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.
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.
"custom groups" just lie to you and kick does not work with 2 or more fakes in the group.Suggestions here ask for:
-Boring tutorials which will either be skipped by the people who need them (if optional) or replayed on every toon by the people who don't (if mandatory)
-Circumventable qualification checks
-Giving up player freedom
-Confronting weak players with a reality check + lockout
All because the randoms in a group weren't as people would have liked them to be. Aren't those solutions worse than a kick or custom grouping?
frogthroat wrote: »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.
Yes, exactly. However... I think there are some magical properties in different weapons.
When you equip a shield, you will lose all sense of direction. After the boss is dead and you have entrance and exit, a tank will choose entrance.
When you equip a restoration staff, you will no longer see any players outside of the heal area.
When you equip dual daggers, all red areas are drawing you closer like moths to a flame.
how about stop pressuring people into joining your playstyle, especially new players ? in the end you need them more than they need you anyway, so who cares if your run never made it, can happen to the best of us unless your a one %er, then when it does all you do is complain like you were meant for special things and its everyone elses fault such a small thing and some kind of crime in eso, is just a game and sometimes expecting the 'game over' is what can make it more fun
Necrotech_Master wrote: »how about stop pressuring people into joining your playstyle, especially new players ? in the end you need them more than they need you anyway, so who cares if your run never made it, can happen to the best of us unless your a one %er, then when it does all you do is complain like you were meant for special things and its everyone elses fault such a small thing and some kind of crime in eso, is just a game and sometimes expecting the 'game over' is what can make it more fun
this, really
not all teams NEED say 1 tank, 1 healer, 2 dps
some experienced groups run with 1 tank and 3 dps just fine even on most dlc dungeons outside of hard modes
heck i typically test myself soloing some non dlc vet HM dungeons on a dps with a tank companion just because i can lol
frogthroat wrote: »I think that while the two topics in this thread are related, they are still vastly different topics.
1. Need for a dungeon tutorial.
2. Minimum requirements for dungeon groups.
For the first part, a tutorial, that would be a great idea. For me this is my first MMO. I don't usually play any kind of online games. Strictly a single player and I came to ESO via TES universe. When I started I had no idea what is group content, little alone what the different roles mean. Some sort of tutorial, maybe in form of a quest or something, would have been very helpful. I had the trouble of being kicked out of groups since I had no idea what I was even supposed to do.
But the second part, minimum requirements, that would go against the "play as you want" motto. It is good to know the roles, but I don't think they should be enforced by the game. The roles are more of a serving suggestion than a hard requirement. 7 key pledges (formerly 5 key) are much faster with 1t 3dd, or even 4dd if the DLC pledge is nothing insane. With an experienced group a healer would feel frustration, especially in the base game dungeons where you don't need a healer even in HM. There's of course different level players and the average player might need a 1t 1h 2dd composition, but that doesn't mean the more experienced players must play like that even when they have made a group beforehand.
Helping new players is always good, but forcing -- either new players or experienced players -- to play in a certain way is not.
But I do have an idea for the minimum requirements. Even if the game would not check any of your gear or skills, a simple "ignore group composition" checkbox in the dungeon finder would solve many issues. Those who need a traditional 1t 1h 2dd group can leave it as is, and those more experienced players who do not care can check that box and then the game will group you with either in a group where your role matches, or if that is not available just form a group with the first 3 other players who have checked that box. That was DDs don't need to queue as fake tanks.
Yeah, fake fake tanks have ruined it for us fake-but-not-really tanks.If the fake tank has taunt and does their job well, they won't die and everyone can focus on the damage.
When you get some dungeons as your random dungeon that happens more often than not. Like, how many times have you managed to have a full group in Maarselok when you queue to random dungeon alone? And surprisingly often in others, like GD or BS. Tank is the first to go when you load in.Or they leave the dungeon right at the beginning.
Yeah, this would be easier if there would be the "ignore group composition" checkbox. And that the finder would prioritise those groups where someone has the checkbox unchecked, so that a real tank would go first to a group that actually wants a tank.I've seen many times that players left the group after it became clear that a faker was tanking.
Of course, you can kick the fake tank, but then you have to wait again. If no one shows up after a few minutes, the group disbands. I experience this again and again.
That’s why I think that especially fake tanking in vet dungeons is not very popular.
KalevaLaine wrote: »I still think that any kind of check is needed. I play main heal, but in normal dungeons (and easy vets) I switch on DPS setup (on my Templar for example) with Breath of Life and Vigor.
frogthroat wrote: »For the first part, a tutorial, that would be a great idea. For me this is my first MMO. I don't usually play any kind of online games. Strictly a single player and I came to ESO via TES universe. When I started I had no idea what is group content, little alone what the different roles mean. Some sort of tutorial, maybe in form of a quest or something, would have been very helpful. I had the trouble of being kicked out of groups since I had no idea what I was even supposed to do.