manukartofanu wrote: »This topic keeps coming up: people who read quests often complain that others don’t want to join them in reading quests. Clearly, there are plenty of you out there. So why not gather together and read each other's quests? Seriously, what’s stopping you?
Is it that others don’t want to read exactly the same quests you’re interested in? Then why do you expect random people to do so?
Is it that others don’t want to read them at your pace? Again, why demand that of random strangers?
Honestly, I don’t get it.
Why do some players spend so much time complaining that others won’t read the quests they like, instead of accepting that everyone has their own preferences? And why not focus on finding a group of like-minded readers instead of demanding that random people cater to their interests? It’s not the responsibility of developers or other readers to solve this problem for them—it’s up to the players themselves to take initiative and compromise.
Seriously, share the real reasons—ones that don’t just boil down to a basic unwillingness to spend your time helping others, which is exactly why others don’t want to spend their time helping you. If you can identify those reasons, maybe a solution can be found.
Group finder was made for this purpose. It has a speedrun and a story option.
kringled_1 wrote: »manukartofanu wrote: »This topic keeps coming up: people who read quests often complain that others don’t want to join them in reading quests. Clearly, there are plenty of you out there. So why not gather together and read each other's quests? Seriously, what’s stopping you?
Is it that others don’t want to read exactly the same quests you’re interested in? Then why do you expect random people to do so?
Is it that others don’t want to read them at your pace? Again, why demand that of random strangers?
Honestly, I don’t get it.
Why do some players spend so much time complaining that others won’t read the quests they like, instead of accepting that everyone has their own preferences? And why not focus on finding a group of like-minded readers instead of demanding that random people cater to their interests? It’s not the responsibility of developers or other readers to solve this problem for them—it’s up to the players themselves to take initiative and compromise.
Seriously, share the real reasons—ones that don’t just boil down to a basic unwillingness to spend your time helping others, which is exactly why others don’t want to spend their time helping you. If you can identify those reasons, maybe a solution can be found.
I disagree. This is very heavily a developer created issue.
Conceptually, I understand having backstory and lore behind the dungeons, and at a high level I prefer it to "dungeon with arbitrary loot pinata bosses A B and C" but the way the story is delivered is in high conflict with how dungeons are mostly run.
The pacing for the most part is ok for someone who is comfortable getting the high level cliff's notes version of the story and filling in some of the detail with repeated runs. But a lot of the dungeons have extensive additional optional dialog and text lore lying around.
The problems with getting a group for this are multiple.
First off, relatively few people are motivated to do a slow run for lore for any particular dungeon after their first run.
But if people aren't on board, then sometimes npc dialog will be advanced before someone's gotten to it.
One of the frequently posted solutions here is "Just look it up on uesp/watch it on youtube" which is really such a diminishing of the experience that I'm not surprised it's often not received well.
Otherwise, you're asking people to make social connections, so that they can go do an activity (listening to npc dialog) which is intensely unsocial. It's a weird and awkward mix that doesn't work well for a lot of people which is why this has been a long standing sore point.
It's like having a book club, but instead of the book club being "read this chapter on your own time, then we discuss", its "we will all sit in a room and read the same page at the same time, and if you're a slower reader than the others, too bad, and if you're a faster reader than the others, expect to be bored".
The original base game dungeons are even worse, because several have NPCs that are not present when the quest isn't being run, so their dialog is not accessible. Fortunately that's not so much an issue in the DLCs.
Some groups have "slower" runs at dungeon launch, which I've participated in a few times, and is nice, but doesn't really cover people who come later to a particular dungeon, and personally when I'm new to a dungeon I tend to have low retention on lore/story because my attention is on learning new mechanics/encounters.
TumlinTheJolly wrote: »For years, half the playerbase have zoomed ahead to finish dungeons as quickly as possible (AoE pulls), while the other half want to take their time and enjoy the story, etc.
manukartofanu wrote: »kringled_1 wrote: »manukartofanu wrote: »This topic keeps coming up: people who read quests often complain that others don’t want to join them in reading quests. Clearly, there are plenty of you out there. So why not gather together and read each other's quests? Seriously, what’s stopping you?
Is it that others don’t want to read exactly the same quests you’re interested in? Then why do you expect random people to do so?
Is it that others don’t want to read them at your pace? Again, why demand that of random strangers?
Honestly, I don’t get it.
Why do some players spend so much time complaining that others won’t read the quests they like, instead of accepting that everyone has their own preferences? And why not focus on finding a group of like-minded readers instead of demanding that random people cater to their interests? It’s not the responsibility of developers or other readers to solve this problem for them—it’s up to the players themselves to take initiative and compromise.
Seriously, share the real reasons—ones that don’t just boil down to a basic unwillingness to spend your time helping others, which is exactly why others don’t want to spend their time helping you. If you can identify those reasons, maybe a solution can be found.
I disagree. This is very heavily a developer created issue.
Conceptually, I understand having backstory and lore behind the dungeons, and at a high level I prefer it to "dungeon with arbitrary loot pinata bosses A B and C" but the way the story is delivered is in high conflict with how dungeons are mostly run.
The pacing for the most part is ok for someone who is comfortable getting the high level cliff's notes version of the story and filling in some of the detail with repeated runs. But a lot of the dungeons have extensive additional optional dialog and text lore lying around.
The problems with getting a group for this are multiple.
First off, relatively few people are motivated to do a slow run for lore for any particular dungeon after their first run.
But if people aren't on board, then sometimes npc dialog will be advanced before someone's gotten to it.
One of the frequently posted solutions here is "Just look it up on uesp/watch it on youtube" which is really such a diminishing of the experience that I'm not surprised it's often not received well.
Otherwise, you're asking people to make social connections, so that they can go do an activity (listening to npc dialog) which is intensely unsocial. It's a weird and awkward mix that doesn't work well for a lot of people which is why this has been a long standing sore point.
It's like having a book club, but instead of the book club being "read this chapter on your own time, then we discuss", its "we will all sit in a room and read the same page at the same time, and if you're a slower reader than the others, too bad, and if you're a faster reader than the others, expect to be bored".
The original base game dungeons are even worse, because several have NPCs that are not present when the quest isn't being run, so their dialog is not accessible. Fortunately that's not so much an issue in the DLCs.
Some groups have "slower" runs at dungeon launch, which I've participated in a few times, and is nice, but doesn't really cover people who come later to a particular dungeon, and personally when I'm new to a dungeon I tend to have low retention on lore/story because my attention is on learning new mechanics/encounters.
I agree, but original poster said:TumlinTheJolly wrote: »For years, half the playerbase have zoomed ahead to finish dungeons as quickly as possible (AoE pulls), while the other half want to take their time and enjoy the story, etc.
If there’s really a 50/50 division, why is it a problem? Half of the player base wanting to read the quests should be more than enough to find the party you want.
Your explanation perfectly fits my question:
Is it that others don’t want to read at your pace? Again, why demand that of random strangers?
Yes, it’s boring to wait for others. But if quest readers are toooooo bored to wait for each other, why demand that of random strangers? Where’s the logic in that?
TumlinTheJolly wrote: »I would propose adding a third option to the two existing options of 'Veteran' and 'Normal', called 'Story'. This option would be at the same difficulty as 'Normal', and its queue description would imply that it was a queue for people who wanted to move through the dungeon at a leisurely pace, to enjoy the story, etc.
Alinhbo_Tyaka wrote: »I would not expect a third mode would be "really hard" as the game already has a third mode more or less in public dungeons. Taking the normal mode dungeon and adjusting the damage tables to public dungeon levels should be relatively straight forward. There might need to be some adjustments here and there to keep things flowing but ZOS shouldn't have to write a whole new combat system support story mode.
TumlinTheJolly wrote: »TumlinTheJolly wrote: »Group finder was made for this purpose. It has a speedrun and a story option.
Ah, interesting. I'm a returning player who has never really used this tool.
Do you still get the Premium Undaunted Exploration Supplies from using the Group Finder tool? If not, that's the problem.
Alternatively, they should add story playstyle functionality into the Dungeon Finder tool, as that's where the issue lies. People are usually running speed playstyle to get Undaunted Exploration Supplies as quickly as possible.
If you get the group together through group finder and then do random normal/vet through the queue, then yes.
This solution still adds an admin step of forming a group manually, which is probably too big of a hurdle for it to occur as the norm?
Alinhbo_Tyaka wrote: »I would not expect a third mode would be "really hard" as the game already has a third mode more or less in public dungeons. Taking the normal mode dungeon and adjusting the damage tables to public dungeon levels should be relatively straight forward. There might need to be some adjustments here and there to keep things flowing but ZOS shouldn't have to write a whole new combat system support story mode.
It depends on exactly what their goal for a story mode is.
Creating a setting where all enemies are nerfed down to public dungeon levels is easy. But doesn't necessarily solve the problem whereby people might want to tackle the "Story Mode" at different paces (Even more so if loot still drops, so gear farmers would do these to speed up loot acquisition).
If they're wanting to create solo friendly "Story Mode" then they would have to actively redesign dungeons and encounters. Between hardstops like the levers in ICP (Can't pull both levers alone and NPC's like companions don't interact with these) and insta-kill moves (Like Dranos Velador in CoS) or in general just annoying facets of NPC's not being targeted (I.e. While Spindleclutch I is easy to solo, the last boss is annoying as you get stunned every few seconds as the only target of all of her attacks)
Rishikesa108 wrote: »
This may actually be a language issue, where players only see the notes of the groupfinder in their native language and can't read everything else someone wrote in there. Happens on EU a lot, due to so many languages. Example: I have had cases where I made a groupfinder group for the IA for long runs(arc 5+), and some players join and only complete the quests and leave. Basically wasting my time. But this seems like a language/understanding problem with the groupfinder itself. People will be people, hehe.Rishikesa108 wrote: »
This. When I was trying to get the last piece of the Shipwright crafting station from Wayrest II (not soloable) I made Story Groups in group finder, because I figured since all I really needed other people for was Malubeth I might as well help out people who wanted to do the story or newbies slow.
Six runs, all but one had players who rushed ahead and/or quit when the rest of the group lagged behind.
katanagirl1 wrote: »manukartofanu wrote: »kringled_1 wrote: »manukartofanu wrote: »This topic keeps coming up: people who read quests often complain that others don’t want to join them in reading quests. Clearly, there are plenty of you out there. So why not gather together and read each other's quests? Seriously, what’s stopping you?
Is it that others don’t want to read exactly the same quests you’re interested in? Then why do you expect random people to do so?
Is it that others don’t want to read them at your pace? Again, why demand that of random strangers?
Honestly, I don’t get it.
Why do some players spend so much time complaining that others won’t read the quests they like, instead of accepting that everyone has their own preferences? And why not focus on finding a group of like-minded readers instead of demanding that random people cater to their interests? It’s not the responsibility of developers or other readers to solve this problem for them—it’s up to the players themselves to take initiative and compromise.
Seriously, share the real reasons—ones that don’t just boil down to a basic unwillingness to spend your time helping others, which is exactly why others don’t want to spend their time helping you. If you can identify those reasons, maybe a solution can be found.
I disagree. This is very heavily a developer created issue.
Conceptually, I understand having backstory and lore behind the dungeons, and at a high level I prefer it to "dungeon with arbitrary loot pinata bosses A B and C" but the way the story is delivered is in high conflict with how dungeons are mostly run.
The pacing for the most part is ok for someone who is comfortable getting the high level cliff's notes version of the story and filling in some of the detail with repeated runs. But a lot of the dungeons have extensive additional optional dialog and text lore lying around.
The problems with getting a group for this are multiple.
First off, relatively few people are motivated to do a slow run for lore for any particular dungeon after their first run.
But if people aren't on board, then sometimes npc dialog will be advanced before someone's gotten to it.
One of the frequently posted solutions here is "Just look it up on uesp/watch it on youtube" which is really such a diminishing of the experience that I'm not surprised it's often not received well.
Otherwise, you're asking people to make social connections, so that they can go do an activity (listening to npc dialog) which is intensely unsocial. It's a weird and awkward mix that doesn't work well for a lot of people which is why this has been a long standing sore point.
It's like having a book club, but instead of the book club being "read this chapter on your own time, then we discuss", its "we will all sit in a room and read the same page at the same time, and if you're a slower reader than the others, too bad, and if you're a faster reader than the others, expect to be bored".
The original base game dungeons are even worse, because several have NPCs that are not present when the quest isn't being run, so their dialog is not accessible. Fortunately that's not so much an issue in the DLCs.
Some groups have "slower" runs at dungeon launch, which I've participated in a few times, and is nice, but doesn't really cover people who come later to a particular dungeon, and personally when I'm new to a dungeon I tend to have low retention on lore/story because my attention is on learning new mechanics/encounters.
I agree, but original poster said:TumlinTheJolly wrote: »For years, half the playerbase have zoomed ahead to finish dungeons as quickly as possible (AoE pulls), while the other half want to take their time and enjoy the story, etc.
If there’s really a 50/50 division, why is it a problem? Half of the player base wanting to read the quests should be more than enough to find the party you want.
Your explanation perfectly fits my question:
Is it that others don’t want to read at your pace? Again, why demand that of random strangers?
Yes, it’s boring to wait for others. But if quest readers are toooooo bored to wait for each other, why demand that of random strangers? Where’s the logic in that?
This is not the complete description of the playerbase when actually running the dungeons. Most realize they won’t get to hear the story but just want other players to slow down enough so that they can quickly click through the dialogue and be able to turn in the quest. Some dungeons like Vault of Madness and Banished Cells are the worse. If the group immediately disbands in the first BC you will get booted before they finish the dialogue and will have to requeue and run again to get the skill point. This is absolutely not fair to anyone for any reason.
manukartofanu wrote: »katanagirl1 wrote: »manukartofanu wrote: »kringled_1 wrote: »manukartofanu wrote: »This topic keeps coming up: people who read quests often complain that others don’t want to join them in reading quests. Clearly, there are plenty of you out there. So why not gather together and read each other's quests? Seriously, what’s stopping you?
Is it that others don’t want to read exactly the same quests you’re interested in? Then why do you expect random people to do so?
Is it that others don’t want to read them at your pace? Again, why demand that of random strangers?
Honestly, I don’t get it.
Why do some players spend so much time complaining that others won’t read the quests they like, instead of accepting that everyone has their own preferences? And why not focus on finding a group of like-minded readers instead of demanding that random people cater to their interests? It’s not the responsibility of developers or other readers to solve this problem for them—it’s up to the players themselves to take initiative and compromise.
Seriously, share the real reasons—ones that don’t just boil down to a basic unwillingness to spend your time helping others, which is exactly why others don’t want to spend their time helping you. If you can identify those reasons, maybe a solution can be found.
I disagree. This is very heavily a developer created issue.
Conceptually, I understand having backstory and lore behind the dungeons, and at a high level I prefer it to "dungeon with arbitrary loot pinata bosses A B and C" but the way the story is delivered is in high conflict with how dungeons are mostly run.
The pacing for the most part is ok for someone who is comfortable getting the high level cliff's notes version of the story and filling in some of the detail with repeated runs. But a lot of the dungeons have extensive additional optional dialog and text lore lying around.
The problems with getting a group for this are multiple.
First off, relatively few people are motivated to do a slow run for lore for any particular dungeon after their first run.
But if people aren't on board, then sometimes npc dialog will be advanced before someone's gotten to it.
One of the frequently posted solutions here is "Just look it up on uesp/watch it on youtube" which is really such a diminishing of the experience that I'm not surprised it's often not received well.
Otherwise, you're asking people to make social connections, so that they can go do an activity (listening to npc dialog) which is intensely unsocial. It's a weird and awkward mix that doesn't work well for a lot of people which is why this has been a long standing sore point.
It's like having a book club, but instead of the book club being "read this chapter on your own time, then we discuss", its "we will all sit in a room and read the same page at the same time, and if you're a slower reader than the others, too bad, and if you're a faster reader than the others, expect to be bored".
The original base game dungeons are even worse, because several have NPCs that are not present when the quest isn't being run, so their dialog is not accessible. Fortunately that's not so much an issue in the DLCs.
Some groups have "slower" runs at dungeon launch, which I've participated in a few times, and is nice, but doesn't really cover people who come later to a particular dungeon, and personally when I'm new to a dungeon I tend to have low retention on lore/story because my attention is on learning new mechanics/encounters.
I agree, but original poster said:TumlinTheJolly wrote: »For years, half the playerbase have zoomed ahead to finish dungeons as quickly as possible (AoE pulls), while the other half want to take their time and enjoy the story, etc.
If there’s really a 50/50 division, why is it a problem? Half of the player base wanting to read the quests should be more than enough to find the party you want.
Your explanation perfectly fits my question:
Is it that others don’t want to read at your pace? Again, why demand that of random strangers?
Yes, it’s boring to wait for others. But if quest readers are toooooo bored to wait for each other, why demand that of random strangers? Where’s the logic in that?
This is not the complete description of the playerbase when actually running the dungeons. Most realize they won’t get to hear the story but just want other players to slow down enough so that they can quickly click through the dialogue and be able to turn in the quest. Some dungeons like Vault of Madness and Banished Cells are the worse. If the group immediately disbands in the first BC you will get booted before they finish the dialogue and will have to requeue and run again to get the skill point. This is absolutely not fair to anyone for any reason.
On one hand, yes, it happens. But on the other hand, I once complained in a group, saying, "Why are you rushing? I have a quest," and they told me it was my own fault for not mentioning it at the start of the dungeon. Since then, I always let people know beforehand. Occasionally, there are minor issues, but they happen no more often than when I mess up my own quest by forgetting to stop somewhere to interact with something. Sometimes people even remind me if I’ve missed something. Sure, there are rare cases where someone ignores everything and rushes ahead, but those are so uncommon that it doesn’t feel worth turning into a serious discussion.
TumlinTheJolly wrote: »Group finder was made for this purpose. It has a speedrun and a story option.
Ah, interesting. I'm a returning player who has never really used this tool.
Do you still get the Premium Undaunted Exploration Supplies from using the Group Finder tool? If not, that's the problem.
Alternatively, they should add story playstyle functionality into the Dungeon Finder tool, as that's where the issue lies. People are usually running speed playstyle to get Undaunted Exploration Supplies as quickly as possible.
TumlinTheJolly wrote: »For years, half the playerbase have zoomed ahead to finish dungeons as quickly as possible (AoE pulls), while the other half want to take their time and enjoy the story, etc. We have all experienced this, and we all generally fall into one camp or the other. How do we fix it? This post is not designed to say which of the two approaches is right or wrong, but to discuss queueing solution to resolve the issue.
I would propose adding a third option to the two existing options of 'Veteran' and 'Normal', called 'Story'. This option would be at the same difficulty as 'Normal', and its queue description would imply that it was a queue for people who wanted to move through the dungeon at a leisurely pace, to enjoy the story, etc. The rewards would be the same as 'Normal' difficulty. People who wanted to go quickly would know to queue for 'Normal', while people who wanted to take their time would know to queue for 'Story'.
Would this solution work? Could it be altered/improved upon? What other ideas have people had to address the issue?