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Do you want an OPTION for public dungeons to be run as a separate instance?

Booshy
Booshy
✭✭✭
On paper I liked the idea of public dungeons - but after doing them a few times it actually really hampers the experience in my opinion. So, as a way to appeal to those who like both ways - why not just make an option to run them as an instance personalized to yourself or your group if you want? I think the same should be the case for delves and quests instances too but for this poll we'll only be talking about public dungeons.
Edited by Booshy on 11 April 2014 08:15

Do you want an OPTION for public dungeons to be run as a separate instance? 145 votes

Yes
71%
themagikz_ESOSupersomethingmark.coogan_ESObobk_ESOdriosketchvizionblind_ESOMoonclawGwarokscneedl_ESOchuckhopke_ESOFreshmango55BooshyGreevirjdandrews108b14_ESOLeeshaSootyTXGetorixHaphazardAllurewolf216b14_ESOrebellisb16_ESO 104 votes
No
22%
Lauralink428reagen_lionelMonsteinSkjoldurLoxy37graxanb16_ESOLostScotEzikielStormSandhyaSeverangrim567Nabrendeathcoyrwb17_ESOKrohmpodlechceb17_ESOKolokilionheart051Ragnar_LodbrokAdamargo 32 votes
Don't care
6%
KraunRosveenErisKrayorLkoryJadeviper1974LonzrickchaosmeZilas 9 votes
  • Nox_Aeterna
    Nox_Aeterna
    ✭✭✭✭✭
    No
    While i quite enjoy the whole farming aspect of the public dungeons , they being open is what limit them in some ways.

    If you could make them in a party of 4 , closing it to everyone else ... lets just say there would be nothing even the GMs would ever be able to do to counter bots. Not like group dungeons , bosses do not stay dead in public dungeons.

    Which ofc lead to nerf to drops and all that stuff.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • WhiteQueen
    WhiteQueen
    ✭✭✭
    Yes
    Yes. So every time they want to farm a boss, they'd have to run the whole dungeon again. Cuts down on botters and macroers, but legitimate farmers still can go do what they want.
  • flarefireb16_ESO
    edit - duh, early morning. I need to read better :/
    Edited by flarefireb16_ESO on 11 April 2014 09:31
  • mark2472
    mark2472
    ✭✭✭
    Yes
    While i quite enjoy the whole farming aspect of the public dungeons , they being open is what limit them in some ways.

    If you could make them in a party of 4 , closing it to everyone else ... lets just say there would be nothing even the GMs would ever be able to do to counter bots. Not like group dungeons , bosses do not stay dead in public dungeons.

    Which ofc lead to nerf to drops and all that stuff.

    If they made it like most other games I've played... where a dungeon instanced to yourself doesn't respawn until you complete it, you'd have to complete the entire dungeon again to kill the boss again. This, I think, would prevent a bot from even farming the boss.
  • Lext
    Lext
    Soul Shriven
    No
    Well... I know and it is sucky... But instead of doing an separate instance for either a player or groups... why not adjust the mob/boss system so that it spawns mobs according to the number of players in the dungeon or around the boss...

    But yeah having a bot farming it would also be *** but either way, they would just reconfig the bots so that it does whatever changed...
  • mark2472
    mark2472
    ✭✭✭
    Yes
    Lext wrote: »
    Well... I know and it is sucky... But instead of doing an separate instance for either a player or groups... why not adjust the mob/boss system so that it spawns mobs according to the number of players in the dungeon or around the boss...

    But yeah having a bot farming it would also be *** but either way, they would just reconfig the bots so that it does whatever changed...

    I would also be fine with this alternative.

    The pattern I seem to see when I go into the public dungeons is this: I'll enter a dungeon and start working my way down. Things are fairly easy, but not too easy. Soon, I'm joined by somebody else and things start getting too easy. Then another few players catch up and it becomes a wave of players facerolling the content to the end... even the boss goes down within seconds.

    If the difficulty/quantity of the mobs were adjusted based on the number of players nearby, it would help alleviate this.
    Edited by mark2472 on 11 April 2014 14:38
  • Adamargo
    Adamargo
    No
    Public dungeons are fine except for the bosses, at least from what I have experienced in the early low level ones.When you have 10+ people camping the final bosses and it dies in 2-5 seconds and most people don't even get a hit in, that tells you something right there.

    As mentioned above and elsewhere on these forums, the boss difficulty and HP needs to be ramped up and buffed big time, like 1000%. A boss battle should feel like a boss battle and not just some mass zerg rush from the players.

    Skill should be rewarded whether it be public dungeon, instance, grouped, etc. and right now there isn't a lot of combat prowess on display when everyone only gets one hit in before the public dungeon boss dies. It's a boss, please make it feel more like one.

    https://www.youtube.com/watch?v=NisCkxU544c

    Edited by Adamargo on 11 April 2014 15:25
  • Moonclaw
    Moonclaw
    ✭✭✭
    Yes
    Ideally make them scalable based on number in group who enter . Current implementation is a waste of good level design. Stealth is pretty much a waste of time as when you are trying to creep up on mobs the zerg train rushes by
  • Pelerin2014
    Pelerin2014
    ✭✭✭
    Yes
    I don't mind public dungeons as they are but, nothing wrong with having options.
    Pelarius, Imperial Dragonknight of the Aldmeri Dominion.
  • Tetujin
    Tetujin
    ✭✭✭
    Don't know, probably would say yes, have the option. Or something else to adjust it. So far I either go in and things are decimated by others and i stoll through, or have to solo through most of it. Could be a symptom of short-explosion pacing of combat to either a win or a loss with no way to throttle the duration, because of the game's resource mechanics. A camped boss is the crowning jewel of anti-climax. As is, it is a waste of otherwise interesting content.
  • Darkholynova
    Yes
    To clarify my vote, I think most public dungeons should be solo instance (unless you're in a party, then all members of your party may join you). The boss at the end should only reset if you leave and reset the dungeon. Resetting dungeons needs to be easy and understandable.

    Now the exception to the rule would be those really tough public dungeons, you know the ones with large angry packs of mobs that encourage group play. They typically have a quest, a handful of bosses and a super boss who grants a skill point the first time you clear it. These can stay the way they are.
  • lionheart051
    No
    Make the boss/mobs/number of mobs scalable according to how many people are in the dungeon.
  • Jnaathra
    Jnaathra
    ✭✭
    Limit the number of times you can farm the boss mob at the end during a set period of time (say 20 hours). There is zero reason that 10 people should be permanently camped out at the end of every single dungeon. Sloppy design.
  • driosketch
    driosketch
    ✭✭✭✭✭
    ✭✭
    Yes
    Yes as long as enemies don't respawn till you exit the instance. Having to run a dungeon each time and react to an actual boss fight would make bottling the instances extremely difficult. And farmers who like to camp the boss, but aren't bots, could remain in the public instance.

    Just to streamline the process, they could have a global setting for "always public"/"always instanced to yourself or group"/"instanced non cleared dungeons only"/"always ask".
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
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  • Talasar1
    Talasar1
    Soul Shriven
    Yes
    Sorry to have to say this, but public dungeons NEED to be instanced. I just spent the last 3 days on 4 different characters getting ZERO loot from the end boss in 9 separate public dungeons on all 3 factions because 30 bots are all standing around jumping it the instant it spawns. If the Devs can't/won't get the bots under control this is the only option left. Failing to code in instancing for public dungeons and world bosses will drive away a majority of the regular players within 3 months, just like it did in a number of other MMOs.
  • Greyblade
    Greyblade
    Yes
    I'd say NO if they fix the bot problem, but voted YES. It would be nice to do the public dungeons at my own pace, without fast respawns and people running ahead and killing everything, but its also a good place to meet and help other people. Boo to the bots though!
  • Ysne58
    Ysne58
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    I'm not sure what the best solution to this is.
  • Tetujin
    Tetujin
    ✭✭✭
    Ignoring the bots issue for a moment, I think if they found a way to make all of the fights take longer without being too much more dangerous then you would see people pooling together more just naturally based on chance / probability, and it would feel more like working together with strangers rather than rushing past each other. Make this even more pronounced for the boss.
  • Nabren
    Nabren
    No
    I think if you make public dungeons instanced it defeats the idea. I would like to see a different solution. Maybe a phased approach where you don't see the boss after killing him?
  • Filodendron
    Filodendron
    ✭✭
    The question is: What is the purpose of these public dungeons?

    I mean if they named them public dungeons i guess it makes sense to be one instance for everybody. I think it would work well, there are few public dungeons without a final boss where you get complete after you finish a quest and provide a decent experience.

    Personally i'd make last boss give loot/exp only the first time it's killed, the game already has a tracker (achievement) for this.
  • Imryll
    Imryll
    ✭✭✭✭✭
    I think there is a clear need to reduce bots/farming of public dungeon bosses. I'm not vested in any particular solution to the problem, whether it be instancing, reduction of disproportionate rewards (or converting rewards from drops to quest rewards), diminishing returns, timers, etc. I think the ball is now in ZOS's court, and it's for them to propose a solution.
    Edited by Imryll on 14 April 2014 12:40
  • Bell
    Bell
    Yes
    It doesn't necessarily need to be single player, but the number of people allowed per instance of a dungeon needs to be reduced quite drastically.

    Running through one of these nicely designed dungeons only to find the spawn of the boss camped by a horde of people so that you must hope to get a hit in the next time he spawns is not my idea of fun.

    Those dungeons could potentially be the most fun thing in the game (and when I'm playing in off-hours when less people are around and I finally manage to delve into one of these dungeons alone, or only with one or two others and not ten, they are really great), but as they are now they are probably the thing I like the least about it (besides some bugs :) ), because they are way to crowded to have any sense of accomplishment once you're through.
    By now I try to avoid them as best as I can and only do those that have skyshards in them, because the outside world is much less crowded and thus questing there is actually much more fun than doing one of these dungeons with 20-30 other people in them.

    I'd suggest to cut the max. number of people for the smaller dungeons to 5 and for the public group dungeons to 10-15 and it should be fine. But now it's just a horrible experience and a shame that so much developing time was wasted on something that is basically utterly devoid of fun because of this one single flaw in the system of allowing way too many people in every given instance of the dungeons.
  • Ragnar_Lodbrok
    Ragnar_Lodbrok
    ✭✭✭✭✭
    No
    NO. It just defeats the purpose for a public dungeon. THIS IS NOT A SINGLE PLAYER GAME
  • Grageeky
    Grageeky
    ✭✭✭
    Yes
    Yes, there already is an extra button in the Group tab to switch to a Veteran dungeon, so why not add another button so you can make your Group delves private instances.
    "Perhaps his egg spent too much time in the shade before his hatching." -Wareem-
  • Lonzrick
    Lonzrick
    Don't care
    I'm still not married to it, but my idea is that the boss, when he dies, puts any one of a few dozen (to hundred) death lines in your chat window and one word is in a different color--in such a way that auto-scripts couldn't detect it. If you're a player and there to "legitimately" camp the mob, you have to type something like /proof THEWORD to prove you're a person sitting there and not a bot. If you do, the next boss is attackable; if you don't, you're a bot, your attacks are ignored, but the boss can still kill you!
  • macklemycowub17_ESO
    Yes
    Here how a public dungeon feels to me: "Go do this important thing 20 other people are doing.... don't worry, there are maybe 2 or 3 enemies total when you get in. Oh, and the boss... just look at him and he will be defeated by others... HAVE FUN!" At which point I have zero fun...
  • Dimmur
    Dimmur
    ✭✭
    Yes
    The problem is not just the boss. It is the fact that those mystical far away dungeons are completely filled with people. They are like metro stations, which completely ruins otherwise interesting dungeons.
  • Hexo
    Hexo
    Yes
    Dimmur wrote: »
    The problem is not just the boss. It is the fact that those mystical far away dungeons are completely filled with people. They are like metro stations, which completely ruins otherwise interesting dungeons.

    Agreed
  • Bell
    Bell
    Yes
    Dimmur wrote: »
    The problem is not just the boss. It is the fact that those mystical far away dungeons are completely filled with people. They are like metro stations, which completely ruins otherwise interesting dungeons.

    That's true. The dungeons feel way fuller than the actual game world, when it should actually be, if any of both, the other way round. I think the reason for this is that the outside world (which is phased in a similar way as the public dungeons) works better for spreading out people.

    I think they do allow way more people per phase in the outside world than in the dungeons, which would be the natural thing to do, of course, but due to the confinement of the dungeons and the vastness of the zones it still feels like the outside world is pretty empty (which is good if you ask me; having myriads of people in the same spot is never good in any MMO) and whenever you enter a dungeon you wonder where all the people in there are coming from.

    Please, do something about this issue (Best would probably be to just drastically cut the number of people allowed per phase of any given dungeon). It's really killing the game's experience for me right now that the public dungeons are more or less unplayable right now because they are way too full.
  • Koloki
    Koloki
    ✭✭✭
    No
    Dimmur wrote: »
    Please, do something about this issue (Best would probably be to just drastically cut the number of people allowed per phase of any given dungeon). It's really killing the game's experience for me right now that the public dungeons are more or less unplayable right now because they are way too full.

    That i think is the best way to avoid the crowds inside dungeon areas, i like the atmosphere of a more empty dungeon but i also want the dynamic grouping and social interaction you get from finding other players that can help you kill a boss or clear a particularly difficult pull.

    As someone else said, this is not a single player game, making it a instance for each player defeats the main propose of public dungeons.
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