Yeah, I've thought about asking my biggest guild to allow us to do that, it would be really helpful. I even though about writing an addon to allow people to 1-key a message like "DE starting Stonefalls Now, port to me".
At this point I'm only doing them for the Emerald for Prowler Talisman. I recently hit the 30 mark and got the achievement, and still no gem.
It's making me not want to play the game any more. Please make them start on the hour and half hour, so we don't need to put our lives on hold.
I literally am porting from guildie to guildie in Glenumbra, Stonefalls and Auridon, in the mostly vain hope that the Dynamic Encounter has started. If I don't I'm just sat there with 20 other people listening to poor choices of musical emotes for 15 mins. I can't go into a delve, I can't port away, etc, etc.
I quit ESO a few years back now because doing daily writs on 18 toons became a chore rather than fun. I'm feeling the same way right now about Dynamic Events...
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
katanagirl1 wrote: »Thanks for the update @ZOS_JasonBarnes the reduced time should help a lot.
I don’t have the Eel Pie recipe that supposedly had the drop rate increased, I don’t have all of the style pages, and I don’t have the gem yet. I did get the house fragment.
katanagirl1 wrote: »Thanks for the update @ZOS_JasonBarnes the reduced time should help a lot.
I don’t have the Eel Pie recipe that supposedly had the drop rate increased, I don’t have all of the style pages, and I don’t have the gem yet. I did get the house fragment.
The good news on the style pages is that they're available on guild vendors. I ended up buying the last few I needed just so I would have it done.
As for the "drop rate increase" on the eel recipe: I don't have it yet either. Most people don't, and the few I've seen for sale have been for six digits of gold. It's been seeming like MAYBE one person in the crowd per round of the event gets the recipe. Yes, doubling the drop rate from 1 in 10K to 2 in 10K is technically an increase (I'm just saying that as an example, I don't know the actual drop rate) but if an increase is not actually visible to the players in the results, then it's not enough of an increase.
katanagirl1 wrote: »Thanks for the update @ZOS_JasonBarnes the reduced time should help a lot.
I mentioned yesterday that I just had to stop doing these DEs. I don’t have the Eel Pie recipe that supposedly had the drop rate increased, I don’t have all of the style pages, and I don’t have the gem yet. I did get the house fragment. The waiting is just awful for the Stonefalls DE, pretty sure it is near 30 minutes every time. Two pieces of gear to decon is definitely not worth it.
I am afraid that those who are lucky enough to get their drops will leave, then those of us who have not will slowly dwindle down to the point where it will be difficult to finish the encounter in time and possibly fail every time. Many others here on the forums have said they just can’t go this anymore either. I hope any changes can be made quickly to avoid this.
katanagirl1 wrote: »Thanks for the update @ZOS_JasonBarnes the reduced time should help a lot.
I don’t have the Eel Pie recipe that supposedly had the drop rate increased, I don’t have all of the style pages, and I don’t have the gem yet. I did get the house fragment.
The good news on the style pages is that they're available on guild vendors. I ended up buying the last few I needed just so I would have it done.
As for the "drop rate increase" on the eel recipe: I don't have it yet either. Most people don't, and the few I've seen for sale have been for six digits of gold. It's been seeming like MAYBE one person in the crowd per round of the event gets the recipe. Yes, doubling the drop rate from 1 in 10K to 2 in 10K is technically an increase (I'm just saying that as an example, I don't know the actual drop rate) but if an increase is not actually visible to the players in the results, then it's not enough of an increase.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
During the final fight of the DE in Glenumbra in the stone cricle, out of the blue the game keeps hitting me with a "you'll be killed on sight"-bounty.
Now I know there are NPC soldiers around but I'm not a necromancer, not a werewolf or vampire, not pickpocketing and not attacking anyone, just walking along casting healing spells.
This seems like a bug to me.