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People leaving the Random Daily Dungeon group

  • mia_pow
    mia_pow
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    Sometimes I also get when trying to teleport to the dungeon, instance full. Not sure what this means when sometimes the dungeon only has three maybe four other players, after several jump attempts I have to quit.
  • Bad_Company
    Bad_Company
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    Can't penalise people for leaving in this as a guildy and I did it yesterday for good reason. We got white gold tower as the random, friend was healer I am dps, both labelled correctly. We got a group, guy who was playing the tank role by his tag, looked to be in all medium armour, we thought we'd give it a chance as I've tanked I'm medium before, though I wouldn't for wgt. Get to first set of mobs and were all standing there looking at then, said to "tank" you gonna aggro them then?, he polls out a bow, goes into sneak and sits there. This was the point we left at.
    I'm guilty of this lol

    Here's the thing tho, every time this happened, it's cause the damn group leader queued us without discussing it first. Then my armor is messed up, I need to feed, get food/potions, my bags are full, or real life stuff prevents me from being able to do a dungeon cause I can't give it my full attention.

    Latest occurrence: I told the guy to do the group events in public dungeons cause it's 5 easy skill points, and he was tired of running after shards. Then he goes and queues us cause he doesn't know the diffs between a group and a public dungeon lol

    What u all mention isn't the behavior I'm describing and I think it's not what the OP is mentioning....your actions seem normal

    Exactly. The problem, as I stated in the beginning, is not about people leaving the group for whatever reason they might have (which I would appreciate to at least be spoken out in the group chat before leaving). My issue was related to those who INTENTIONALLY leave the group right after it is formed.
    I can tell the difference because when 1 or 2 people leave the others usually stay or type something like "I guess I'll go too, then", while the guys I got into PUG with were together beforehand and were talking through the chat saying they were going to leave for fun.
    I don't really know what sort of fun there might be by hindering the game experience for others, but still that's what some people do.
    Bossdonut wrote: »
    I leave immediately if anyone is below vet 16 and has not completed vet 16 prison no death speed run.

    So basically you leave 99% of the time? I'm not even close to be VR16, but since the dungeon scales I think I can handle things properly (even if I tend to die more often than any VR16 character). I don't think it's a good reason to leave, you could at least try and see if your group can face mobs and the first boss, but to each his own.
    My characters (EU PC):
    Leopardo Di-Caprio (Khajiit Templar) || Matthew Makehoney (Altmer Sorcerer) || Luck-Luster Burt (Redguard Dragonknight)
    Clint Histwood (Argonian Templar) || Martin Uber Ping (Redguard Sorcerer) || Louis Farmstrong (Imperial Nightblade)
    Anthony Hotskins (Altmer Nightblade)

  • Gargath
    Gargath
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    I agree that there should be a warning for players who entered dungeon in a group and then quit for some reason (in fact their reason doesn't matter for those in group who are left alone), with a penalty of time or gold.

    Penalties are in swtor but also in cs:go (for leaving ranked matches), and people accept them without hate. They just put much more care into planning their activities which are longer in time and directly influencing other people.

    I vote for penalties, to restrain people from leaving groups - imo this would only help community.
    Edited by Gargath on April 2, 2016 7:32AM
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • Sausage
    Sausage
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    I dont know whats worse, leaders kicking out bad players or players leaving themselves. I think PUG groups via group-finder, should be leaderless and if one leaves, everyone is teleported out. So that should encourage people to join guilds too. Also I'd imagine all the kicking and leaving messes up the group-finder.
    Edited by Sausage on April 2, 2016 9:16AM
  • Eshelmen
    Eshelmen
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    If you're in a hurry, do us all a favor and don't just think about yourself, respect everyone elses time too and just don't join one.

    It's plain and simple here folks. If you join a random dungeon, you must expect anything.
    That means joining players with a wide variety of experiences, communication, consistency and of course ambitions to complete the dungeon.
    But, in ESO specifically, this may be the worst random group finder I've ever seen. And I don't completely blame the players here though. Zeni has let this happen.

    I fully support somewhat of a penalty to this. Maybe have a -50% armor and health debuff for an hour, or even a 1 hour lock from entering any dungeon with a group.
    Don't want a penalty? Too bad, you wasted everyones time. Shame on you.

    This would make the dungeon finder the ultimate go to weapon for doing your dailies(or just joining for XP, or just finding a group activity on the fly). As players would take joining random activities more seriously and would be more commited to completing them.

    To avoid penalties on a group wanting to disband , just make a vote system. And for the actual players who disconnect on accident, should be granted a 5 minute cool down period before being ejected and replaced, so that player has adequete time to come back. (The server knows when you've lost connection with it.)
    No harm, no foul.

    It's quite easy to do and I'm actually very surprised Zeni hasn't implemented anything like this.

    Out of 10 random group joins, I'm willing to bet about 5 of those will dissapoint you and waste your time, because people leave the group for no legitimate reason. 50% of the time people having an emergency? Ha, that's kind of ridiculous. Sounds more like being self centered, having lack of patience and or careless. Which shouldn't be so tolerated when the world doesn't evolve around you. Especially in a group.

    Take away the leniancy allowed for quitting, you'll reduce the chances immensely of a player actually quitting.

    As well, why should players only rely on their guilds? Some of us have PVP guilds and want to PVE, or visa versa. Some of us might just not find a fantastic group of 4 guildies every time we want to specifically do a dungeon. Why should we limit our options here when clearly there is one that COULD meet our needs if they worked it a bit?
    Edited by Eshelmen on April 2, 2016 9:50AM
    PC and PS4 EP only player
  • mia_pow
    mia_pow
    ✭✭
    Gargath wrote: »
    I agree that there should be a warning for players who entered dungeon in a group and then quit for some reason (in fact their reason doesn't matter for those in group who are left alone), with a penalty of time or gold.

    Penalties are in swtor but also in cs:go (for leaving ranked matches), and people accept them without hate. They just put much more care into planning their activities which are longer in time and directly influencing other people.

    I vote for penalties, to restrain people from leaving groups - imo this would only help community.[

    If your in a dungeon and its obvious the group is not working out, say the boss is capable of self healing and the group as a whole cant put out enough damage to continue, does that mean everyone or someone is penalized because lets face it someone or everyone is going to have to reque for another group, on occasion Ive been stuck with multiple players with the same roles example two healers or three dps, you just supposed to suck it and hope everything works out, its just better to have the option to leave without any repercussions especially before you get to far into the dungeon. Personally, in the beginning of a dungeon I have a good idea how things will pan out with the group during the first couple encounters before the boss fight, I don't normally quit but I have had a couple encounters when its like getting teeth pulled
  • NewBlacksmurf
    NewBlacksmurf
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    Bossdonut wrote: »
    I leave immediately if anyone is below vet 16 and has not completed vet 16 prison no death speed run.

    Well...that prob creates interesting queue/exit spirts for you and others. Is that always or just circumstantial ?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • mia_pow
    mia_pow
    ✭✭
    Bossdonut wrote: »
    I leave immediately if anyone is below vet 16 and has not completed vet 16 prison no death speed run.

    Well...that prob creates interesting queue/exit spirts for you and others. Is that always or just circumstantial ?

    Well I sense a bit of sarcasm.

  • Bad_Company
    Bad_Company
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    IMHO a penalty system would only drive people away from the GF tool, even if those who harass others would finally get what they deserve. It would make things worse instead of making them better.
    Instead, a really BIG improvement would be to enhance the tool, maybe add filters to it for players, character level, desired type of dungeon run (fast, normal, hardcore, etc.). This AND also making the tool more efficient time-wise. It's ridiculous to wait up to 2 hours for a single PUG (happened to me last night: GF started at 21:17, PUG found at 23:12).
    What do you think?
    My characters (EU PC):
    Leopardo Di-Caprio (Khajiit Templar) || Matthew Makehoney (Altmer Sorcerer) || Luck-Luster Burt (Redguard Dragonknight)
    Clint Histwood (Argonian Templar) || Martin Uber Ping (Redguard Sorcerer) || Louis Farmstrong (Imperial Nightblade)
    Anthony Hotskins (Altmer Nightblade)

  • NewBlacksmurf
    NewBlacksmurf
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    mia_pow wrote: »
    Bossdonut wrote: »
    I leave immediately if anyone is below vet 16 and has not completed vet 16 prison no death speed run.

    Well...that prob creates interesting queue/exit spirts for you and others. Is that always or just circumstantial ?

    Well I sense a bit of sarcasm.

    It was an honest question.
    A guy popped in my queue just now 7 times ....maybe he has the same focus or something
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Gargath
    Gargath
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    IMHO a penalty system would only drive people away from the GF tool, even if those who harass others would finally get what they deserve. It would make things worse instead of making them better.
    Instead, a really BIG improvement would be to enhance the tool, maybe add filters to it for players, character level, desired type of dungeon run (fast, normal, hardcore, etc.). This AND also making the tool more efficient time-wise. It's ridiculous to wait up to 2 hours for a single PUG (happened to me last night: GF started at 21:17, PUG found at 23:12).
    What do you think?

    For me the first thing should be to improve time of grouping for non-full groups queueing and queueing dps players, the filtering is imho less important. After the grouping will be more efficient, the filtering should no longer be needed. Like in SWTOR - similar situation, grouping of 3 guildies with the 4-th from outside is quick, just like awaiting for a player for group which just lost a player.

    Imo penalty system will not drive many people away from GF, I hope it will drive away only those whos intentions were not clear at the beginning. Those who accept a code of conduct on forum, and know how to write and act to avoid being warned or banned, could also easily accept new rule for using GF. At least in theory :).
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • JamilaRaj
    JamilaRaj
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    If ZOS can differentiate between disconnects and deliberate leaving, then maybe they could implement some sort of penalty for the later. Like, you cannot join a group for an hour or so and then have that penalty escalate upward after repeated offences.

    You can always leave and make it look like a genuine disconnect. E.g. you could type: guys, I have....erious...ag. I...ight...dro...out...<NO CARRIER>. And pull out the cable.

    Anyway, with ZOS's record of issues related to grouping, I do not think requesting some penalty system is entirely wise.
  • MercTheMage
    MercTheMage
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    Also, I think all the group members should receive a notification asking if they wanna be queued or leave the group before they get placed. Cause like I said, I've done this, and it's cause the group leader just randomly queued us without word or warning leaving me unprepared and/or unable to do a dungeon.

    A lot of people have real life responsibilities that don't allow them to step away for <however long dungeons usually take>
    Some people have children/family they need to tend to. Some play when things are quiet at work.
    So yeah, they shouldn't be punished cause they got forced into a dungeon and wasn't able to do it due to demanding circumstances in their lives :(

    So either notify everyone before hand, or let them opt out from being placed with group finder via a setting that would automatically remove them from the group when queued. It wouldn't affect the ones who actually wanna queue cause they still get placed in a 4 person group.

    I know there's like a 60 second window before you get ported to the dungeon, but by then, you're already in the group, so they'd get miffed if you leave.

    Edited by MercTheMage on April 2, 2016 9:22PM
    You just going to stand there like a lemon?
  • Phinix1
    Phinix1
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    I'm not talking about people randomly leaving the party soon after it is created, but rather about people who intentionally do so. Last night I even ran into a guy whose name was something like "I-Leave-On-Purpose". Is there really nothing that can be done to prevent this from happening?

    http://www.youtube.com/watch?v=mrSWSx35Zok
  • MercTheMage
    MercTheMage
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    Yeah I didn't read everything :D
    You just going to stand there like a lemon?
  • Reykice
    Reykice
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    I agree but sometimes people are so bad there is no way to complete the dungeon, why get punished for leaving then?

    Its a problem in the DLC dungeons where you must have good dps and at least average skill so either find a way to filter for that or, the easy solution, drop the DLC dungeons from the random dungeon thing. Its not an elitist thing, but the bosses and some mobs enrage and kill you in one hit if you don`t kill them fast enough.

    Maybe encourage reporting? Have a window pop-up after a person leaves asking you if you want to report the player or not?

    It would help if they would put up guide lines but its hard to define them, for dps a number works but for healing and tanking...

    Anyway something needs to be done to punish the griefers.

  • Oakmontowls_ESO
    Oakmontowls_ESO
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    The only time I've done something similar is when it has me trying to tank anything vCoA or above (I que all three roles) so I politely tell them that I can't tank that and leave the group (and usually un click tank since it keeps pairing me up with them).
  • Xjcon
    Xjcon
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    Eshelmen wrote: »
    If you're in a hurry, do us all a favor and don't just think about yourself, respect everyone elses time too and just don't join one.

    It's plain and simple here folks. If you join a random dungeon, you must expect anything.
    That means joining players with a wide variety of experiences, communication, consistency and of course ambitions to complete the dungeon.
    But, in ESO specifically, this may be the worst random group finder I've ever seen. And I don't completely blame the players here though. Zeni has let this happen.

    I fully support somewhat of a penalty to this. Maybe have a -50% armor and health debuff for an hour, or even a 1 hour lock from entering any dungeon with a group.
    Don't want a penalty? Too bad, you wasted everyones time. Shame on you.

    This would make the dungeon finder the ultimate go to weapon for doing your dailies(or just joining for XP, or just finding a group activity on the fly). As players would take joining random activities more seriously and would be more commited to completing them.

    To avoid penalties on a group wanting to disband , just make a vote system. And for the actual players who disconnect on accident, should be granted a 5 minute cool down period before being ejected and replaced, so that player has adequete time to come back. (The server knows when you've lost connection with it.)
    No harm, no foul.

    It's quite easy to do and I'm actually very surprised Zeni hasn't implemented anything like this.

    Out of 10 random group joins, I'm willing to bet about 5 of those will dissapoint you and waste your time, because people leave the group for no legitimate reason. 50% of the time people having an emergency? Ha, that's kind of ridiculous. Sounds more like being self centered, having lack of patience and or careless. Which shouldn't be so tolerated when the world doesn't evolve around you. Especially in a group.

    Take away the leniancy allowed for quitting, you'll reduce the chances immensely of a player actually quitting.

    As well, why should players only rely on their guilds? Some of us have PVP guilds and want to PVE, or visa versa. Some of us might just not find a fantastic group of 4 guildies every time we want to specifically do a dungeon. Why should we limit our options here when clearly there is one that COULD meet our needs if they worked it a bit?

    What about the hours wasted if the group fails to complete the run? I mean if you join a random and it's VICP with 3 people who have never ran it before and you manage to work slowly to the last fight but for some reason you just can't finish it? What about that? I'm sorry but odds of a random group completing VWGT and VICP with someone who qued as a healer and never put points in the Resto Staff Skill line is higher then it should be. Or how about the DPS that qued as a tank but doesn't use taunt or a Shield?

    Everyone's time is worth something and experienced players have no obligation to stick with a group if they feel it's going to be a waste of time.
    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
  • Eshelmen
    Eshelmen
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    Xjcon wrote: »
    Eshelmen wrote: »
    If you're in a hurry, do us all a favor and don't just think about yourself, respect everyone elses time too and just don't join one.

    It's plain and simple here folks. If you join a random dungeon, you must expect anything.
    That means joining players with a wide variety of experiences, communication, consistency and of course ambitions to complete the dungeon.
    But, in ESO specifically, this may be the worst random group finder I've ever seen. And I don't completely blame the players here though. Zeni has let this happen.

    I fully support somewhat of a penalty to this. Maybe have a -50% armor and health debuff for an hour, or even a 1 hour lock from entering any dungeon with a group.
    Don't want a penalty? Too bad, you wasted everyones time. Shame on you.

    This would make the dungeon finder the ultimate go to weapon for doing your dailies(or just joining for XP, or just finding a group activity on the fly). As players would take joining random activities more seriously and would be more commited to completing them.

    To avoid penalties on a group wanting to disband , just make a vote system. And for the actual players who disconnect on accident, should be granted a 5 minute cool down period before being ejected and replaced, so that player has adequete time to come back. (The server knows when you've lost connection with it.)
    No harm, no foul.

    It's quite easy to do and I'm actually very surprised Zeni hasn't implemented anything like this.

    Out of 10 random group joins, I'm willing to bet about 5 of those will dissapoint you and waste your time, because people leave the group for no legitimate reason. 50% of the time people having an emergency? Ha, that's kind of ridiculous. Sounds more like being self centered, having lack of patience and or careless. Which shouldn't be so tolerated when the world doesn't evolve around you. Especially in a group.

    Take away the leniancy allowed for quitting, you'll reduce the chances immensely of a player actually quitting.

    As well, why should players only rely on their guilds? Some of us have PVP guilds and want to PVE, or visa versa. Some of us might just not find a fantastic group of 4 guildies every time we want to specifically do a dungeon. Why should we limit our options here when clearly there is one that COULD meet our needs if they worked it a bit?

    What about the hours wasted if the group fails to complete the run? I mean if you join a random and it's VICP with 3 people who have never ran it before and you manage to work slowly to the last fight but for some reason you just can't finish it? What about that? I'm sorry but odds of a random group completing VWGT and VICP with someone who qued as a healer and never put points in the Resto Staff Skill line is higher then it should be. Or how about the DPS that qued as a tank but doesn't use taunt or a Shield?

    Everyone's time is worth something and experienced players have no obligation to stick with a group if they feel it's going to be a waste of time.

    Experienced players should know better than to join in with random player. But even the most experienced players can't always find a group to join at any given moment.

    If you aren't up for sharing your knowledge, or being atleast some what patient, don't make yourself vulnerable to joining groups you know have a lower chance of being experienced.

    After all, let's not forget we didn't get where we are today just from ourselves. We were all newbies once.
    Edited by Eshelmen on April 3, 2016 12:23AM
    PC and PS4 EP only player
  • bigted209
    bigted209
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    Can't speak for everyone that does it...but I sometimes join/leave rather quickly. On my tank mainly as he pops quick and I'm still leveling him up to v16.

    Reason....simple, time. I have a wife, 2 kids, 50-60 hour work week. I'm trying to maximize my time/efficiency. If I can get the random dungeon to be the daily, I'm happy. I get all the extra XP and gear, plus what I was trying to do anyway. I'll normally give it 4-5 tries at the daily, then I'll just say to hell with it and either run the random, or just que for the key. It truly has nothing to do with who/what/what level is in the group. Sorry if I'm part of the problem....real life and all :/
  • DerAlleinTiger
    DerAlleinTiger
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    Gargath wrote: »
    I vote for penalties, to restrain people from leaving groups - imo this would only help community.

    Help the community? By what? Making the entire group finder empty? Great community there!

    I'm sorry, but it's one of those 'liberty or security' conundrums. If you want the liberty to leave a group when necessary due to real life, poor groupmates, or any half-decent reason you need to lose some of the security of keeping the group intact. I'd rather have the liberty to leave a group that can't pass a DPS check without consequences than the security of probably maybe getting a group that holds together most of the time.

    Besides, people will always find ways around it. Say they're going AFK then just wait for the auto-kick to go so that the group lead kicks them instead. Or they'll flick their router on/off. Or who knows what else people would come up with to get around it. In the end, it would punish the undeserving more than the deserving - and the deserving who are punished would shrug it off and do it again while everyone else decides they'd rather just stick to guilds and the group finder becomes empty.
    Edited by DerAlleinTiger on April 3, 2016 12:39AM
  • Eshelmen
    Eshelmen
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    Gargath wrote: »
    I vote for penalties, to restrain people from leaving groups - imo this would only help community.

    Help the community? By what? Making the entire group finder empty? Great community there!

    I'm sorry, but it's one of those 'liberty or security' conundrums. If you want the liberty to leave a group when necessary due to real life, poor groupmates, or any half-decent reason you need to lose some of the security of keeping the group intact. I'd rather have the liberty to leave a group that can't pass a DPS check without consequences than the security of probably maybe getting a group that holds together most of the time.

    Besides, people will always find ways around it. Say they're going AFK then just wait for the auto-kick to go so that the group lead kicks them instead. Or they'll flick their router on/off. Or who knows what else people would come up with to get around it. In the end, it would punish the undeserving more than the deserving - and the deserving who are punished would shrug it off and do it again while everyone else decides they'd rather just stick to guilds and the group finder becomes empty.

    I strongly urge you to research other MMOs that have the same group finder tool as ESO.

    I can name at least 3 or 4 that have an awesome system that nearly everyone uses to get stuff done, regardless of how cool or epic their guilds are.

    With out some sort of order or boundaries, stuff can become chaotic, giving players leniancy to do whatever they want, when thdy want and how they want, is surely not the way to go either.

    Edited by Eshelmen on April 3, 2016 1:58AM
    PC and PS4 EP only player
  • Bad_Company
    Bad_Company
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    Xjcon wrote: »
    Eshelmen wrote: »
    If you're in a hurry, do us all a favor and don't just think about yourself, respect everyone elses time too and just don't join one.

    It's plain and simple here folks. If you join a random dungeon, you must expect anything.
    That means joining players with a wide variety of experiences, communication, consistency and of course ambitions to complete the dungeon.
    But, in ESO specifically, this may be the worst random group finder I've ever seen. And I don't completely blame the players here though. Zeni has let this happen.

    I fully support somewhat of a penalty to this. Maybe have a -50% armor and health debuff for an hour, or even a 1 hour lock from entering any dungeon with a group.
    Don't want a penalty? Too bad, you wasted everyones time. Shame on you.

    This would make the dungeon finder the ultimate go to weapon for doing your dailies(or just joining for XP, or just finding a group activity on the fly). As players would take joining random activities more seriously and would be more commited to completing them.

    To avoid penalties on a group wanting to disband , just make a vote system. And for the actual players who disconnect on accident, should be granted a 5 minute cool down period before being ejected and replaced, so that player has adequete time to come back. (The server knows when you've lost connection with it.)
    No harm, no foul.

    It's quite easy to do and I'm actually very surprised Zeni hasn't implemented anything like this.

    Out of 10 random group joins, I'm willing to bet about 5 of those will dissapoint you and waste your time, because people leave the group for no legitimate reason. 50% of the time people having an emergency? Ha, that's kind of ridiculous. Sounds more like being self centered, having lack of patience and or careless. Which shouldn't be so tolerated when the world doesn't evolve around you. Especially in a group.

    Take away the leniancy allowed for quitting, you'll reduce the chances immensely of a player actually quitting.

    As well, why should players only rely on their guilds? Some of us have PVP guilds and want to PVE, or visa versa. Some of us might just not find a fantastic group of 4 guildies every time we want to specifically do a dungeon. Why should we limit our options here when clearly there is one that COULD meet our needs if they worked it a bit?

    What about the hours wasted if the group fails to complete the run? I mean if you join a random and it's VICP with 3 people who have never ran it before and you manage to work slowly to the last fight but for some reason you just can't finish it? What about that? I'm sorry but odds of a random group completing VWGT and VICP with someone who qued as a healer and never put points in the Resto Staff Skill line is higher then it should be. Or how about the DPS that qued as a tank but doesn't use taunt or a Shield?

    Everyone's time is worth something and experienced players have no obligation to stick with a group if they feel it's going to be a waste of time.

    As stated above, experienced players should know better than to stick with players who don't seem capable of handle a vet dungeon. Most importantly though, I don't think it's a very common occurrence that a group able to do the whole dungeon fails at the very end of it. Even so, you can TALK to people. Sorry about the caps, but I think it cannot ever be stressed out enough. If you are experienced, talk to your group, even if you're not the leader. You can help people with strategy, suggestions about skills/weapons to use, etc.. When the tool doesn't work at its best, let's try and do something ourselves too before calling for help from the developers.
    My characters (EU PC):
    Leopardo Di-Caprio (Khajiit Templar) || Matthew Makehoney (Altmer Sorcerer) || Luck-Luster Burt (Redguard Dragonknight)
    Clint Histwood (Argonian Templar) || Martin Uber Ping (Redguard Sorcerer) || Louis Farmstrong (Imperial Nightblade)
    Anthony Hotskins (Altmer Nightblade)

  • achatiusb16_ESO
    achatiusb16_ESO
    Soul Shriven
    So, what if I'm main heal, I get nother of those "look-mom-I-can-qeue-as-a-tank" potatos, and at some point, after the second wipe thanks to unhealable (I only heal, and if there's a tak, I can keep everyone alive easiely, sometimes even without a tank) group damage, because the boss jumps through us like crazy, I start complaining.

    Then the rest of our so called team starts bashing ME for not doing my *** job.....

    I leave, now should I be punished? Yes?
  • Karm1cOne
    Karm1cOne
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    Might want to look at the date on the post. This discussion is now moot.
  • Argah
    Argah
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    Been leaving dungeons a lot recently, after doing so many you kind of put a limit on how long you're willing to spend in certain ones and if you see DPS ain't doing damage time to leave and any way what's the problem with me leaving a group?

    I need to wait to search again group gets replacement, don't see a problem there.
  • Balsagna
    Balsagna
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    Hi guys!

    I've been experiencing an issue lately, where people I get grouped with to do the Random Daily Dungeon leave the party on purpose. I mean, it's a sort of harassment, since they jump in the queue to do a group event with the only purpose to hinder others from doing it. I'm not talking about people randomly leaving the party soon after it is created, but rather about people who intentionally do so. Last night I even ran into a guy whose name was something like "I-Leave-On-Purpose". Is there really nothing that can be done to prevent this from happening? Wouldn't it take something like 1 hour to find a party I wouldn't even mind, but unfortunately that is not the case.

    If I get placed with 3 randoms under level 50 in ruins of mazzatun I'm out. Plain and simple. I have failed with pugs on the harder dungeons too many times to waste my time with the 10% chance of succeeding.

    No thanks.
    Edited by Balsagna on August 15, 2017 12:09PM
  • OC_Justice
    OC_Justice
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    I will admit I have left dungeons. Once because I felt DPS wasn't doing enough and we kept wiping on a boss. Could have been my bad, but the next time I ran that same dungeon with a random group we completed it with only a few deaths and no complete wipes.

    As for WGT and IMP. I think those two are my favorite dungeons now. If you are doing a random normal for daily then there is no reason these should not be on the list other than you don't have it.
    My favorite group ever was a random group for vet pledges for WGT. It was the 1st time I completed it and it was the best time I have had in game. It took a long time and we had many wipes, but our persistence and tenacity made the grouping a wonderful experience.
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