The issue is, if you make dungeons to big (based on rewards) - then you will sooner or later have a dungeon dweller MMO like WOW where everyone only does dungeons and nothing else.
Right now I think the balance is about right, you do a dungeon to see the story and not to farm loot.
I like that, it makes people go out and enjoy the wonderful world that the Designers have created for us.
The issue is, if you make dungeons to big (based on rewards) - then you will sooner or later have a dungeon dweller MMO like WOW where everyone only does dungeons and nothing else.
Right now I think the balance is about right, you do a dungeon to see the story and not to farm loot.
I like that, it makes people go out and enjoy the wonderful world that the Designers have created for us.
maybe if it worked like that but more often than not people are quitting. I think they have seen all the "wonderful world" has to offer.
Fact of the matter is people will only keep there sub up if they have something to do, and as it stands people that I know personally are quitting and say they will return when "there is more content" there are plenty of ways they could make dungeons more rewarding without taking people completely out of the world.
The argument is moot though, they know its a problem and are working on ways to make them more repeatable.
Lead Content Designer Rich Lambert – Veteran City of Ash dungeon, region three of Craglorn, dungeon replayability, and grouping improvements
Lead PvP Designer Brian Wheeler – the Imperial City
Lead Client Programmer Jesse McIntyre – facial animations
Creative Director Paul Sage – the Champion System and the Justice System
Lead Gameplay Designer Nick Konkle – Spellcrafting
Art Director Jared Carr – combat responsiveness and new PvE content
I have been an hard core raider in other MMOs, so I'd love to see more high level PvE in ESO.
However, like many contemporary, aging MMO players, I have now an age and real life responsibilities that don't allow me to really dedicate constant and reliable online time to these things.
So all I can do these days is to be a poor random Joe... and am happy I don't need to grind hard core to be competitive, because I could not and this would eventually lead me to quit.
I can find 4 hours a day to play... 20 minutes at a time, so I can do "interruptible" activities like gathering materials to craft gear. I could never have 4 consecutive hours any more, to do a serious raid instance.
Now take this personal situation to the statistics and you see what it matters.
infraction2008b16_ESO wrote: »Prime time EU and I've been trying for three hours to form a group unsuccessfully using both chat and the group tool. People seem to love coming for dolmens or bosses but shy away from instanced group content.
You could say that it might be harder to find dedicated tanks and healers that's true, but to me there doesn't seem enough incentive for people to go through these dungeons and maybe have a few more wipes than they would at a dolmen for a skill point and a crappy blue item.
I mean craglorn was the same story, nobody would go near the group quests or instanced dungeons and preferred just to grind anomalies or join boss trains.
What this game needs above all else is an incentive to actually do more co-ordinated group stuff. I don't feel it gives it at any level whether you're level 3 or VR12.
Mikeriddle1b16_ESO wrote: »The core of the game is solo-play, so most people just go for each dungeon once for the skill point. Coupled with a dungeon finding tool that frequently groups 4 DPS together and therefore leaves people with the option of role-swapping or dropping the group. The dynamic would probably change and there would likely be a vibrant portion of the community into grouping if that was a viable means of levelling throughout the game; e.g. by huge public dungeons designed around 4 players or with significant group orientated overland content.
I stopped trying to find dungeon groups due to never finding any. I'd put my self in que as dps & healer and wait ... and wait ... and wait ... hour later a dps would join the team ... and we wait ... and we wait ... 2 hours into it the dps would leave and that's the end.
So I found a friend, and he's a tank!!!! We join the dungeon que-thing and wait ... and wait ... and wait ... 30 mins or so into the waiting a dps will join ... and thus we wait for another half hour till everyone get's beyond tired of screwing with the worse dungeon tool coded on the face of this screwed up planet!
The dungeon tool in this game is by far the worse grouping tool I HAVE EVER SEEN IN MY ENTIRE 32.5 YEARS OF LIVING ON THIS PLANET!
That is why I, and probably everyone else, no longer uses/ques up for dungeons. I don't care if the dungeon is useless ... It's content I'd love to do, content I want to see and exp at least once!
traigusb14_ESO2 wrote: »The finder is kinda awful.
There is no really good way to put together a group outside of a guild.
5. Bugs that make them un-finish-able and therefore waste more of your timeVeteran dungeons:
1. Hard as hell
2. Crap loot
3. Crap XP
4. Take forever
infraction2008b16_ESO wrote: »traigusb14_ESO2 wrote: »The finder is kinda awful.
There is no really good way to put together a group outside of a guild.
Course there is SWTOR, Rift, WoW all give a daily/weekly reward for using the group finder tools. It encourages people to be more social and group up for content.
That's part of the incentive that is lacking in this game, where all you get is a one time quest.