Quite a bit of a jump into making a strawman you can argue against. You can always retry proving grounds until you succeed. At least, that’s how it used to work.
Keep swinging at windmills, Don. You’ll hit a bug one day.
Literally have no idea what any of this has to do with what I asked. But I guess thanks for confirming you want it to be like Proving Grounds in a round about way just to be snarky?
If someone can’t handle tasks like “press interrupt when boss casts” or “don’t stand in obvious bad stuff” then maybe they should find a game more suited to their skills. Something like Cookie Clicker.
Given some of the players I’ve seen, I’d send the current players there as well.
If someone can’t just play the game they paid for without having to pass a test first, then that’s a terrible game and absolutely shouldn’t be played by anyone and that game should definitely burn to the ground, imo.
They can play the game. World quests are there and pet battles are over there and over there is Torghast and that there is warmode. All that is being asked is that players have a basic knowledge of how the game works before they start queued content.
A lot of games have a tutorial. The fact that WoW’s is so lacking is actually rather strange.
I mentioned this a lil bit ago in another thread. But I really miss that time where your spellbook had its own little tab that basically told you the basics of your rotation. It would say which spells to use to build up resources, what spells to spend the resources. It was so helpful if you were just picking up a class the first time.
There’s a really funny version of this kinda mentality with Monster Hunter at the moment. A new monster added in has a one hit KO move. But he makes it super obvious by getting up and walking on two legs while charging up the attack. EVEN WITH THAT, some folks just don’t learn and now your team hunt ran out of lives and we gotta start over lol
Something like that would be helpful to a lot of players. I suspect that quite a few simply don’t know what their spells do because the game makes no attempt to explain them.
I don’t play monster hunter but I have seen people do that sort of thing in other games. After a while you start to wonder if they like being face down on the floor.
Like dude. If its a case of tunnel vision. I totally get that. Sometimes my brain is just “big number. big number good. so many big number” that I then get smacked hard with a tail or claw.
This is why I don’t use recount in WoW anymore. My brain would focus too much on the numbers that I’d stop looking at the actual game lol
I thought that it was a good idea. Additionally, they should have tank and healer proving grounds for new players to get into group content, not just dps, so there is more balance among the roles. If everyone starts out as dps, lots of those people will stay as dps for a long time. Then we will have no healers or tanks.
Before they pass the proving grounds, they are only entered into dungeons with other people who have not passed the proving grounds. Once they pass, they will be eligible to join “experienced” groups which are meant to be quick runs. Additionally, this would cut down on experienced players making fun of new players for not being perfect. It would also give new players a space to grow in the default-level groups and make friends with other new/chill players.
Tunnel vision can be an issue, but after watching someone face tank an instant kill move half a dozen times in a row with no attempt to dodge you start to suspect that the issue is less tunnel vison and more a total lack of effort to learn.
The way I’m imagining the tutorial it would be fairly role neutral. It wouldn’t be a tank/dps/heal check as much as a basic mechanics check.
Tutorial NPC casts pyroblast on the player a few times. Interrupt 3 in a row to pass.
Tutorial NPC casts a debuff on player a few times. Dispel 3 times in a row to pass.
Tutorial NPC casts flamestrike at the player’s location a few times. Dodge 3 in a row to pass.
That sort of thing. Could even break it up into multiple levels of increasingly advanced techniques. Basic Training, Advanced Techniques and Master Class achievements for each class. Basic Training would allow for queued content for that class across the account. Advanced Techniques and Master Class achievements would be for players who want to really learn what their class can do.
What if each major city had a “training ground” where you could actually have instruction on how to use your class and spec’s specific talents? I’d like to see something like that. You could train alongside other players, learn from the NPCs, and they could even offer ranks as incentives. Start out as a private, advance to corporal, then sergeant, then lieutenant, captain, major, colonel, and general.
Perhaps then players could see–when they’re about to jump into an instance with someone–what their “rank” is, which could indicate how advanced they are in training that’s ostensibly useful for instances.
I get that, but there are players like myself who might take an interest in tanking (or other group instance roles) if we knew what we were doing. I’ve gotten a lot of bad advice from people, been kicked from groups, and so on, so it’s been really frustrating trying to learn how to tank.
If there was a prescribed training course that I could learn from–one that handled the more common aspects of boss fights–that would be really helpful to me. I have a learning disability, so a sort of structured tutorial would be super nice.
I’ve tried the proving grounds, but not lately. I might have to look at them again to see if I do better. I didn’t do very good at it last time.