So why can't the player about to be pulled to the boss location be given a choice? Skip the teleport and risk missing the boss fight, or accept it and miss some dungeon content? At least that way, if the player chooses to stay, (s)he can always do that dungeon some other time while skipping any story content.Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
So why can't the player about to be pulled to the boss location be given a choice? Skip the teleport and risk missing the boss fight, or accept it and miss some dungeon content? At least that way, if the player chooses to stay, (s)he can always do that dungeon some other time while skipping any story content.Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Erickson9610 wrote: »
The "joining encounter in progress" feature has been around for quite a while
Oh I agree, it has been around for a long time, but it has been tweaked to be FAR more aggressive than it ever was. That is my point.
Erickson9610 wrote: »If you want a slower experience, you have the option of making a group in the Group Finder for that purpose.
So why can't the player about to be pulled to the boss location be given a choice? Skip the teleport and risk missing the boss fight, or accept it and miss some dungeon content? At least that way, if the player chooses to stay, (s)he can always do that dungeon some other time while skipping any story content.
zharkovian wrote: »This new feature is horrendous, new players can no longer enjoy the lower level dungeons, if some enthusiastic pug tank or dps wishes to drag everyone through a dungeon at high speed for a pledge or a plunder skull, there is no choice, heavy sacks, chests are meaningless as there is no chance to dawdle, insignificant mini-bosses meaningless, horrible.
With respect, I think you misunderstood me: I was proposing a CHANGE to the way it works now, i.e. the game should be updated to offer a choice in this particular situation.Erickson9610 wrote: »So why can't the player about to be pulled to the boss location be given a choice? Skip the teleport and risk missing the boss fight, or accept it and miss some dungeon content? At least that way, if the player chooses to stay, (s)he can always do that dungeon some other time while skipping any story content.Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Maybe the group queue isn't right for that player, then. Once the group finishes the dungeon, the slow player is either going to be kicked out by the timer, or if they're the group lead, they'll walk through the rest of the dungeon and miss out on story events that happened during those boss fights.
zharkovian wrote: »This new feature is horrendous, new players can no longer enjoy the lower level dungeons, if some enthusiastic pug tank or dps wishes to drag everyone through a dungeon at high speed for a pledge or a plunder skull, there is no choice, heavy sacks, chests are meaningless as there is no chance to dawdle, insignificant mini-bosses meaningless, horrible. I've played this game for over 8 years now and this new "joining encounter in progress" is far too aggressive. @ZOS_GinaBruno @ZOS_Kevin
SteveCampsOut wrote: »I don't know where you've been, but this is not new. It's been going on for over a year now.
zharkovian wrote: »new players can no longer enjoy the lower level dungeons
Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
MindOfTheSwarm wrote: »Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Soloing works to a point. But some encounters have mechanics that require you to be rescued from a dungeon one hit kill. So those present an issue.
The problem isn't this feature, the problem is expecting everyone to play your way when you queued for a random.
You get what you get. If you don't like it, do a premade.
Elvenheart wrote: »MindOfTheSwarm wrote: »Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Soloing works to a point. But some encounters have mechanics that require you to be rescued from a dungeon one hit kill. So those present an issue.
I’ve learned that they need to get rid of those mechanics that prevent dungeons being soloed with gimmicks or work arounds.
The problem isn't this feature, the problem is expecting everyone to play your way when you queued for a random.
You get what you get. If you don't like it, do a premade.
On normal, it's only 6 dungeons right now that have group mechanics that make the dungeons difficult to impossible to solo. And only two of them are actually impossible to solo.
Direfrost - you can do a work around to get through
Fang Lair - precog will get you through the mechanic
Blackheart - precog can get you through
Fungal Grotto 2 - precog can get you through
Wayrest 2 - Impossible solo
ICP - Impossible solo
The mechanics for Direfrost, Wayrest 2, and ICP, should absolutely be removed, as they are outliers compared to the large number of dungeons we have. The other 3 are fine as is, since a skill can be used to get through the mechanic.
Elvenheart wrote: »MindOfTheSwarm wrote: »Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Soloing works to a point. But some encounters have mechanics that require you to be rescued from a dungeon one hit kill. So those present an issue.
I’ve learned that they need to get rid of those mechanics that prevent dungeons being soloed with gimmicks or work arounds.
On normal, it's only 6 dungeons right now that have group mechanics that make the dungeons difficult to impossible to solo. And only two of them are actually impossible to solo.
Direfrost - you can do a work around to get through
Fang Lair - precog will get you through the mechanic
Blackheart - precog can get you through
Fungal Grotto 2 - precog can get you through
Wayrest 2 - Impossible solo
ICP - Impossible solo
The mechanics for Direfrost, Wayrest 2, and ICP, should absolutely be removed, as they are outliers compared to the large number of dungeons we have. The other 3 are fine as is, since a skill can be used to get through the mechanic.