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Anti-social players and suggestion for extending pugs algorithm
Today I was running with a pug. At the start of the dungeon I CLEARLY mentioned that I had the quest of that dungeon.
However, the players kept on rushing as fast as they could. Hence, I tried to keep up and only picked up books (not read them) and quickly looted some bags for recipes but apparently this was still not fast enough and I got kicked without warning in mid of the dungeon and my quest (I have their names, but I don't think I am allowed to list or even report them: appareantly this kind of behavior is ok in the game). As I saw no communication it wouldn't surprise me they were from a same guild. And no, they didn't have to carry me as the dungeon was on normal: I could do my part if they only let me time to grab the books.
I feel pity for other players who may have the misfortune to group with these kind of nasty "players" via a pug in the future. And currently there is no way to avoid this. To me pugs have become more a source of frustration than of fun (not all are like that). Other bad pugs are when some player rushes ahead, die and then give up so you have to start looking for replacement.
I suggest ZOS does something about it by taking into account the desired speed of run as an extra parameter (or quest as extra parameter) when assembling pug's so you don't get "bullied" and left behind (or kicked) because you want to pick up books or do the quest. That would group players with similar dungeon behavior. Because now in a pug there is no way now to know beforehand what kind of players the other ones will be.
I know: some will say: get a guild. However, not all guild members want to do the same dungeon or have done the quest and because guilds are small in comparison with the whole playing world finding a common goal can be very time consuming: it's more likely that you find players in the world who need and want to do the same quest than finding them in 1 or 2 guilds.
Edited by ZOS_Icy on 17 September 2023 18:11