Maintenance for the week of September 8:
• PC/Mac: No maintenance – September 8
• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Solution To Dungeon Rushing

Horace-Wimp
Horace-Wimp
✭✭✭
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.
Edited by ZOS_Icy on 19 May 2025 17:57
  • tincanman
    tincanman
    ✭✭✭✭✭
    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.
  • tincanman
    tincanman
    ✭✭✭✭✭
    In my case the dungeon tool is only used to determine which random dungeon is played, not the group's composition.

    Such a blanket change would adversely affect players like me who pre-form groups - and I did not buy extra character slots nor level characters not to be able to use them.

    So, definitive no thanks on 1/day/account as per OP suggestion.
  • Renato90085
    Renato90085
    ✭✭✭✭✭
    I feel that this will lengthen the long queue again...
    why not jut change reward ,when you finished any dungeon,like with your frind play not pug player
  • randconfig
    randconfig
    ✭✭✭✭✭
    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.

    Unfortunately, that would kill the queue for specific dungeons. The daily random dungeon incentives are there to help players seeking a specific dungeon find a party.

    Playing the dungeon as intended is the exception, while speed-running is the rule. It should be the reverse.

    At the very least, I would prefer they setup barriers (closed doors, magical barriers, invisible walls, etc) between areas when at least one member of the party is doing the quest, to allow time to do the quest.
    Edited by randconfig on 17 May 2025 17:45
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • Rungar
    Rungar
    ✭✭✭✭✭
    how about better dungeons.

    dungeon rushing, extreme builds, fake roles, even the groupfinder.. symptoms of obsolete design.
    Edited by Rungar on 17 May 2025 17:41
  • randconfig
    randconfig
    ✭✭✭✭✭
    tincanman 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.
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • randconfig
    randconfig
    ✭✭✭✭✭
    Rungar wrote: »
    how about better dungeons.

    dungeon rushing, extreme builds, fake roles, even the groupfinder.. symptoms of obsolete design.

    There's some truth to this. There shouldn't be dungeon quests where everyone has to wait in place for 5 minutes just for an NPC to anime walk into a room and monologue, or for players to have to read through a wall of text to know what's happening.

    Instead, tell the story during the gameplay, have the NPC stick with the group and talk as you fight, maybe you hear a mage talk to you telepathically, maybe you see in the background an NPC be killed by another, and so on.
    Edited by randconfig on 17 May 2025 17:53
    Necromancer summons are still bugged in U47 on live and it has been 77 days since ZOS has said anything.
  • StonyShrink
    StonyShrink
    Soul Shriven
    I completely understand where the OP is coming from in their opinion. As a player who couldn't care less about loot and drops, I enjoy investigating and slowly, methodically, making my way through each area of the world where I find myself. I play ESO because it is first an Elder Scrolls experience and secondly an MMO. I thoathe traditional MMOs for the reasons the OP listed in their argument. MMOs feel like playing with a bunch of people who act in selfish and abusive ways simply to get a fictitious item that has no bearing on real life at all. These people often have a distorted sense of reality and somehow think what they accomplish in the game translates to their self-worth in the real simulation in which we get to exist without screens. It is quite the culture we find ourselves in when people spend hours chasing things for a home that they do not own or that even exists, when I walk by people who have no home each day in my community. Perhaps our gaming communities have a slight entitlement problem.

    My solution to this problem is to play the game how I get the most joy and stays out of the way of the maniacs who have to chase their fix at the expense of casual gamers. Unfortunately, this also causes an elitist attitude within the community. Many who chase dragons will blame casual gamers for ruining their game and try to bully us back to tabletop or single-player games. I choose not to put myself in toxic environments such as bars, gyms, and random MMO groups, so I get what I can from the game in the way I enjoy playing the game and leave the things that have no impact on my life to others to stress over.

    This is where ESO has succeeded in every way, in my opinion. They have created a multi-user game that is single-player friendly and does not leave out the casual gamer. That is where I say good job to the developers and way to look at the entire gaming community rather than those who treat gaming as though it were a job.
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    You could queue for harder content. They could separate queues between base game and dlc. They could increase random vet rewards (though that would mean even more carries). Group majority dictates what the group objectives are, you alone don't get to decide how others enjoy their dungeon run, unless you use the group finder and do it there.

    NGL after getting base game randoms so long, I don't want to roleplay walk my way through the dang things. Give us DLC only options and we are talking. If it is normal and a newer player communicates in english that they need the quest update, I will generally try to quickly get it done. Though I don't remember all the update parts, they have updated some of the older dungeon quests but they really should auto complete like newer dungeons.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • Frayton
    Frayton
    ✭✭✭✭
    This would kill the dungeon queue.
  • Rungar
    Rungar
    ✭✭✭✭✭
    10 transmute stones for helping a new player complete the dungeon quest.
    Edited by Rungar on 17 May 2025 18:52
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    Rungar wrote: »
    10 transmute stones for helping a new player complete the dungeon quest.

    25 for walking near a captured keep, ~1-5mins.
  • valenwood_vegan
    valenwood_vegan
    ✭✭✭✭✭
    ✭✭✭
    Problem is, make the queue less attractive to people and we'll just be back here with complaints that the queue is too long.
  • robpr
    robpr
    ✭✭✭✭✭
    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.
  • tincanman
    tincanman
    ✭✭✭✭✭
    randconfig wrote: »
    tincanman 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.

    I am not saying it is right, but it is what it is. I did mention other options available to any player, including new ones, so dungeon runs need not be so rushed, if that is not desired.

    Best advice to any player: join a guild or five until you find one or more that suits your needs, generally and in the context of this thread. And don't be afraid to speak up and ask for help.

    Advice for improvement to zos: add a sub-50th level filter option to the 'Group Finder' tool. And give players searching for guilds better tools to find them: the current search capability is practically useless.
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    robpr wrote: »
    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.

    or just make players /gl like when they see LoM
  • Nemesis7884
    Nemesis7884
    ✭✭✭✭✭
    ✭✭✭✭✭
    honestly, especially when doing random normals or pledges as part of your dailies, at times its just kinda nice when you have a rusher that just beams you from boss to boss while you dont have to do anything and can just sit there drinking your morning coffee :p
  • DenverRalphy
    DenverRalphy
    ✭✭✭✭✭
    ✭✭✭
    tincanman wrote: »
    randconfig wrote: »
    tincanman 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.
    Edited by DenverRalphy on 17 May 2025 19:18
  • tincanman
    tincanman
    ✭✭✭✭✭
    tincanman wrote: »
    randconfig wrote: »
    tincanman 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.
    Edited by tincanman on 17 May 2025 19:37
  • ESO_player123
    ESO_player123
    ✭✭✭✭✭
    ✭✭
    This will kill the queue since the players will now rush the random only once per day. What we really need is a separate story mode.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    tincanman wrote: »
    tincanman wrote: »
    randconfig wrote: »
    tincanman 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.

    I’ve been locked out of a fight in WGT before joining encounter was added. Wasn’t fun having to stare through the door longingly for the entire fight duration.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭✭
    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.
    Edited by Sarannah on 17 May 2025 20:47
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    The players taking part in this bad behavior would do it whether they had one character of the full twenty. Saying they have multiple characters is just an excuse they give to try and justify what they were going to do anyway. I've tossed out the idea that to get the daily rewards all bosses and 98% of the fodder has to die. Players will still speed run but at least they will have to pause a few times to let the fodder catch up to them to be killed. Doing this will for the most part allow players doing the quest to get everything done but the dialog.
    I've kind of kicked around the idea that the entire group could gain extra rewards if one in the group completes the quest. Players could still be pushed to just quick click the conversations though by impatient group members. And not sure how feasible it would be to put something like this in.
    I story mode would be nice but I don't see how it can be in any way associated with part of a random group. The other option is to allow a solo mode that is easier to complete but no rewards are given for killing bosses or completing the dungeon. Just the reward for finishing the quest and even then it shouldn't be equal to going normal with a group. Would this create a problem for the server though with all those private instances being open? If so they would have to maybe put a time limit on the instance and maybe only allow characters that haven't done the quest access to the story mode.

    and then the parrot said, "must be the water mines green too."
  • ApoAlaia
    ApoAlaia
    ✭✭✭✭✭
    ✭✭✭
    Soarora wrote: »
    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.

    Are they? Because if they do that is (IMO) currently suboptimal.

    Since they changed RftW you get absolutely buried in transmutes; unless you have a phobia for Cyro (perfectly reasonable if someone does mind you) that's the way to go.

    You can do PvD during Mayhem and be set (and overflowing) until the following Mayhem.

    I had to reconstruct 120 pieces of equipment last Mayhem alone just to store the extra crystals (this is a me issue, my brain will not adjust to the post-scarcity setting and every time I try to use them to re-roll for nirncrux goes 'absolutely ******* not').
  • ESO_player123
    ESO_player123
    ✭✭✭✭✭
    ✭✭
    Sarannah wrote: »
    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.

    If the transmutes are once per day then people will still rush for daily XP chunk. Make that once per day, people will rush for gear or for leads or whatever they are after. Anything that makes people repeat dungeons (and thus allowing other people to find a group) unfortunately benefits from rushing.

    But if the quests are repeatable then more people will have a chance to catch up on whatever story they are missing.
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    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.
    Edited by Orbital78 on 17 May 2025 21:58
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Orbital78 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 defeats the purpose of why random queues were created. They were created to help players that want to run specific dungeons fill their group.
    and then the parrot said, "must be the water mines green too."
  • Ragnarok0130
    Ragnarok0130
    ✭✭✭✭✭
    ✭✭
    Orbital78 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?
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    Orbital78 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?

    I know, just spitballing as most of the topic here isn't viable either. Normal UG is soloable to begin with (I can't think of anything limiting off hand), the companions would just be fodder. But they would have to improve the companion AI or remove some of the limiting mechs.

    More ways to get transmutes in general so people don't do random dungeons would be ideal, you'll have to wait longer but the behavior you don't want will go away some. Then again some people WANT this behavior too, so it is kind of depending on the player. Using the group finder or preforming is really the only option, as far as I can tell.
This discussion has been closed.