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CONSTRUCTIVE feedback and SUGGESTIONS gathering thread to improve the Group finder tool (DEVS)

profundidob16_ESO
profundidob16_ESO
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@ZOS_GinaBruno


Dear devs,


it's become quite obvious that on the one hand the group finder tool is currently not doing a good job at matching the right people to give them the grouping experience they are queuing for in the first place and on the other hand it's currently too easy to abuse the group finder tool in it's current implemented form in order to:

1. Keep quitting the group and rejoin until they get the exact dungeon they want and still get the random reward, which eventually ruins the experience for everyone
2. As a group leader, keep on kicking people until your group is filled with only V16 people
3. As a group leader, keep on kicking people until you get the desired classes or combinations
4. ...

So instead of spilling our guts and litter the forums (even more) with useless negativism, let's give the devs some proper suggestions and constructive thoughts/comments about it and Remember: The less useless junk posts in this thread the more likely devs will actually keep reading through it to get good ideas and turn them into code...so here go my practical suggestions for the group finder tool:

1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people

2. You must meet specific role-related checks when queuing for a specific role. E.g If you press the queue button for "Random vet dungeon V16+" as tank but the system detects you don't have the minimum required physical and magical defenses and healthpool present, you should get a clear message stating what requirements you failed to meet. Especially since the game has becomes so overdependent on dps, people queuing as dps should definately need to meet a serious check before being allowed into veteran dungeons at all because even if their gear allows for high dps, their skill can completely kill their dps. Right now every half-healer or -dps is queing as tank just to get a group fast

3. AFTER and only AFTER number 1 and 2 are implemented: The group finder needs to place a tar-pitting discouraging timer on players leaving groups that prevents them from joining that queue again until the timer has expired. That means: if you leave a full group you can`t rejoin the queue for 5 minutes (10 on second leave, 15 on third and subsequent) or until that dungeon is left by everyone or completed. That would make people think twice before leaving a group and leaving. Needless to say, if this is implemented before number 1 and 2 are fixed, this would leave people with the only left option and that is not using the group finder tool at all anymore so very careful with this one...

4. Kicking people should pop-up a vote that -if the vote passes- leads to autokick so that 1 person could not kick people just because he's group leader just because he started the group or automatically became leader because someone else had a DC. Less crucial issue but still important for completeness sake

5. Kicked people shouldn't be given a full minute before they are removed. 15 seconds should be nice enough for them to collect whatever loot they still wanted to pick up before being teleported out. Right now we see too many complaints from new replacement players telling the group: "instance full", "I can't teleport in"

6. Being autojoined for a group shouldn't teleport you in after 1 minute automatically but rather manually only. It should do the same as for pvp: Give you a 30-60sec timer to teleport in or be removed from the queue because you lost your chance. This solves the current problem of lots of DPS having queued as dps for a long time only to go afk eventually and stop caring. The group inside the dungeon then first gets no reply from that person, only to see him appear in the dungeon and eventually have to come to the conclusion that the guy has been -and still is- AFK and doesn't even realize the system teleported him inside the dungeon :)


ps: All of this has been done before and was proven to work succesfully for years in a row in another mmo...plz don't try to reinvent the wheel on these basics, save the innovating creatism for what makes this game stand out after the basics are working properly ;)
  • NewBlacksmurf
    NewBlacksmurf
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    Nice feedback.

    I'd like to add that the UI needs to contain a drop down of info of how this is suppose to work so as changes and updates occur, it's clear.

    The overwhelming feedback is
    1. Trials need to be added
    2.Zone specific questing, delves and Doleman need to be added
    3. What was outlined above and in many other threads on PTS about manual groups. (Point blank, a manual group does not need to get all bonuses).
    4. You need an undaunted only queue (one for vet and one for normal) that auto give the quest once you queue (or just make the one normal and one vet each day provide the undaunted bonus regardless of the dungeon....I think that's better as it makes us clear most bosses and not skip around )
    5. Level range drop down is needed on specific dungeons because some encounters and people don't want all players so let's add a min level filter.
    6. Roles....either add undaunted like (let's call them group finder only) role skills and buffs so that we don't get the dps who chooses tank or healer for a faster queue.

    You've once again misunderstood what motivates group play in trying to be all inclusive. The best rewards as far as exp, and loot have to be limited to groups of two or less who are in queue.

    Furthermore, any group member who kicks a player should loose the ability to kick anymore unless the entire group is disbanded. Controls still need to be in place so that the behavior encourages ppl to pug while allowing manual groups to do dungeons but your specific dungeon finder needs a level range (and less bonuses than pure any dungeon).

    The logic is that people who want to complete the undaunted dailies don't really want to pug. So place an daily undaunted queue that gives the quest and only groups ppl who are in that queue. Vet version and normal version so those players aren't in the mix with others. Largely the frustration with doing ransoms is finding a group, only to be kicked because part of the manual group only desire to skip bosses to do the undaunted only while a non vet player misses out and either quits or gets kicked.

    Dungeons should be fun but challenging so while you cannot control people and their behaviors, you can add in tolerances that create better environments.

    Edited by NewBlacksmurf on March 30, 2016 1:20PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • profundidob16_ESO
    profundidob16_ESO
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    bump for @ZOS_JessicaFolsom since she's looking at this subject currently
  • Malmai
    Malmai
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    @ZOS_GinaBruno


    Dear devs,


    it's become quite obvious that on the one hand the group finder tool is currently not doing a good job at matching the right people to give them the grouping experience they are queuing for in the first place and on the other hand it's currently too easy to abuse the group finder tool in it's current implemented form in order to:

    1. Keep quitting the group and rejoin until they get the exact dungeon they want and still get the random reward, which eventually ruins the experience for everyone
    2. As a group leader, keep on kicking people until your group is filled with only V16 people
    3. As a group leader, keep on kicking people until you get the desired classes or combinations
    4. ...

    So instead of spilling our guts and litter the forums (even more) with useless negativism, let's give the devs some proper suggestions and constructive thoughts/comments about it and Remember: The less useless junk posts in this thread the more likely devs will actually keep reading through it to get good ideas and turn them into code...so here go my practical suggestions for the group finder tool:

    1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people

    2. You must meet specific role-related checks when queuing for a specific role. E.g If you press the queue button for "Random vet dungeon V16+" as tank but the system detects you don't have the minimum required physical and magical defenses and healthpool present, you should get a clear message stating what requirements you failed to meet. Especially since the game has becomes so overdependent on dps, people queuing as dps should definately need to meet a serious check before being allowed into veteran dungeons at all because even if their gear allows for high dps, their skill can completely kill their dps. Right now every half-healer or -dps is queing as tank just to get a group fast

    3. AFTER and only AFTER number 1 and 2 are implemented: The group finder needs to place a tar-pitting discouraging timer on players leaving groups that prevents them from joining that queue again until the timer has expired. That means: if you leave a full group you can`t rejoin the queue for 5 minutes (10 on second leave, 15 on third and subsequent) or until that dungeon is left by everyone or completed. That would make people think twice before leaving a group and leaving. Needless to say, if this is implemented before number 1 and 2 are fixed, this would leave people with the only left option and that is not using the group finder tool at all anymore so very careful with this one...

    4. Kicking people should pop-up a vote that -if the vote passes- leads to autokick so that 1 person could not kick people just because he's group leader just because he started the group or automatically became leader because someone else had a DC. Less crucial issue but still important for completeness sake

    5. Kicked people shouldn't be given a full minute before they are removed. 15 seconds should be nice enough for them to collect whatever loot they still wanted to pick up before being teleported out. Right now we see too many complaints from new replacement players telling the group: "instance full", "I can't teleport in"

    6. Being autojoined for a group shouldn't teleport you in after 1 minute automatically but rather manually only. It should do the same as for pvp: Give you a 30-60sec timer to teleport in or be removed from the queue because you lost your chance. This solves the current problem of lots of DPS having queued as dps for a long time only to go afk eventually and stop caring. The group inside the dungeon then first gets no reply from that person, only to see him appear in the dungeon and eventually have to come to the conclusion that the guy has been -and still is- AFK and doesn't even realize the system teleported him inside the dungeon :)


    ps: All of this has been done before and was proven to work succesfully for years in a row in another mmo...plz don't try to reinvent the wheel on these basics, save the innovating creatism for what makes this game stand out after the basics are working properly ;)

    :D
  • Khamira
    Khamira
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    Experience picker/slider
    You chek how experienced do you think you are and based on that and other group mebers expeience, group finder chooses you desired dugeon. Yep, I've runned vCOA 3 times with total noobz, and then vet Fungal Grotto with pros. I don't have anything to new players, but that should be reversed.

    Undaunted Certificates
    Undaunted guild gives you a Tank/Healer/DPS certificate after completing their quest that teaches you basics of each role.
    Healer - heal NPC that's standing in stupid for 5 minutes, don't let him die.
    Tank - aggro few tougher mobs on you and don't let NPC die because of them.
    DPS - deal certain Damage Per Second to a NPC, try to avoid damage and not die.
    Few dificulties, from easiest to super hard, not only lets you chek how good you are but also teaches now players basic of playing their role.

    They are of course optional and I don't care about super hard ones running normal dungeon, but in harder dugeons it would be nice to have one.

    If you are a mag sorc running as a tank - I don't care util you fullfil your role. And showing me that achievment/cerificate is good enogh, saves me focusing on you during fight and checking if you are taunting and doing other tank stuff.

    Yeah, that's not a grouping tool iprovement and requires voiceovers, new quests and that kind of stuff, but fits lore the most and also helps whole community.

    I don't care about runing normal dungeons with new players, I can even help them to improve, but running veteran City of Ash with a tank changing himself into a Werewolf each time until he got yelled at, it's just a waste of time. And my time = my life, and wasting time = wasting life, and wasting soeone's life = killing him.

    So yeah, bad groups are literally murdering me each time i need to teach our tank that Howl of Agony is not a taunt.
    Kha'jira's Scribbles - Such Blog, Many Thingies, Very Wow!
  • bigted209
    bigted209
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    Here is the problem with cookie cutter approaches.... Niche/abstract builds. My sorc has always been able to successfully tank most vet dungeons with ease.... ICP, WGT, and vCOA are a bit dodgy but doable. My sorc has 16k health, and 10-12k resistances. That doesn't fit OPs "stats checker" concept, but I promise you she does as well as, if not better than, most DK/Templar tanks on he market. Further more, my V9 DK tank is a MFing beast(430ish CP), tanked v16 V Banished Cells when he was v6, without being scaled. Point is simple, numbers/character levels aren't everything, and cookie cutter misconceptions severely hamper solid players/builds. I mean really, who the hell thought up a stamina based sorcerer?

    As for constructive ideas, put it back to where it was before the TG update, but with the ability to do cross faction grouping. The new random dungeon perks are a nice touch, quite handy for leveling up alts. Certainly keep that.

    As for the limitations on crown powers.... I'm saying no. If it's MY group/party, why should my hands be tied about what MY group consists of? If you aren't meeting MY demands for MY group, you are no longer in MY group. See my point? And yes, I've been booted from many groups while leveling up my alts.... You know, the "oh you aren't v16 so you can't be any good" issue. Battle leveling is a wonderful enigma....

    We the people don't need more restrictions placed on us... Chalk it up the same was as with government. If you are unhappy with the groups you find yourself randomly placed in....leave. I've done probably 75% or more of my hundreds of undaunted dailies, normal and vet, using random groups. Some have been a complete circus, ripe with v16s running in first person, and others where we wrecked black heart haven...didn't realize until the end the other three players were levels 17-26.



    TL;DR, roll group finder functionality back to pre-TG and add cross faction, also keep new random dungeon rewards. We don't need our hands held, and we don't need to be told what we can and can not do any more than we already are.
    Edited by bigted209 on March 30, 2016 8:59PM
  • pecheckler
    pecheckler
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    There should be no kicking allowed in group finder formed groups without three others voting for it. And I believe additional restrictions should be in place. It is simply not fair for a damage dealer to be in queue for 20+ minutes only to be immediately kicked for any reason.

    There should be 6 class choices to queue up as, not 3. A tank/healer, damage/tank, and damage/healer all as hybrid options. The only other way around that issue is to add "alt-spec" switching (like so many other MMOs have) where players can swap skills, morphs, champion point assignments, and gear, all with one button press. That way with the classic holy trinity roles players can swap for the position necessary. It would end a lot of group finder drama.
    End the tedious inventory management game.
  • Skinless_Jerk
    Skinless_Jerk
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    Best advice I can possibly give is get rid rid of it altogether and give us (console) a chat box. Group finder hasn't worked properly since release ... I posted a screenshot on here last week showing I'd waited over 1 hour and not a single other player had grouped with me or I with them... At least before, it would work within 30-45mins - now it's just broke! But hey .. as long as DLC are selling .. what's the big deal, right?
    CP561 Breton Templar
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  • bigted209
    bigted209
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    The group finder does work, and has. The issue is simple.... I'd wager at least 75% of players que as a damage character. When I que on my sorc as dps, it takes a while. Then when I jump on my tank and que, longest ive EVER waited was about 2-2.5 minutes. Tank averages 45 secs to a minute or so. My Templar healer, under 5 minutes regularly. I've chalked the recent issues up to #1, majority of people in the DLC and not using group finder, #2 more people using the random finder for extra rewards/XP. My only complaint is not being able to battle level the dungeon by cheesing group finder anymore. Had a 4 man group yesterday, had 3 in the group, hit group finder then invited last member in. This has always worked before TG, now it does not. Even tried pulling our tank in via finder and it didn't work, so we said screw it and went in with everyone's levels being all over the place. By my calculation, that's really the only thing that needs attention on current group finder.
  • Vangy
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    Yeah, one of the other mmos using some of these ideas was WoW. (especially the voting thing)

    You know what WoW also had? group damage addons that gave comprehensive numbers on EVERYTHING. Damage taken by tank. damage healed by healer, damage done by dps. Everything. That way, people could make an informed decision as to whether the dps/tank/heals there needed to be kicked or not. There was no "hiding" involved. If tank sucked, everyone would know it. If heals sucked, everyone would know it. If DPS sucked, everyone would know it. So most of the group decisions were unanimous. With that being removed from ESO, Ive stopped pugging altogether. Just too many special snowflakes we've got here in pugs.

    Now people just prefer all v16s to minimise instances were a 15 min pledge run turns into a 1 hour wipefest/take 10 minutes per boss to explain again and again that one should not stand in stupid. Even with v16 groups it is possible to wipe a lot in pugs. As someone else already pointed out, ESO has a clear culture of I play how I want an people spying on information was bad, and that was why group damage was removed. Why someone's healing or dps in a GROUP is private information I will never understand... but this is not very relevant to this thread;

    If you cant agree with anything I say, at least how about this;
    No one should be forced to leave a group because they suck. The same logic also applies to people shouldnt be forced to play with you if they "think" you dont meet their cut. They should have the liberty to leave group or kick you (if they are crown). You'd have to agree with both statements or disagree to both without being a hypocrite. You can't just pick one and say its more important then the other.

    The only thing I can think of to minimize the kicking/leaving in ESO would be to add a simple Veteran category. Like V1-V5, V6-V10, V11-V15, and V16. So you could queue for any one of these brackets. However, this could exponentially extend the already long queue times that DPS have....
    Edited by Vangy on March 31, 2016 3:20AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

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  • profundidob16_ESO
    profundidob16_ESO
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    bigted209 wrote: »
    The group finder does work, and has. The issue is simple.... I'd wager at least 75% of players que as a damage character. When I que on my sorc as dps, it takes a while. Then when I jump on my tank and que, longest ive EVER waited was about 2-2.5 minutes. Tank averages 45 secs to a minute or so. My Templar healer, under 5 minutes regularly. I've chalked the recent issues up to #1, majority of people in the DLC and not using group finder, #2 more people using the random finder for extra rewards/XP. My only complaint is not being able to battle level the dungeon by cheesing group finder anymore. Had a 4 man group yesterday, had 3 in the group, hit group finder then invited last member in. This has always worked before TG, now it does not. Even tried pulling our tank in via finder and it didn't work, so we said screw it and went in with everyone's levels being all over the place. By my calculation, that's really the only thing that needs attention on current group finder.

    what you describe was reported on the forums here recently multiple times as an exploit that needed to be fixed. Well, I guess they fixed it ;)
  • bigted209
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    I guess I can't really see it as being something that needed fixing. Now you have a drastic divide in player base being able to do the group dungeons. When playing my lower leveled alts, v3-5ish, I'm just as good as any v16 because I know the mechanics, and I know how to play the game. Sure lower vet leveled characters may not has as many skill points invested....but if you are smart about it, your character will be streamlined, using precisely what is needed and skipping what is not. Just doesn't make sense to draw a line in the sand. Especially with the reasoning behind why the devs are removing vet ranks altogether.

    As for the voting option, I don't disagree with it. I simply disagree with being placed in "boxes" so to speak. If I don't have X resistance, I'm not a tank. If you don't have Y skill, you aren't a DPS. Play styles differ greatly, doesn't mean one is inferior to another if it gets the job done.
    Edited by bigted209 on March 31, 2016 9:39AM
  • themdogesbite
    themdogesbite
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    Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. PERFORMANCE AND LATENCY!
    :]
  • istateres
    istateres
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    Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. PERFORMANCE AND LATENCY!

    "Needed for a long time", yup; which is why we are NOT going to get them. We need to ask for things we MIGHT get, not things we will not get.
  • MissBizz
    MissBizz
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    Some great ideas here. As well I would to see the return of being able to use the group finder to scale folks up. There was a way previously to do it (invite your fourth person right after you initiated the group finder - before it even had a chance to find someone else). It was really handy.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Tib
    Tib
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    • Deserter debuff to deal with - "Keep quitting the group and rejoin until they get the exact dungeon they want and still get the random reward, which eventually ruins the experience for everyone"
    • Kick limit or not allowed to kick people for X minutes after they have joined the group to deal with - "As a group leader, keep on kicking people until your group is filled with only V16 people" & "As a group leader, keep on kicking people until you get the desired classes or combinations"
    Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. P********** AND L******!
    Ouch, must have been some real dirty words there so that ZOS activated the profanity filter.. what were you trying to say again? ;) Seriously though, I agree.

    ~Tibbie~
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  • Autolycus
    Autolycus
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    • Deserter debuff to deal with - "Keep quitting the group and rejoin until they get the exact dungeon they want and still get the random reward, which eventually ruins the experience for everyone"
    • Kick limit or not allowed to kick people for X minutes after they have joined the group to deal with - "As a group leader, keep on kicking people until your group is filled with only V16 people" & "As a group leader, keep on kicking people until you get the desired classes or combinations"
    Oooooor, we could try to push for things that actually needs fixing and have needed it for a long time. P********** AND L******!
    Ouch, must have been some real dirty words there so that ZOS activated the profanity filter.. what were you trying to say again? ;) Seriously though, I agree.

    Deserter debuff and kick limits - straight to the top I say.

    Honestly, I'm just glad that it actually works now (since Monday?). Just last week I was trying to queue up for vet dungeons as a tank and the queue never popped. Now I can at least get paired up with people, and the fact that we can group with our friends for the daily rewards is a major improvement already. Imho, the deserter debuff and kick limit are all that we need. Beyond that, I'd say there are much bigger fish to fry (like how I can skyrocket to 1,000+ latency standing around doing nothing, while every other bandwidth-based application performs perfectly with ~60 ping). ESO is the source for all network issues on my end, I've determined, because it's the only thing that causes spikes.
  • Scarletblaze
    Scarletblaze
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    Devs, please consider these suggestions:

    **Would love to see bonus dungeon rewards increased for the most needed roles. Always need tanks/healers to queue up and stay to complete a dungeon =)

    **A kick player limit would be great! I am tired of wasting time in dungeons waiting for a group to be full because the group leader is too picky with classes/levels/play styles. No one person should have that kind of power over a group activity!

    **Dungeon group finder should group people with high CPs with other people with high CPs. It's great that the dungeons scale primary stats, but it is of no help when you are grouped with high CP players and you don't have the same amount to compete with their damage.

    Edited by Scarletblaze on March 31, 2016 6:40PM
  • Efaritay
    Efaritay
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    I would like a scale slider so I can do dungeons with my current friends who are not at the same level.
    "Don't tickle the Dragon if you can't take the heat"

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  • Wifeaggro13
    Wifeaggro13
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    Add a lvl Filter. if i am V16 and want to use the tool i should be able to pick if i want to play with scaled players or other VR players.
  • Taryf
    Taryf
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    First of all - very good topic.
    1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people

    Ok, how i suppose to learn tactics fo "speed run" if dont have chance to finish specific dung ealier?
    3. AFTER and only AFTER number 1 and 2 are implemented: The group finder needs to place a tar-pitting discouraging timer on players leaving groups that prevents them from joining that queue again until the timer has expired. That means: if you leave a full group you can`t rejoin the queue for 5 minutes (10 on second leave, 15 on third and subsequent) or until that dungeon is left by everyone or completed. That would make people think twice before leaving a group and leaving. Needless to say, if this is implemented before number 1 and 2 are fixed, this would leave people with the only left option and that is not using the group finder tool at all anymore so very careful with this one...

    Maybe not excacly this, but somekind of "cooldown" mechanic will be good.
    6. Being autojoined for a group shouldn't teleport you in after 1 minute automatically but rather manually only. It should do the same as for pvp: Give you a 30-60sec timer to teleport in or be removed from the queue because you lost your chance. This solves the current problem of lots of DPS having queued as dps for a long time only to go afk eventually and stop caring. The group inside the dungeon then first gets no reply from that person, only to see him appear in the dungeon and eventually have to come to the conclusion that the guy has been -and still is- AFK and doesn't even realize the system teleported him inside the dungeon :)

    Agree. This auto-teleport sucks. In teory Group Finder is cool tool - i can go collect alchemy plants, go craft gear for guildmates, feed hore, do craft daily etc and wait for team... but in reality i NEED to by close to Merchant to sell items and repair gear.
    PS4
    EU
    Imperial Dragonknight Stamina Tank
    Ebonheart Pact

    M'aiq prefers to adventure alone. Others just get in the way. And they talk, talk, talk - M'aiq the Liar
  • profundidob16_ESO
    profundidob16_ESO
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    Taryf wrote: »
    First of all - very good topic.
    1. More qeueing options to make the right soft of people meet up with each other. Divide the random vet system into more specific pools other than only "random vet dungeon". At least a "Random T1 vet dungeon V16+" and "Random T2 vet dungeon V16+" queue should be added where vCOA, vWGT, vICP would be T2 (tier 2) dungeons. Perhaps even a "specific elite achievment dungeon" where you would need to meet serious requirements like having completed all veteran dungeons at least once, have minimum 300cp,... so that people looking to hook up with other random people for a speed run, no death run or other achievments could find possible matches. This is to avoid all the group leaving and kicking because of the group finder matching the wrong people

    Ok, how i suppose to learn tactics fo "speed run" if dont have chance to finish specific dung ealier?

    You work yourself up the chain just like anyone else. So you start by being only able to queue for the normal dungeons queue because you don't meet the pre-requisites for any others.

    After you complete a dungeon on normal and have whatever role reqs you require you could queue for the "veteran random dungeon" There you run multiple times while learning all the tactics and even completing whatever achievements you like. Meanwhile as you grow T2 queue opens up for you. Eventually 1 day you become an elite who's run every dungeon countless times, knows all the inside outs and has alot more than 300cp and then you get access to things like the (optional) elite queue which pairs you with other people that have reached that same phase and are up for all sort of goodies like achievements, speedruns. And they all will have learned the mechanics and tactics more than very well because they all ran it countless times on veteran mode to reach this level

    Ofcourse I can understand that the last optional queue (the elite one) realistically will never happen because it leads to so much division of the player base that especially in the beginning you simply would be queuing for hours to find a group and that for any purpose of that exceptional sorts you would be much better of manually making a group by contacting your friend list 1 by 1 and compose your group. But we do need a much more granular division or filter options than what we have now.

    I like what 1 player suggested earlier: to at least have level range filters to be able to specify for yourself or level brackets like "v1-15","v16+"

    At the very very least V16+ needs it's own exclusive bracket because even within that bracket there's a world of difference from 1 player to the next

  • profundidob16_ESO
    profundidob16_ESO
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    @ZOS_GinaBruno


    With Halloween just past it's time to necro this 2.5year old thread since it appears to be more actual than ever. Upon revisiting my original post I realize that 4 of my suggestions have been implemented so far into the game. Perhaps it's time for our dear devs to look at the remaining and solve the current problems of fake roles as well as splitting off DLC vet dungeons as reiterated beginning this year:

    https://forums.elderscrollsonline.com/en/discussion/394288/suggestion-to-devs-split-off-vet-dlc-dungeons-in-random-group-finder/p1
  • Beardimus
    Beardimus
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    nice angle / handling on your Necro there. I'm sure you are still going to get the Necro police descend but 9.5/10 for effort!
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
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    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
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    Fighting small scale with : The SAXON Guild
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    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • profundidob16_ESO
    profundidob16_ESO
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    with Halloween it's kind of the perfect moment right ? :)

    Police or not, it's scary that this 2.5year old info is still so so accurate today and some of those problems still cause daily newly created threads which is what I wanted to point out. Successful apparently...
  • MartiniDaniels
    MartiniDaniels
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    They should add some kind of MMR so no carrying will happen and everyone will play with teammates comparable to his own skills.
  • Swomp23
    Swomp23
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    @profundidob16_ESO To quote the main quest : ''We'll make a necromancer of you yet!''
    XBox One - NA
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