quickly, they'll take the quickest route. Whatever fix is implemented will only last as long as it takes for somebody impatient to figure a way around it.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
It could work I suppose. Some abilities already have a role included with them, but that ability would need to be frozen into place or if they take it off it starts a timer that'll eventually kick them out of the dungeon. That way it'll always be on one bar and if they don't use it the group will have a much stronger case for kicking them out for not doing their job, or the group finder will do it for them once the timer expires.
But.... I can still see it being a minor hurdle for a truly skilled speed runner, but at least you'll know they have the capacity to do their job, I guess?
Requiring an ability to be on a bar does nothing if the player is not required to use it. That is why I suggested the requirement for its use and if it is not the group is guaranteed to not kill the boss and proceed through the dungeon.
Fake tanks are the topic of this thread, not speed running.Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
The complaint put forward in this thread is suggesting the entire group is penalized when they get a fake tank. My suggestion eliminates fake tanks as they will quickly learn it no longer works.
HiveMind3006 wrote: »Okay this is one issue with the game that is becoming so frequent that I think most players seem to just accept it. There are many who believe you don't need a tank or healer in a normal dungeon and this is just not the case for more than the obvious reason. New Tanks and Healers may wish to practice their skills and are being substituted by impatient DPS classes, woe betide anyone who is grouped with 'Zippy' (who just wants to storm through the dungeon and collect his crystals and experience) if you want to learn the dungeon, do the quest or even loot some mats on the way round.
I understand the need they feel as I have 8 characters who all do their Daily Dungeon Randoms but for the love of the Gods please guys show some consideration for others. The arrogance and impatience is quite frankly disgusting.
Back to the Tanks and Healer aren't required discussion, yea you can do the majority of the non DLC's without them but that doesn't mean you should try and get round the queuing system by marking yourself as a healer or tank. A balanced group makes for a faster smoother run without a doubt. Just try some of the DLC instances with an inexperienced group and no heals and it can be a total waste of everyone's time, same applies with a fake tank or even worse but quite common at the minute both tank & heals missing.
The majority of players aren't nasty and don't want to kick people but until ZOS do something about it that's the only option we have to try and combat these players.
And that leads us to what exactly could ZOS do about this problem? I don't know if this is doable but isn't there a way to determine when a player switches class if your have the relevant skills to play as that class, i.e a Sword and Shield and at least one taunt skills on your bar for tanks and a Resto staff and heals slotted for healers? It would certainly make for a better experience for all concerned ...well except for Zippy, coz' unfortunately she/he is going to have to queue a little longer.
Your thoughts please.
wolfie1.0. wrote: »Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
In theory maybe, in practice you will have players that queue in just to intentionally troll players.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
It could work I suppose. Some abilities already have a role included with them, but that ability would need to be frozen into place or if they take it off it starts a timer that'll eventually kick them out of the dungeon. That way it'll always be on one bar and if they don't use it the group will have a much stronger case for kicking them out for not doing their job, or the group finder will do it for them once the timer expires.
But.... I can still see it being a minor hurdle for a truly skilled speed runner, but at least you'll know they have the capacity to do their job, I guess?
Requiring an ability to be on a bar does nothing if the player is not required to use it. That is why I suggested the requirement for its use and if it is not the group is guaranteed to not kill the boss and proceed through the dungeon.
Fake tanks are the topic of this thread, not speed running.Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
The complaint put forward in this thread is suggesting the entire group is penalized when they get a fake tank. My suggestion eliminates fake tanks as they will quickly learn it no longer works.
And how are you planning to force them to use it without being intrusive? Just curious as not every fight needs a taunt for instance as whacking them all with a big AoE can sometimes be enough to do the job then you spend the time chain pulling the ranged NPCs in and immobilizing/stunning them to stay still. When must they use it? Once in the dungeon? Every single time you go into combat?
Sorry for the questions, but these are the things facing that suggestion.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
It could work I suppose. Some abilities already have a role included with them, but that ability would need to be frozen into place or if they take it off it starts a timer that'll eventually kick them out of the dungeon. That way it'll always be on one bar and if they don't use it the group will have a much stronger case for kicking them out for not doing their job, or the group finder will do it for them once the timer expires.
But.... I can still see it being a minor hurdle for a truly skilled speed runner, but at least you'll know they have the capacity to do their job, I guess?
Requiring an ability to be on a bar does nothing if the player is not required to use it. That is why I suggested the requirement for its use and if it is not the group is guaranteed to not kill the boss and proceed through the dungeon.
Fake tanks are the topic of this thread, not speed running.Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
The complaint put forward in this thread is suggesting the entire group is penalized when they get a fake tank. My suggestion eliminates fake tanks as they will quickly learn it no longer works.
And how are you planning to force them to use it without being intrusive? Just curious as not every fight needs a taunt for instance as whacking them all with a big AoE can sometimes be enough to do the job then you spend the time chain pulling the ranged NPCs in and immobilizing/stunning them to stay still. When must they use it? Once in the dungeon? Every single time you go into combat?
Sorry for the questions, but these are the things facing that suggestion.
Please forgive me as I have been playing ESO for less than a year so I do not know how wacking a boss with a big AoE is ever enough to get the job done. How does a group kill a boss like that?
Then again, if a group is able to kill a boss with a big AoE then it seems they would beat the timer I suggested. Having a fake tank would not be an issue at all for them. But again, I have not seen a boss die in this manner.
I'm much the same in this regard. I give suggestions and even at the end I state that they're not good and maybe list poossible examples of why. Most people give off-the-cuff suggestions with little thought into how they might be (1) implemented and (2) abused or worked around. The problem is largely a people problem rather than a game problem. If people played the way it was intended, this wouldn't be an issue. It's because people are not playing as intended that we are having this problem. Anything ZOS does likely won't stand the test of time. Someone will come up with a convenient way to bypass it and it will be an issue again.SSX_Gryphon wrote: »It's more a symptom of people than it is the game. If someone wants something and they want it quickly, they'll take the quickest route. Whatever fix is implemented will only last as long as it takes for somebody impatient to figure a way around it.
This.
I keep clicking on these threads and participating in them, and I think it is because I'm extremely worried that something well-intentioned and heavy-handed will be done by ZOS "because of all the feedback." And I am about 95% sure at this point that this has been talked to death and there is no solution that won't make things significantly worse for a lot of folks and will, in reality, make very few happy.
Will make wild uneducated guess here:
1) people saying "fake roles in normal dungeons are not a problem and we don't understand why there's n-th thread about it" have 1000+ cp, bunch of fully leveled characters, at least 1 year experience in game and (possibly) previous experience from other mmo games.
2) people making these threads / writing in these threads have much less cp (if any), are still leveling their characters, are newer to game, (possibly) ESO being their first mmo ever.
It's easy to say it isn't a problem if it doesn't impact you since you can solo all of the mentioned content and rest of group is just icing on the cake to make it faster. It will continue to be problem for less experienced players and players with low level characters who simply can't keep up no matter how much they try. It will keep poping up on the forums as long as ZOS will encourage high-end players to run low-end content like a treadmill.
Some ideas:
- make normal base game dungeons no cp zone (like BGs)
- gradually scale the reward down in normal dungeons based on how much character outleveles them starting at lvl 50 / 160 cp
- put better reward in harder content (run 1x hard dungeon vs run 5x easy dungeon = same number of crystals)
- make PvP alternative for getting gear / transmutes, so PvP players aren't forced to do content they detest over and over