First of all your queue woes: refer to this.
https://forums.elderscrollsonline.com/en/discussion/636122/dungeon-finder-known-issues/p1
As for the second half and normal: Normal has been "adjusted" to oblivion, and unfortunately it results in people who queue for it just wanting to be out ASAP. If you're trying to run the quest, let the person know and hopefully they'll slow down a little, but if you're talking about the Undaunted pledge, most speed runners will clear those anyway cause it's the pledge, but they will most definitely skip nearly every piece of trash pack they can, probably cause it's their 100th+ run of the place.
Caligamy_ESO wrote: »We have sat in vet queues for half an hour as tank, as healer, as healer and tank, or dps + whatever more times than I can count only for us to eventually give in and just withdraw and queue for normal and instantly what do we find?
Trier_Sero wrote: »Even though I can agree that there are some toxicity in dungeon community, especially tanks that leave as soon as they see that one or both dps are low lvl/cp, I can't agree that it's so prevalent as op states.
I like speedrunning rnds myself but usually slow down if somebody reaches out about that in respectful way.
Another wall of text from me, seems to be becoming a habit....
Lots of interesting replies here about group composition etc, but as many are about 'people being bad at their chosen group role' I'll limit my reply to a different problem; people queueing as 'tank' or 'healer' for random dungeons when they're clearly a dd.
As someone who does does this almost daily myself, the motivation is obvious - transmute stones. If you're (like myself) planning a build and need transmutes in order to reconstruct a full gear set (200-300 transmutes) the only reliable way to get them in any reasonable quantities, in a reasonable amount of time, is via random normal dungeons.
Undaunted pledges? 10 transmutes for 4 key pledges vs 1 random normal, nor brainer the random normal wins every time.
And why wait 20 mins sitting in the queue as a dd when you can run the dungeon with 4 dd (because random normal is easy).
So, proposed solution; more effort should mean more reward, similar to how the undaunted pledges currently operate
Idea 1: upgrade pledges:
OG normal dungeons (Fungal I, Spindle I etc) slight nerf: (1/2/4 transmutes)
OG vet dungeons (Fungal II, Spindle II etc) remain unchanged: (1/3/5 transmutes)
Year 1-2 DLC dungeons (ICP, Falkreath Hold): small buff (2, 4, 6 transmutes)
Year 3 onwards DLC buffed: (3, 5, 7 transmutes)
More incentive to run more difficult content.
Idea 2: rework random dungeons:
Normal random to keep it's exp component, but have a nerf to transmute reward from 10 to 5.
Random veteran to be split into two new options:
Random non-DLC vet - 10 transmute reward.
Random DLC vet - 12 transmute reward
Idea 3: combine undaunted pledges and random dungeons:
With the upcoming upgrade (hopefully) to the dungeon finder in update 40, there's every reason to integrate this change into the system as a maximum more effort = more reward.
NEW DAILY RANDOM: random pledge queue.
If you complete without a pledge in your quest journal - exclusive with random normal / random vet / random vet dlc. Rewards are +1 transmute compared to the non-pledge random variants (to encourage those only doing the random to help those doing their pledge)
If you complete with a pledge quest in your quest journal:
1st complete: No extra reward but the daily reset is not triggered
2nd queue: you're not queued for the pledge dungeon already completed. Upon completion, rewards from random normal daily.
3rd queue: you're not queued for the 2 pledge dungeons already completed. Upon completion, gain rewards for random DLC vet daily
So there is 2 dailies worth of incentive to complete all 3 pledges using the dungeon finder!
The easiest fix would be for ZoS to make all the dungeon quests the same, so you can accept/share the quest at any point and just kill the final boss for credit.
It would also be cool if the pledges were all this way as well (at least in terms of the last boss being the only required condition for completion).
Seems more effective than trying to modify the behavior of lots of players by complaining on forums.
Billium813 wrote: »
Oh, I agree with OP's assessment completely. Normal Dungeons are a grimy quagmire a significant amount of time. I wonder how much you are understating your actions and are actually part of the issue you are downplaying.
It's quite common that the Tank and/or Healer roles are really just DPS roles. Taunts are commonly not used in that case. Dead allies are often not rezed either. If someone says "I need quest", or the rnd happens to be DLC, or if the DPS CP is sufficiently low (under 50), it's 50/50 odds that someone will leave immediately. The most common thing though is that one person will speed run the whole dungeon, aggro'ing everything and speeding to the boss. If you're a low level DPS, you will probably die to the aggro'd ads and be unable to rez since the speed runner is now fighting the boss. Rinse, repeat for each boss.
Billium813 wrote: »For instance, a high level player should not be able to complete a daily pledge on Normal and RND should diminish rewards depending on the level.
ComradeBiscuit wrote: »Billium813 wrote: »For instance, a high level player should not be able to complete a daily pledge on Normal and RND should diminish rewards depending on the level.
I don't think this is a good idea. Some players have a really low skill cap due to health problems and such; they should not be punished for just gaining CP by playing the game normally.
Billium813 wrote: »I think nerfing rewards is the best path forward, but I think that needs to be dependent on the player's level.
Either high level players need to be restricted from Normal dungeons, or there needs to be diminishing returns on rewards. For instance, a high level player should not be able to complete a daily pledge on Normal and RND should diminish rewards depending on the level.
Also, Veteran needs increased rewards. 1 Undaunted Key for Veteran and 2 for Hard mode does not capture the player's time investment or difficulty in completing the content. To say NOTHING about the disparity between non-DLC and DLC dungeons...
Billium813 wrote: »If you are over CP 1000 and you can't complete a vet non-HM dungeon, I don't know what to tell you. Maybe you should step out of your comfort box and challenge yourself. What you call "punished", I call incentivized for growing and learning.
Billium813 wrote: »
If you are over CP 1000 and you can't complete a vet non-HM dungeon, I don't know what to tell you. Maybe you should step out of your comfort box and challenge yourself. What you call "punished", I call incentivized for growing and learning.
IZZEFlameLash wrote: »
Sorry, but no. Rewards are fine as is. Rewards are not what is stopping people from doing vet dungeons using dungeon finder. Vet dungeons, in particular, DLC ones, require you to be grouped with people that are set up properly or else, you are in for a miserable time.
I agree that the both the reward from doing a Random Veteran dungeon should be different than the reward from a Random Normal and that the final boss for a DLC dungeon should drop more than the final boss from a base game dungeon.
The problem is that neither the Random Veteran Dungeon queue nor DLC dungeons respect your time and reward you appropriately. You essentially get the same reward whether you run Fungal Grotto 1 on normal, or Earthen Root Enclave on veteran which are obviously two completely different experiences.
Adding to that, if you run a Random Normal Dungeon then running a Random Veteran Dungeon gives half the reward, so there is literally no motivation to run a Random Veteran Dungeon from a reward perspective. If they would at least give a full reward for both then there would be a reason to do both.
If it were up to me, I would give ~200k Experience and 10 Transmute crystals for running a random normal, and 100k Experience and 20 Transmute crystals for running a random veteran dungeon, and I would make the final boss of all the DLC dungeons always drop 10 Transmute crystals on Veteran and 5 Transmute Crystals on normal to help with people who abandon the group as soon as they see it is a longer DLC dungeon they don't want to waste time in.