CameraBeardThePirate wrote: »If the boss still has a lot of health, click respawn and make your way back to the fight to prevent the encounter from resetting if everyone dies.
BUT, if the boss is almost dead, just stay dead and you will still be considered as part of the encounter. Then once the boss dies you should see the chest spawn and can then click respawn and make your way back to the chest to loot it. This only works if you are in a group or if you have active hots or buffs up on other players in the encounter.
So you have to stay dead while playing the game in order to play the game? Lol. niceeeeee
Necrotech_Master wrote: »im not sure if the issue is poor reading comprehension if zos has to spell everything out in extremely explicit terminology, or if their terminology was too vague, or a little bit of both
How does it have to do anything with reading comprehension if words like "hard" are entirely subjective? For a person who does overland only, a person who sometimes solos normal dungeons, and someone who has a regular trial group, the idea of "hard" will most likely be a completely different one.
If I read an article adressed at the ESO playerbase as a whole, I would expect it to take the perspective of the "average player" when it describes a difficulty - problem is, no one except for ZOS has stats about what the "average player" can do or not, so we might also all have different ideas of that. So instead of vague terms like "hard" or "easy", people need to know the scale or get some comparison so they know what exactly is meant.
Not sure what the problem with precise wording is. Scientific writings are precise. Well-written news articles are precise. Good manuals are precise, too. An article about history saying "sometime in the 17th century there was some bad disease and lots of people died" would be considered nonsense, as would a cooking recipe telling you to use "a few eggs, a bit of butter and not too much sugar".
I also don't think terms like "vet content", "group content" or "content on the diffculty level of dungeons/vet dungeons/trials" is "extremely explicity terminology".
In the end it doesn't matter - we can clearly see the current drama, and I'd rather not see that happening again as it harms the game.
Necrotech_Master wrote: »im not sure if the issue is poor reading comprehension if zos has to spell everything out in extremely explicit terminology, or if their terminology was too vague, or a little bit of both
How does it have to do anything with reading comprehension if words like "hard" are entirely subjective? For a person who does overland only, a person who sometimes solos normal dungeons, and someone who has a regular trial group, the idea of "hard" will most likely be a completely different one.
If I read an article adressed at the ESO playerbase as a whole, I would expect it to take the perspective of the "average player" when it describes a difficulty - problem is, no one except for ZOS has stats about what the "average player" can do or not, so we might also all have different ideas of that. So instead of vague terms like "hard" or "easy", people need to know the scale or get some comparison so they know what exactly is meant.
Not sure what the problem with precise wording is. Scientific writings are precise. Well-written news articles are precise. Good manuals are precise, too. An article about history saying "sometime in the 17th century there was some bad disease and lots of people died" would be considered nonsense, as would a cooking recipe telling you to use "a few eggs, a bit of butter and not too much sugar".
I also don't think terms like "vet content", "group content" or "content on the diffculty level of dungeons/vet dungeons/trials" is "extremely explicity terminology".
In the end it doesn't matter - we can clearly see the current drama, and I'd rather not see that happening again as it harms the game.
@Dracane - I just wish ‘they cared enough’ and/ or we had more time. I appreciate your understanding on this though. Most of us if not all want no more than all the exploitable things removed (I know, that’s probably hard to believe) and have things improved to provide only a bit of what something like DK can really accomplish just so it becomes a bit easier to fight reworked specs as they pass through the pipeline.
allochthons wrote: »Please change it, so we don't have to regather the keys every time we want to run the dungeons (much less the trial). Getting people synched up is extremely difficult.