Sigh. I feel yo pain playa.
I think punishment is perhaps the wrong way to approach this.
Here's what I would suggest. Setup like a ratings system for at least each account (or character). And then, because its personal info, give each player the ability to opt-out. Rate each run 1-5 Crowns (Stars). And then give them a special rating for finishing the run. So we can see who has consistently demonstrated they are into finishing vs dropping out and looking for carries.
So once that's done, you now have two types of players and that will tell us all we need to know. This system can be setup to be discrete yet provide the public with some basic info to go on without being too intrusive. Yet, remember the player could still opt out, and we will know that they have intentionally decided not to share with us.
At least this way, you get some idea who you are working with.
Ha. I had been thinking about this, somewhat along the lines of how ratings work with Uber and Lyft.
The bottom line is, everyone is expecting ZOS to fix a PEOPLE problem. It is kind of unreasonable, and adding punishments or restrictions to a game seems... not fun?
Also, the problem is that people are LYING (fake) or new/inexperienced (bad), which can apply to all roles and it is not right to punish the latter who are learning in an attempt to eliminate the former. And it would be almost impossible to distinguish between the two in an automated way.
But why do people fake roles? It is because, in their mind, it is the fastest way to get a reward. Rewards and best use of time is what motivates people.. So, ZOS could remove the rewards or add another reward system that encourages people to not lie and get better at their role.
Introducing... the kudos system! Similar to trading gear, it could be active from the moment a group kills the last boss in an encounter through the next 15 min/hour/2 hours. Could work in Trials too. It could be as simple as an idea that your team mates can give you a thumbs up or it could get more nuanced, where they could choose "great tanking!" or "nice explanations!" Upvotes should give an immediate reward (a reward box, transmute crystals, crowns, gold, chance for motif), but maybe you can only earn one of those every few hours, and also build towards achievements added in game that have cool rewards. Upvotes are anonymous, but players could be given the option to show and brag about their score in some way.
ZOS could try to keep people who know each other from gaming the system by not allowing upvotes from people on your friends list but honestly I don't think it's necessary. This idea is about reducing toxicity and encouraging honesty so if it results in more people making friends and creating pre-made groups, that's fine too.
It won't solve everything because some people won't care, but its existence would be a carrot to be more considerate and would raise awareness of expectations for people who are learning.
Any punishment, any role vetting, or role eliminating in the dungeon queue is likely to cause as many problems as it solves. In a game played with others, we must accept that some folks will lie and some won't be good at their roles. ZOS cannot fix human nature. But they might be able to reward desirable behavior, or at least in this case give us the tools as a community to reward each other.
Fizzyapple wrote: »As a DD I know the value a real tank brings to the table (and healers). No DD that knows their class well will ever say that they don't benefit tremendously from having a good tank onboard. I have gotten to a point where if a real tank is in my group I thank them at the start of the dungeon just for existing. Once our tank said something positive to me about my DPS and my retort was simply, "I couldn't have done that without the help of an excellent tank." To all you real tanks out there.. thank you
Again, this sort of argument falls under the circular type. The advice of "go make a tank" is all well and good, and I support the idea of people playing more than just one role, but when you do and you get into veteran content and the group DPS is 5k with you doing 50%+ of it, no "real" tank wants to sit through that, especially in DLC content, wasting hours of their lives essentially carrying the group. And not everyone wants to because of pressure, expectations, responsibilities, or any number of other reasons.So if you want to get the DLC dungeons done, especially on Veteran mode, I highly recommend you just create a tank yourself and start playing it until you get good enough you can handle them. Because it's the only reliable solution I've found.
Dividing people among more modes won't see an increase in "real" roles. It just spreads the game population across all the modes and increases queue times.They really need to separate the DLC content apart from the base game content.
[*] The assumption that this is simply transmutation geodes is a perpetuated misconception and a misunderstanding of how the random dungeon finder works
[*] I've seen any number of people just farming gear for stickerbook, or gear in general, and are not there because of the random daily dungeon; to endorse removal of rewards for doing random dungeons would also need to see loot drops removed
[*]
[*] New players are queuing as random roles[*] Healers feel unneeded or surplus to requirement, even in most veteran DLC
- Not understanding their roles
- By default, your role is DD; which would indicate that the potential for a "fake" DD is just as high as a "bad" DD because they've just not realised how the system works
- Purely anacdotal, but I've seen any number of healers or DDs with one-hand and shield as well as a taunt, because they're playing as a "paladin" style character, being both tank, healer, and DD, which doesn't really work in this game; the entire dungeon ends up as a taunt fight because the "real" tank and the other player
- DDs feel they can, as such, fill this role with little detriment to the group overall
- Newer players or, more broadly, players who are unfamiliar with their role are forced to adapt to a lack of external healing; which generally isn't a massive issue (which by itself is also an issue) because of the potency of self-heals and shields
- Which further makes healers feel unneeded
What you're saying completely ignores the fact that it was always an issue. No, it didn't get worse with the introduction of transmutes. The overall worst period of time was before transmutes when you could queue as all three roles at the same time before the implementation of transmutation geodes in 2017. This was always a problem since the very beginning. It just became a lot more noticeable because it got a lot more people into the queue, coupled with the introduction of leaving penalties.etchedpixels wrote: »It's also the case the problem got a *lot* worse straight after the transmute change
So, for example, I'm a magDK looking for Z'en, I solo-queue for Lair of Maarselok. Because the vast majority only want to do random normal non-DLC, where do you think my queue times are?etchedpixels wrote: »So doing something about the DLCs and the queue won't actually make it worse, because most of the division already exists, and where it doesn't it simply leads to people being left in half a group in a DLC.
Absolutely agree. But this isn't a dungeon finder issue. I learned in normal and eventually went to veteran when I was 250 CP. Trying to learn is a nightmare, especially for tanks and healers.etchedpixels wrote: »It's very hard for new players to learn roles and play techniques. The streamers only cover end game in depth and trying to figure out what heal skill to use whilst running non stop after 3 speedrunners with big self heals isn't a help. Likewise trying to learn to tank when left half a dungeon behind in a sea of trash people ran through doesn't work.
I don't know what if anything the dungeon finder does to keep low levels together but it would be an enormous improvement if it tried to build groups of similarly experienced/skilled players.
What you mean is, your current experience doesn't bear it out. Experiences will vary. I only had this issue prior to transmutes, and prior to most of the DLC we have today. Whenever I queue for DLC dungeons, I'm always glad that the random queue exists because otherwise I would have to go as a premade group. To be honest, most of the time I don't even care that I might get a "fake" tank, I'm just glad that others get put into that queue. If you take people out of the DLC dungeon queue, you impact more than just yourself. Like I said, many misunderstand how the system works.etchedpixels wrote: »The current experience doesn't bear this out. Right now
- when you get a DLC pug dungeon the tank quits. If it's DoM they'll quit so fast you won't even see them in the group bar
- you stand around like a lemon waiting for a second tank who then quits
- the healer quits
- everyone gives up
The only time you'll actually reliably get to do a DLC dungeon is if it happens to be a pledge, and then good luck trying to do the quest.
All the organised groups just run one low level each run (or do 3 man runs with a friend who is afk on a low level), the ones doing |PUG runs quit if they get a DLC or bad group and walk into a pledge whilst the timer runs down.
So doing something about the DLCs and the queue won't actually make it worse, because most of the division already exists, and where it doesn't it simply leads to people being left in half a group in a DLC.
No, it didn't get worse with the introduction of transmutes. The overall worst period of time was before transmutes
So, for example, I'm a magDK looking for Z'en, I solo-queue for Lair of Maarselok. Because the vast majority only want to do random normal non-DLC, where do you think my queue times are?etchedpixels wrote: »So doing something about the DLCs and the queue won't actually make it worse, because most of the division already exists, and where it doesn't it simply leads to people being left in half a group in a DLC.
If you take people out of the DLC dungeon queue, you impact more than just yourself. Like I said, many misunderstand how the system works.
I agree partially with this right up until the reputation system. I'm personally not a big fan of reputation systems because most can be abused in some way. I prefer to think of this along the lines of FFXIV's Party Finder. You specify intent, the type of content, difficulty, requirements, etc. You post a sort of LFG to the entire server, none of this instance stuff where you have to find just the right instance of Craglorn for that vSS PUG run that people are looking for. Or as a recruiter you have 56 million messages all wanting to join and you feel obligated to reply "Sorry, all full now" because the system shows the population.Merlin13KAGL wrote: »There needs to be expanded filter options on the group finder. This then needs to be combined with a rep(utation) system for accounts, characters, and roles.
The filter system could have optional filters at your request. Things like:
- Intent (speed run/story/No Death/All bosses/trifecta/Hard Mode/Gear farm/Open every container in the place, etc.)
- Min/Max level (No one under X CP's for the intent above - the game does this on a limited note with walk-in-the-door restrictions of Norms, CP160, CP300, but this would expand on that.) Equally, a newer group of CP200's may not want a CP9000 member soloing the entire instance for them.
- Roles present:
- Enforce the trinity
- Tank required
- Healer required
- Anything goes
In recent history, the only time I've had people leave on me is when they've been kicked. I don't make a habit of kicking people, so that's beyond rare. And further back, it usually doesn't make the dungeon unable to be completed. But I suppose that's the difference in experience. What you're suggesting for me is to wait longer with no benefit. No positives. There's only downsides. What you're suggesting is "Make someone else's life harder so mine can be better."etchedpixels wrote: »I would expect you will wait a lot longer, but unlike now you'll actually not get 2 people immediately leaving group on you.
What number or percentage is "for many"? You'e mentioed DoM a couple times, but you haven't specified whether this is normal or veteran. I'm going to be presumptuous and assume it's veteran. Correct me if I'm wrong. I've cleared this many times as a PUG on veteran. Couple times I've had tanks who don't even know how to block and they die to a heavy attack on last boss. I've also done hard mode with PUGs a few times.etchedpixels wrote: »The DLC dungeon queue is already happening this way for many things because everyone cheeses it or quits. Just try getting a DoM pug completion.
There are different transmutes from the dungeon finder?etchedpixels wrote: »I'm talking about the 10 transmutes per character per day for random dungeons to be clear.
Sigh. I feel yo pain playa.
I think punishment is perhaps the wrong way to approach this.
Here's what I would suggest. Setup like a ratings system for at least each account (or character). And then, because its personal info, give each player the ability to opt-out. Rate each run 1-5 Crowns (Stars). And then give them a special rating for finishing the run. So we can see who has consistently demonstrated they are into finishing vs dropping out and looking for carries.
So once that's done, you now have two types of players and that will tell us all we need to know. This system can be setup to be discrete yet provide the public with some basic info to go on without being too intrusive. Yet, remember the player could still opt out, and we will know that they have intentionally decided not to share with us.
At least this way, you get some idea who you are working with.
Ha. I had been thinking about this, somewhat along the lines of how ratings work with Uber and Lyft.
The bottom line is, everyone is expecting ZOS to fix a PEOPLE problem. It is kind of unreasonable, and adding punishments or restrictions to a game seems... not fun?
Also, the problem is that people are LYING (fake) or new/inexperienced (bad), which can apply to all roles and it is not right to punish the latter who are learning in an attempt to eliminate the former. And it would be almost impossible to distinguish between the two in an automated way.
But why do people fake roles? It is because, in their mind, it is the fastest way to get a reward. Rewards and best use of time is what motivates people.. So, ZOS could remove the rewards or add another reward system that encourages people to not lie and get better at their role.
Introducing... the kudos system! Similar to trading gear, it could be active from the moment a group kills the last boss in an encounter through the next 15 min/hour/2 hours. Could work in Trials too. It could be as simple as an idea that your team mates can give you a thumbs up or it could get more nuanced, where they could choose "great tanking!" or "nice explanations!" Upvotes should give an immediate reward (a reward box, transmute crystals, crowns, gold, chance for motif), but maybe you can only earn one of those every few hours, and also build towards achievements added in game that have cool rewards. Upvotes are anonymous, but players could be given the option to show and brag about their score in some way.
ZOS could try to keep people who know each other from gaming the system by not allowing upvotes from people on your friends list but honestly I don't think it's necessary. This idea is about reducing toxicity and encouraging honesty so if it results in more people making friends and creating pre-made groups, that's fine too.
It won't solve everything because some people won't care, but its existence would be a carrot to be more considerate and would raise awareness of expectations for people who are learning.
Any punishment, any role vetting, or role eliminating in the dungeon queue is likely to cause as many problems as it solves. In a game played with others, we must accept that some folks will lie and some won't be good at their roles. ZOS cannot fix human nature. But they might be able to reward desirable behavior, or at least in this case give us the tools as a community to reward each other.
AvalonRanger wrote: »Sometime dungeon grouping tools pick me up at the last combat.
I thought previous tank role may leave the group by some reason.
I took down the last boss as tank roles, but couldn't finished pledge mission.
Because, other team member had already take down target boss except last boss.
I saw other player got this problem at the mid phase of the dungeon.
This is unreasonable. Because, PUG member at the mid phase of the dungeon become totally volunteer.
Can't get the decent reward, and must replay same dungeon if pledge is important for you.
I started running vet dungeons with my guild master who is very patient and pushes for hm even if we wipe multiple times. Im very lucky in that regard because i get to play dungeons as intended.
But when my guildmaster is offline, im at the mercy of queues. Ive had really good dungeons with randomers. But more n more recently, i find myself tanking the dungen as a healer. I learned how to properly tank from observing my guildmaster. So i actually pick up taunt when tank gets kicked or leaves. Somehow the boss always ends up on top of me anyway when tank doesnt keep the taunt. I just stand still and take it usually because i understand that my dps puts aoe damage down. It would be nice to not have to do that though because im not built for it and i didnt plan to do that.
The fake tanks, i dont know how to fix it. But i wouldnt say that running with a guild made it better. Because my guild isnt always online and i dont want to drag people out of their way for my stupid pledge when queues exist.
WoW secured tanks and healers with spec roles. But i dont see it in eso as the game designed to be open.
Where is the thread about the fake DPS?
On veteran one time, I had to as tank fight the second to last boss and all its adds/mobs and defeat it myself, because the DPS were doing very low damage. I told a friend about it and they could't stop laughing. Many people who don't seem to have full armor sets or experience seem to queue veteran just for the purple gear. But those same people don't seem to know about wearing sets, enchantments or traits. Also tested out healer on normal and i had to defeat everything because their damage was so low.
I am beginning to suspect that the best solution to this might be to either;
Make at least one boss per dungeon particularly punishing to groups with no tank. Essentially make a tank required for every dungeon.
Or;
Just get rid of the dungeon finder.
ZWhere is the thread about the fake DPS?
On veteran one time, I had to as tank fight the second to last boss and all its adds/mobs and defeat it myself, because the DPS were doing very low damage. I told a friend about it and they could't stop laughing. Many people who don't seem to have full armor sets or experience seem to queue veteran just for the purple gear. But those same people don't seem to know about wearing sets, enchantments or traits. Also tested out healer on normal and i had to defeat everything because their damage was so low.
So they were dd’s just not very good ones.
THAT IS NOT THE SAME AS A FAKE TANK!!!
A fake tank is someone who has no intention of actually being a tank and signed up for the role just to cut the queue.
What you had were people who waited patiently in a queue, and did the role they signed up for, they just did not do it to your expectations.
Maybe they were new, inexperienced, or were just bad at it, but they were doing their role.
It’s not nearly the same thing as someone pretending to be a tank, just to cut the line, in the hope the group just doesn’t care and do the dungeon with no tank.
ZWhere is the thread about the fake DPS?
On veteran one time, I had to as tank fight the second to last boss and all its adds/mobs and defeat it myself, because the DPS were doing very low damage. I told a friend about it and they could't stop laughing. Many people who don't seem to have full armor sets or experience seem to queue veteran just for the purple gear. But those same people don't seem to know about wearing sets, enchantments or traits. Also tested out healer on normal and i had to defeat everything because their damage was so low.
So they were dd’s just not very good ones.
THAT IS NOT THE SAME AS A FAKE TANK!!!
A fake tank is someone who has no intention of actually being a tank and signed up for the role just to cut the queue.
What you had were people who waited patiently in a queue, and did the role they signed up for, they just did not do it to your expectations.
Maybe they were new, inexperienced, or were just bad at it, but they were doing their role.
It’s not nearly the same thing as someone pretending to be a tank, just to cut the line, in the hope the group just doesn’t care and do the dungeon with no tank.
KhajiitLivesMatter wrote: »ZWhere is the thread about the fake DPS?
On veteran one time, I had to as tank fight the second to last boss and all its adds/mobs and defeat it myself, because the DPS were doing very low damage. I told a friend about it and they could't stop laughing. Many people who don't seem to have full armor sets or experience seem to queue veteran just for the purple gear. But those same people don't seem to know about wearing sets, enchantments or traits. Also tested out healer on normal and i had to defeat everything because their damage was so low.
So they were dd’s just not very good ones.
THAT IS NOT THE SAME AS A FAKE TANK!!!
A fake tank is someone who has no intention of actually being a tank and signed up for the role just to cut the queue.
What you had were people who waited patiently in a queue, and did the role they signed up for, they just did not do it to your expectations.
Maybe they were new, inexperienced, or were just bad at it, but they were doing their role.
It’s not nearly the same thing as someone pretending to be a tank, just to cut the line, in the hope the group just doesn’t care and do the dungeon with no tank.
doesnt matter
the intetion of the players litterly dont matter in this case
only the outcome is important - and neither a bad dd or a fake tank is doing there role properly so they are equally bad
Still, all those new and inexperienced DDs, which every DD seems to be nowadays, cause a dreadful experience to real tanks and healers.The road to hell is paved with good intentions
@Troodon80 this is why I suggest two metrics for rep - one in game sources (raw numbers), one player derived.I agree partially with this right up until the reputation system. I'm personally not a big fan of reputation systems because most can be abused in some way. I prefer to think of this along the lines of FFXIV's Party Finder. You specify intent, the type of content, difficulty, requirements, etc. You post a sort of LFG to the entire server, none of this instance stuff where you have to find just the right instance of Craglorn for that vSS PUG run that people are looking for. Or as a recruiter you have 56 million messages all wanting to join and you feel obligated to reply "Sorry, all full now" because the system shows the population.Merlin13KAGL wrote: »There needs to be expanded filter options on the group finder. This then needs to be combined with a rep(utation) system for accounts, characters, and roles.
The filter system could have optional filters at your request. Things like:
- Intent (speed run/story/No Death/All bosses/trifecta/Hard Mode/Gear farm/Open every container in the place, etc.)
- Min/Max level (No one under X CP's for the intent above - the game does this on a limited note with walk-in-the-door restrictions of Norms, CP160, CP300, but this would expand on that.) Equally, a newer group of CP200's may not want a CP9000 member soloing the entire instance for them.
- Roles present:
- Enforce the trinity
- Tank required
- Healer required
- Anything goes
[Quoted post has been removed.]