MrAppleman wrote: »I disagree with you OP, Why should you be able to complete all content so easily and quickly?
It's getting kind of ridiculous how easy everything has become and it's not enough??
Listen, find yourself some friends set a time to run something, play what you can and learn for an hour or so. When you come back you'll get a lot farther. That's how you progress and learn the content to the point that you can speed run it.
I had to spend so many hours in each shot at VMA but now your progress is saved and can be completed at your leisure.
I spent 12 hours getting to round 6 in vMA my first try. I now complete the arena entirely in under an hour.
If you could beat everything in under an hour your first attempt this game would be a joke, there would be no content worth running.
Ethromelb14_ESO wrote: »Or teams not running without a tank or healer?
Ep1kMalware wrote: »???z/ 2 hours??z?
darkshade caverns best record: 5 minutes, eleven seconds, even killing transmuted alits and efery optional add in the place.
average wgt run: 15min
vet sanctum: barely over 1hr
normal sanctum: 5min-20min
normal maw: 30minutes or so? possibly 40.
vet dsa: 30 min? nut sure, last boss barely takes us a full minute to beat.
other trials: 8-11 minutes.
and people wonder why so many people leave the group, if you're freaking there for 2+ hrs.
Ethromelb14_ESO wrote: »There isn't a dungeon in the game that takes much more than 30mins ish with a reasonable, but not elite level, group.... (Maybe prison with some groups)
I do accept that its a little different with some PUG groups... but there are even many dungeons that can be done in about 15mins....
I guess my point is, you say the dungeons take hours... the dungeons themselves don't...
Being constructive I would say that the groups you have been running with have been poor/new to the game/dungeon if they are taking two hours...... so more down to the group than the dungeons.
Solution, find better groups. Join guilds, get to know some people that way who are online when you are and you'll find the time to complete will drop quite a lot.
In a perfect scenario, all that sounds great when reading it, but it's not realistic. I'm already part of 5 guilds, and many are able to do these missions effectively. But how do you account for players new to the mission aspect of the game? Or teams not running without a tank or healer? Not everyone has well-rounded characters, and problems, defeats, and low morale from those repeated defeats will arise. What you're using to justify the dungeon, and trial lengths, even some solo end-game content, is a perfect dynamic that is at best a minor occurrence.
As we speak there are a plethora of guilds with 500 members and only 50 active players, and of those 50 active players maybe only 25 of them are good, and then only 15 of the 25 are on at the same time. Then of the 15, you are only really friends with 8 of them, and then those 8 aren't always on at the same time. So you're lucky if you get 4 of those members. And hopefully those four members aren't busy doing another mission of their own and/or group up full with someone else. That's the realistic circumstances in ESO.
And just because those players that experience this are't on the forums to co-sign what I'm saying, doesn't make it any less true. There are too many variables to be able to use what you're saying as a solution.
Ep1kMalware wrote: »???z/ 2 hours??z?
darkshade caverns best record: 5 minutes, eleven seconds, even killing transmuted alits and efery optional add in the place.
average wgt run: 15min
vet sanctum: barely over 1hr
normal sanctum: 5min-20min
normal maw: 30minutes or so? possibly 40.
vet dsa: 30 min? nut sure, last boss barely takes us a full minute to beat.
other trials: 8-11 minutes.
and people wonder why so many people leave the group, if you're freaking there for 2+ hrs.
Ep1kMalware wrote: »???z/ 2 hours??z?
darkshade caverns best record: 5 minutes, eleven seconds, even killing transmuted alits and efery optional add in the place.
average wgt run: 15min
vet sanctum: barely over 1hr
normal sanctum: 5min-20min
normal maw: 30minutes or so? possibly 40.
vet dsa: 30 min? nut sure, last boss barely takes us a full minute to beat.
other trials: 8-11 minutes.
and people wonder why so many people leave the group, if you're freaking there for 2+ hrs.
nSO on CP160 can be done in 5mins.? Seriously? If yes, your group damage per second must be incredible.
Ep1kMalware wrote: »Ep1kMalware wrote: »???z/ 2 hours??z?
darkshade caverns best record: 5 minutes, eleven seconds, even killing transmuted alits and efery optional add in the place.
average wgt run: 15min
vet sanctum: barely over 1hr
normal sanctum: 5min-20min
normal maw: 30minutes or so? possibly 40.
vet dsa: 30 min? nut sure, last boss barely takes us a full minute to beat.
other trials: 8-11 minutes.
and people wonder why so many people leave the group, if you're freaking there for 2+ hrs.Ep1kMalware wrote: »???z/ 2 hours??z?
darkshade caverns best record: 5 minutes, eleven seconds, even killing transmuted alits and efery optional add in the place.
average wgt run: 15min
vet sanctum: barely over 1hr
normal sanctum: 5min-20min
normal maw: 30minutes or so? possibly 40.
vet dsa: 30 min? nut sure, last boss barely takes us a full minute to beat.
other trials: 8-11 minutes.
and people wonder why so many people leave the group, if you're freaking there for 2+ hrs.
nSO on CP160 can be done in 5mins.? Seriously? If yes, your group damage per second must be incredible.
160 is like 20min but we usually cheese it.
Why the heck do most dungeons and trials in MMOs have to be 2 + hours?
Dungeons taking long because players leave or a replacement player can't be found, so the waiting game begins.
Why the heck do most dungeons and trials in MMOs have to be 2 + hours?
Apparently you don't play MMOs because most dungeons are not 2+.
Ethromelb14_ESO wrote: »I love adventure just like the next semi-fanatic, but what's wrong with a 1 hour dungeon, Zen?
These end-game missions are too often made like people aren't suppose to have lives or run something quick. You can't afford to squeeze in a trial or dungeon before having to go to work, or quickly run with your friends since they'll all be off by the time you get off of work at night. Dungeons taking long because players leave or a replacement player can't be found, so the waiting game begins.
And while I'm sure there are those that may say differently because they always have the ideal team, that is not the case for many. Why does Dragonstar Arena have to be a Marathon, you can't afford to leave, otherwise you'll lose all your progress? That's messed up, and not player friendly. Yeah, yeah, I know don't do it unless you have the time to spend all day on it is what some want to say. But aside from work there is still life to live at home with family, friends, eating dinner and such. All too often people have to leave mid-way through to take care of these needs and responsibilities.
I have a friend that works a lot of hours, he loves the game, but can't afford to do big missions because they take too long, and he has to get back from break to drive a truck.
Perhaps the game can be built around this acknowledgement in the future? Thanks for reading.
Ethromelb14_ESO wrote: »There isn't a dungeon in the game that takes much more than 30mins ish with a reasonable, but not elite level, group.... (Maybe prison with some groups)
I do accept that its a little different with some PUG groups... but there are even many dungeons that can be done in about 15mins....
I guess my point is, you say the dungeons take hours... the dungeons themselves don't...
Being constructive I would say that the groups you have been running with have been poor/new to the game/dungeon if they are taking two hours...... so more down to the group than the dungeons.
Solution, find better groups. Join guilds, get to know some people that way who are online when you are and you'll find the time to complete will drop quite a lot.
In a perfect scenario, all that sounds great when reading it, but it's not realistic. I'm already part of 5 guilds, and many are able to do these missions effectively. But how do you account for players new to the mission aspect of the game? Or teams not running without a tank or healer? Not everyone has well-rounded characters, and problems, defeats, and low morale from those repeated defeats will arise. What you're using to justify the dungeon, and trial lengths, even some solo end-game content, is a perfect dynamic that is at best a minor occurrence.
As we speak there are a plethora of guilds with 500 members and only 50 active players, and of those 50 active players maybe only 25 of them are good, and then only 15 of the 25 are on at the same time. Then of the 15, you are only really friends with 8 of them, and then those 8 aren't always on at the same time. So you're lucky if you get 4 of those members. And hopefully those four members aren't busy doing another mission of their own and/or group up full with someone else. That's the realistic circumstances in ESO.
And just because those players that experience this are't on the forums to co-sign what I'm saying, doesn't make it any less true. There are too many variables to be able to use what you're saying as a solution.
Ethromelb14_ESO wrote: »Oreyn_Bearclaw wrote: »Ethromelb14_ESO wrote: »There isn't a dungeon in the game that takes much more than 30mins ish with a reasonable, but not elite level, group.... (Maybe prison with some groups)
I do accept that its a little different with some PUG groups... but there are even many dungeons that can be done in about 15mins....
I guess my point is, you say the dungeons take hours... the dungeons themselves don't...
Being constructive I would say that the groups you have been running with have been poor/new to the game/dungeon if they are taking two hours...... so more down to the group than the dungeons.
Solution, find better groups. Join guilds, get to know some people that way who are online when you are and you'll find the time to complete will drop quite a lot.
In a perfect scenario, all that sounds great when reading it, but it's not realistic. I'm already part of 5 guilds, and many are able to do these missions effectively. But how do you account for players new to the mission aspect of the game? Or teams not running without a tank or healer? Not everyone has well-rounded characters, and problems, defeats, and low morale from those repeated defeats will arise. What you're using to justify the dungeon, and trial lengths, even some solo end-game content, is a perfect dynamic that is at best a minor occurrence.
As we speak there are a plethora of guilds with 500 members and only 50 active players, and of those 50 active players maybe only 25 of them are good, and then only 15 of the 25 are on at the same time. Then of the 15, you are only really friends with 8 of them, and then those 8 aren't always on at the same time. So you're lucky if you get 4 of those members. And hopefully those four members aren't busy doing another mission of their own and/or group up full with someone else. That's the realistic circumstances in ESO.
And just because those players that experience this are't on the forums to co-sign what I'm saying, doesn't make it any less true. There are too many variables to be able to use what you're saying as a solution.
Are you asking for all these dungeons be scaled so a random group can clear in 20 minutes? Sorry, but that would be the end of this game (not that they havent already taken a few large steps down the path).
One thing you specifically mention is groups running without a healer or tank. Well, this should actually be faster for groups that chose to do it, but if you are running with 3-4 DPS and getting stuck, well that's on the group. These dungeons were not designed to be run that way, and only very good groups should go that route.
Not to be mean or anything, but I'm pretty sure I never mentioned scaling-down, if you read the whole post. I did, however say they're too long. I know we're all experts now and the game isn't much of a challenge in so many eyes, because we can do almost everything in a blink. Not the point ... and the game revolves around more than those that think nothing matters besides how well a person can play and how great their guild is.
We all want to compare our cool builds to the masses, and compare our cool guilds to the next unsuccessful guild, and say it's your fault you're not as cool and efficient as me, and tell people what they need to do to make their experience a hopefully spitting perfect image of what you believe everyone should be capable of. Would be nice if it were that simple but it doesn't work that way. And I'll leave it in Zen's hands to try and find a way to accommodate players having a tougher experience then the few.
Ethromelb14_ESO wrote: »I love adventure just like the next semi-fanatic, but what's wrong with a 1 hour dungeon, Zen?
These end-game missions are too often made like people aren't suppose to have lives or run something quick. You can't afford to squeeze in a trial or dungeon before having to go to work, or quickly run with your friends since they'll all be off by the time you get off of work at night. Dungeons taking long because players leave or a replacement player can't be found, so the waiting game begins.
And while I'm sure there are those that may say differently because they always have the ideal team, that is not the case for many. Why does Dragonstar Arena have to be a Marathon, you can't afford to leave, otherwise you'll lose all your progress? That's messed up, and not player friendly. Yeah, yeah, I know don't do it unless you have the time to spend all day on it is what some want to say. But aside from work there is still life to live at home with family, friends, eating dinner and such. All too often people have to leave mid-way through to take care of these needs and responsibilities.
I have a friend that works a lot of hours, he loves the game, but can't afford to do big missions because they take too long, and he has to get back from break to drive a truck.
Perhaps the game can be built around this acknowledgement in the future? Thanks for reading.
Ethromelb14_ESO wrote: »I love adventure just like the next semi-fanatic, but what's wrong with a 1 hour dungeon, Zen?
These end-game missions are too often made like people aren't suppose to have lives or run something quick. You can't afford to squeeze in a trial or dungeon before having to go to work, or quickly run with your friends since they'll all be off by the time you get off of work at night. Dungeons taking long because players leave or a replacement player can't be found, so the waiting game begins.
And while I'm sure there are those that may say differently because they always have the ideal team, that is not the case for many. Why does Dragonstar Arena have to be a Marathon, you can't afford to leave, otherwise you'll lose all your progress? That's messed up, and not player friendly. Yeah, yeah, I know don't do it unless you have the time to spend all day on it is what some want to say. But aside from work there is still life to live at home with family, friends, eating dinner and such. All too often people have to leave mid-way through to take care of these needs and responsibilities.
I have a friend that works a lot of hours, he loves the game, but can't afford to do big missions because they take too long, and he has to get back from break to drive a truck.
Perhaps the game can be built around this acknowledgement in the future? Thanks for reading.
If you're going to use pidgin english slang in such an arrogant manner, then you should be sure the rest of your post is spotless.Ghost-Shot wrote: »LOL you have to git gud before you can run without those rolls, if you all bring the deeps to burn a boss in 15-30 seconds then by all means go for it.