Horace-Wimp wrote: »One thing that has irritated the ever loving **** out of me since I started playing ESO is getting into a random normal dungeon and having one or more players rush to the final boss as fast as they can skipping multiple bosses and other content because "they have so many characters that they just NEED to run dungeons on." In the overwhelming majority of cases it winds up taking longer to skip content than to just do everything with the possible exception of Fungal Grotto I. Fungal Grotto II is fastest when EVERYTHING is completed and NOTHING is skipped. Proven every single time someone tries to skip content only for everyone to be left waiting at the final boss because someone forgot to complete the triggering sequence for the final boss to spawn.
Anywho...I have a solution suggestion that should fix this issue: make the bonus XP account wide so that no mater what character we use to run our random daily dungeon the bonus is awarded just the one time. This way no one will feel the need to bother with running multiple daily dungeons to get the bonus on as many characters as they can. Given account wise achievements it just makes sense to make the daily dungeon bonus account wide, too. Same for the daily battleground. One and done. No more frantic selfish players scrambling to run daily dungeons on 150 characters across 50 accounts.
This should also leave more time for players to focus on their favorite character once subclassing goes live.
I love this idea. ZOS - please make it happen. Thank you.
zos have already provided solutions and implicit responses to this arguable problem:
- vote-to-kick or quit options once in a group a player finds unsuitable.
- guilds/friend lists with which to pre-group with like-minded players to remove the ambiguity of behaviour/objectives with randoms
- an improved group finder where group parameters can be set (objective, type speed etc). It's not perfect and needs a sub-50th level filter but seems otherwise utilitarian.
- an implementation of a 'join encounter in progress' which strongly implies zos favours groups clearing instances quickly, since the rate determining step is now always the lead (positionally in dungeon/furthest ahead) player.
how about better dungeons.
dungeon rushing, extreme builds, fake roles, even the groupfinder.. symptoms of obsolete design.
randconfig wrote: »zos have already provided solutions and implicit responses to this arguable problem:
- vote-to-kick or quit options once in a group a player finds unsuitable.
- guilds/friend lists with which to pre-group with like-minded players to remove the ambiguity of behaviour/objectives with randoms
- an improved group finder where group parameters can be set (objective, type speed etc). It's not perfect and needs a sub-50th level filter but seems otherwise utilitarian.
- an implementation of a 'join encounter in progress' which strongly implies zos favours groups clearing instances quickly, since the rate determining step is now always the lead (positionally in dungeon/furthest ahead) player.
No one uses the vote-to-kick option, especially not new players just getting into the game. This burden should not fall on new players, they should get to experience the content as it was designed, not have it forcibly skipped by speed runners.
Just make no-loading screen doors that only open when everything is cleared like in Fang Lair. While it could create opposite effect (speedrunners being trapped by players sightseeing instead of fighting) it would make the group stick together for faster clear.
randconfig wrote: »zos have already provided solutions and implicit responses to this arguable problem:
- vote-to-kick or quit options once in a group a player finds unsuitable.
- guilds/friend lists with which to pre-group with like-minded players to remove the ambiguity of behaviour/objectives with randoms
- an improved group finder where group parameters can be set (objective, type speed etc). It's not perfect and needs a sub-50th level filter but seems otherwise utilitarian.
- an implementation of a 'join encounter in progress' which strongly implies zos favours groups clearing instances quickly, since the rate determining step is now always the lead (positionally in dungeon/furthest ahead) player.
No one uses the vote-to-kick option, especially not new players just getting into the game. This burden should not fall on new players, they should get to experience the content as it was designed, not have it forcibly skipped by speed runners.
Zos would appear to disagree: their implementation of the 'join encounter in progress' implies they are leaning in favour of faster throughput and clearing of instances. This 'feature' favours speed-runners over all else who are massively and arguably disproportionately enabled by it.
DenverRalphy wrote: »randconfig wrote: »zos have already provided solutions and implicit responses to this arguable problem:
- vote-to-kick or quit options once in a group a player finds unsuitable.
- guilds/friend lists with which to pre-group with like-minded players to remove the ambiguity of behaviour/objectives with randoms
- an improved group finder where group parameters can be set (objective, type speed etc). It's not perfect and needs a sub-50th level filter but seems otherwise utilitarian.
- an implementation of a 'join encounter in progress' which strongly implies zos favours groups clearing instances quickly, since the rate determining step is now always the lead (positionally in dungeon/furthest ahead) player.
No one uses the vote-to-kick option, especially not new players just getting into the game. This burden should not fall on new players, they should get to experience the content as it was designed, not have it forcibly skipped by speed runners.
Zos would appear to disagree: their implementation of the 'join encounter in progress' implies they are leaning in favour of faster throughput and clearing of instances. This 'feature' favours speed-runners over all else who are massively and arguably disproportionately enabled by it.
The 'join encounter in proress' mechanic' was inserted to solve the problem of group members getting locked out of the fight if they weren't within the boss arena when Johny-Couldn't-Wait decides to aggro the boss. Not to encourage dragging players ahead against their will.
DenverRalphy wrote: »randconfig wrote: »zos have already provided solutions and implicit responses to this arguable problem:
- vote-to-kick or quit options once in a group a player finds unsuitable.
- guilds/friend lists with which to pre-group with like-minded players to remove the ambiguity of behaviour/objectives with randoms
- an improved group finder where group parameters can be set (objective, type speed etc). It's not perfect and needs a sub-50th level filter but seems otherwise utilitarian.
- an implementation of a 'join encounter in progress' which strongly implies zos favours groups clearing instances quickly, since the rate determining step is now always the lead (positionally in dungeon/furthest ahead) player.
No one uses the vote-to-kick option, especially not new players just getting into the game. This burden should not fall on new players, they should get to experience the content as it was designed, not have it forcibly skipped by speed runners.
Zos would appear to disagree: their implementation of the 'join encounter in progress' implies they are leaning in favour of faster throughput and clearing of instances. This 'feature' favours speed-runners over all else who are massively and arguably disproportionately enabled by it.
The 'join encounter in proress' mechanic' was inserted to solve the problem of group members getting locked out of the fight if they weren't within the boss arena when Johny-Couldn't-Wait decides to aggro the boss. Not to encourage dragging players ahead against their will.
Source?
edit: In any event, they must have realised and recognised the effect of this feature implementation and how it would be (ab)used in/by randoms. The implication of faster throughput/instance clearance by design remains conspicuously self-evident, even if it was not initially marketed as such.
People are not running the dungeons for account experience. Random normal speedruns are for transmute. Thus, the reasonable thing to do is increase transmute rewards from dungeon pledges and trials.
Make dungeon quests a daily repeatable(minus the skillpoint one off), and tie the transmutes to the first dungeonquest completion of the day.
That way everyone has to run dungeons at the same pace. They would still be fast, just not stupid skip everything fast.
they could allow us to use 3 companions to do solo random normals on our own and not need to do randoms with other players anymore.More ways to easily get transmutes at a 10-25 count rate that doesn't require PVP or ToT would be great.
they could allow us to use 3 companions to do solo random normals on our own and not need to do randoms with other players anymore.More ways to easily get transmutes at a 10-25 count rate that doesn't require PVP or ToT would be great.
Ragnarok0130 wrote: »they could allow us to use 3 companions to do solo random normals on our own and not need to do randoms with other players anymore.More ways to easily get transmutes at a 10-25 count rate that doesn't require PVP or ToT would be great.
That wouldn't work, companions stick with the boss and don't do mechs (and die a lot as a result). How are you and 3 companions going to do Unhallowed Grave at the litch boss, or the furnace room with those mechs?