No matter how many tutorials are provided in the game, as long as players are unwilling to face the facts and learn, those fake characters will always exist.
Today I participated in a vOC and we failed at the first boss. Looking at the logs, over half of the DPS had a lot of healing spells in their builds and only used heavy attacks. Therefore, the highest and lowest DPS differed by a factor of three, which led to an ever-increasing number of adds that eventually overwhelmed the group. When someone raised the issue, those with excessive healing spells and only used heavy attacks loudly proclaimed that the logs were meaningless and that they had helped with healing, etc.
Demanding adequate damage from DPS is not elitism; it's like not expecting someone without a medical degree and license to perform heart surgery. If you can't even meet the basic requirements, how can you expect people to believe you can accomplish anything?
People can lack experience with the mechanics, but they cannot lack adequate gear, damage/healing, and attitude. The problem we face now is those fake characters—players who lack sufficient damage, tanking ability, and healing output, arrogantly believing "their build is fine," and refusing to listen to any advice that can help them improve.
I think establishing in-game character certification might be a good solution. Previously, the ability to complete a VMA without taking damage was used as a standard of competence, but VMA are too easy for the latest Dungeons and Trials, and they don't effectively test a healer's or tank's skill level. A mini-game simulating the Dungeons or Trials environment, testing how much damage or healing you can deal within a time limit, or whether you can tank a boss for a certain period, would not only help newcomers adapt to the realities of Dungeons and Trials but also help leaders screen qualified members.
no one should be allowed to que up as a tank if they do not have a sword and shield or ice staff equipped
and for healers they should not be able to que up without a healing staff equipped.
With this we shouldn’t be allowed to switch weapons in the middle of a dungeon
I think establishing in-game character certification might be a good solution.
Necrotech_Master wrote: »normal difficulty IS the dungeon tutorial lol
if people dont understand roles or mechanics, it means people arent paying attention or learning anything while in normal difficulty
i know this problem itself is exacerbated by experienced players doing normal dungeons on near or meta dps builds that burn everything in normal super fast, and a lot of mechanics in normal are almost ignorable because 1-shots on vet are only about 50-80% dmg on normal and thus most ignore it
part of the problem with mechanics could be resolved by making 1 shots 1 shots on normal, this would force people to learn them without the heavily increased dmg from every other mechanic and more signify their importance
fake roles are typically a problem on normal because experienced players generally dont need help in the dungeon and just want it to get done as quick as possible, this has branching consequences of less experienced players not learning anything and then being woefully underprepared when attempting to do veteran difficulty
Normal dungeons can't be a tutorial because they are too easy. Players rush through while ignoring any mechanics. The only thing new players learn is "dungeons are super easy, you don't need to care about mechanics, I can queue as tank"
But on the other hand raising the difficulty of normal dungeons would scare many cashual players away from group content. There would be an outcry of protest.
Necrotech_Master wrote: »normal difficulty IS the dungeon tutorial lol
if people dont understand roles or mechanics, it means people arent paying attention or learning anything while in normal difficulty
..."
It’s!? How? Why?
...
Necrotech_Master wrote: »normal difficulty IS the dungeon tutorial lol
if people dont understand roles or mechanics, it means people arent paying attention or learning anything while in normal difficulty
i know this problem itself is exacerbated by experienced players doing normal dungeons on near or meta dps builds that burn everything in normal super fast, and a lot of mechanics in normal are almost ignorable because 1-shots on vet are only about 50-80% dmg on normal and thus most ignore it
part of the problem with mechanics could be resolved by making 1 shots 1 shots on normal, this would force people to learn them without the heavily increased dmg from every other mechanic and more signify their importance
fake roles are typically a problem on normal because experienced players generally dont need help in the dungeon and just want it to get done as quick as possible, this has branching consequences of less experienced players not learning anything and then being woefully underprepared when attempting to do veteran difficulty
I did normal unhallowed grave yesterday and I was shocked that— on the lich boss in execute— the consequence for not hiding behind the pillar was… you get feared. That’s all. No noticeable DoT to teach you to not just eat the waves. So everyone else just stayed out there and I was the only one hiding behind a pillar…
alpha_synuclein wrote: »In a game like ESO any kind of gear based gating will not be viable. What we need is a tutorial that focuses on the basics of each role, that player needs to pass to be able to queue on said role for a vet dungeon or join a vet trial in group finder.
For example:
Healer: you need to keep your NPC teammates alive (while they stand in red) and produce at least 50k raw HPS. You need to have at least one Major damage buff (Courage, Slayer, Force, etc.) and maintain it with min 50% uptime. You need to provide at least one synergy on cooldown. If you or one of your teammats dies or your HPS drops, you fail and start over.
SwordOfSagas wrote: »Fake tanks and healers are bad but I just queued for a random vet on my healer and the two dd's in the first dungeon took 10 minutes killing 7 adds. The tank left so did I, so I queued again and got a vet dlc dungeon and exactly the same thing happened, one of the dd's was literally just spamming light attacks with daggers and the other was spamming beam with no crux...
SwordOfSagas wrote: »Fake tanks and healers are bad but I just queued for a random vet on my healer and the two dd's in the first dungeon took 10 minutes killing 7 adds. The tank left so did I, so I queued again and got a vet dlc dungeon and exactly the same thing happened, one of the dd's was literally just spamming light attacks with daggers and the other was spamming beam with no crux...
frogthroat wrote: »It could be a tutorial dungeon where you are given a loadout for each role. You pick up a quest and it takes you to three scenarios. The mechanic for this is already programmed in with Vengeance. No set bonuses, pre-made skill loadouts.
1. A team of NPCs are missing a tank, you will fill in. Need to equip 5 heavy armour, taunt one boss and block a few hits. If you don't have heavy pieces, there's 5 body pieces in the starting area, with a sword and board. No set bonuses anyway, so only the armor rating matters.
2. Second scenario, healer is missing so you fill in. 5 light pieces in the starting area, and a resto staff. Need to place an AOE ground HOT, a sticky HOT and a burst heal.
3. And in the last scenario DD is missing. 5 medium pieces and a 2h axe (because for some reason ZOS loves 2h axe as a tutorial weapon) and you need to place a DOT and do some direct damage.
After those scnearios the quest giver praises you to be the best recruit he has seen and gives you some gold and xp.
Could be tied to guilds, like Fighters Guild or Undaunted. Or even divided between the guilds. Get a tank tutorial from the Undaunted, healer tutorial from Mages Guild and a DD tutorial from Fighters Guild.
alpha_synuclein wrote: »In a game like ESO any kind of gear based gating will not be viable. What we need is a tutorial that focuses on the basics of each role, that player needs to pass to be able to queue on said role for a vet dungeon or join a vet trial in group finder.
For example:
Healer: you need to keep your NPC teammates alive (while they stand in red) and produce at least 50k raw HPS. You need to have at least one Major damage buff (Courage, Slayer, Force, etc.) and maintain it with min 50% uptime. You need to provide at least one synergy on cooldown. If you or one of your teammats dies or your HPS drops, you fail and start over.
That would send the wrong message to the DPS. The damage dealer's job should also be to avoid damage and not stubbornly stand in red areas. For the simulation, there would simply have to be constant damage for all group members that needs to be healed but cannot be avoided.