Ok, let's try this again using my words. I'll even clarify.Crafts_Many_Boxes wrote: »Merlin13KAGL wrote: »Sometimes you need to learn when to "call it." because, for whatever reason, the end result's not going to happen.
"You need to learn when to give up" is a terrible mentality to impart to new players. That's a morale killer. Save the brick walls for 50, or even CP 160. No need to front-load the pain like that.
So good life advice doesn't translate to a successful game!? Are you serious?What you're saying is more good life advice than how o actually make a successful game. Games are meant to be escapist in nature, the higher difficulty stuff should come in the middle / at the end and be in its own separate category.
Which is why you don't. See above about when it's time to stop and maybe try again another time.And again, some of us don't have 2 hours to spend in a dungeon when we que up for a random normal, and don't always have gulidies online to run with. If your answer to that is just "oh well", then I pray you never go into game design.
Which is also why they eventually scaled your character to CP160 also. It was no longer a one-way street.To bottom line all of this, prior to 1 Tamriel all dungeon difficulty was apparently based around level, with the higher difficulty dungeons only accessible by higher level players. 1 Tamriel eliminated level barriers and scaled things like health and resistances, but it did not address the difficulty ramp up of things like mechanics and dps checks between the 1 dungeons and the IIs / DLCs.
You are correct about the original intent. This is why there were level differences and why there were leveled zones, and why Version I was 'norm' and Version II was 'vet.'This is a huge design oversight, and low level players doing these dungeons is almost certainly not the original intent of the developers.
The queue times are the biggest obstacle with the group finder, and even with your proposed change (to limit the finder), it's not going to make the dungeon run any differently.Edit: And putting 1s and IIs / DLC into separate ques wouldn't ACTUALLY make the process take longer, only the que times themselves. Right now, the failure rate is so high that the overall time to complete a dungeon from que to last boss would actually improve on the whole. And oh right, completion rates themselves would skyrocket, so little to no more wasted time either. Giving players content appropriate to their skill and gear level, what a novel idea!
Crafts_Many_Boxes wrote: »"Games are meant to be escapist in nature, the higher difficulty stuff should come in the middle / at the end and be in its own separate category. And again, some of us don't have 2 hours to spend in a dungeon when we que up for a random normal, and don't always have gulidies online to run with. If your answer to that is just "oh well", then I pray you never go into game design."
That is how the game used to be (tiered levels). Problem being players were advancing levels beyond the content they were playing. It got stagnant really quick. So a change was made so players could no matter their level go pretty much anywhere they wanted.
Until a player is ready to run all the dungeons it might be prudent for them to not queue for a random dungeon. Do a few of the easier dungeons then try the tougher ones. Sure you miss out on some experience points but those will come quick enough.
And I still stand by my point that at some point and time you are going to have to deal with mechanics. Being max level and unaware of mechanics can lead to just as quick a disaster in a group as being low level and not familiar with mechanics.
So you're agreeing that the random normal que is broken, and go on to suggest that new players just avoid it? It all just seems like workarounds instead of addressing the actual problem, which is that the que is not working as intended.
I'm of the opinion that if a feature in the game is available to a player, it should work for them. A true level 25 player being dumped into a II dungeon or a DLC dungeon from a solo que isn't my definition of "working".
And I wholeheartedly agree that, at some point, you will have to address mechanics and dps checks and all that good stuff to progress. However, that point happens much too early and too arbitrarily with this dungeon que the way it is now.
And @Kneighbors I understand that can also be the case, which is why there would be alternate random ques for each tier of dungeons. You would be able to check 1, 2, or all 3 if you wished. It's the simplest solution to this problem.
Merlin13KAGL wrote: »Crafts...it doesn't even matter at this point who you're talking about.
The tools are provided, you (or your friend) simply refuse to use them. If your math is flawless, your reduced queue time will work just the same using the specific dungeon checkboxes, and your friend can exclude any and all he doesn't like, can't complete, or simply doesn't want as an option this time.
There is zero reason to rework the system further.Your claiming the feature is of no benefit because it doesn't work exactly the way you want it to, even while they give you a method for what you want, is BS and we both know it.
- If you want a chance at any dungeon, use the random.
- If you want to filter your options, use the specific & check the boxes.
You want to drive a nail with an screwdriver when ZoS has given you a perfectly good hammer.
You can lead a horse to water, but you can't keep the horse from complaining that it's not in a martini glass, chilled to precisely 62 degrees.
Not broken aspect is not broken.
Crafts_Many_Boxes wrote: »@Merlin13KAGL
I had a proper response written for everything, but there's hardly a point, is there? You're convinced I'm only complaining about myself and not thinking of the fledgling young playerbase as a whole. I am thinking of both parties, and I understand their mentality very well as someone who's been in that position multiple times over the last 10 years and played through positive development choices and negative, but I'm done trying to convince you. My friend probably would have uninstalled that night had I not calmed him down and explained the situation after the fungal grotto II debacle, but I have no idea what I'm talking about, right?
But in regards to your claim about my proposed system not helping things, let's try some math, shall we?
Say a new player is only queing dps, and using the current system as-is. He'll spend 20 minutes in the que, has his dungeon pop, take another 30 for the dungeon, then leave. Cool, fine. Then he'll que again, and the que again takes 20 minutes. But this time, he got White Gold Tower. One hour later, his group gives up and quits. That one hour is, for all intents and purposes, wasted time, because he probably only got 1 or 2 bosses down. But he ques again, and this time after his 20 minute wait he winds up in Fungal Grotto II. He is able to complete it because one of the dps is CP 250 or something, but because the rest of the group is new, it is a slow run and still takes 1.5 hours.
20 minutes, 30 minute clear
20 minutes, 1 hour failure
20 minutes, 1.5 hour clear
So basically, he's spent 240 minutes, 4 hours, to complete two dungeons. And the rates are wildly inconsistent. That's what the que is right now, with a bit of unfortunate rng.
Let's compare that to my proposed system for the same low level player. Let's say 40 minutes to que, because there are smaller populations in each que. So , he wants 40 minutes, gets fungal grotto 1, and completes it in 30 minutes. Next, he ques again, and in 40 minutes, he gets crypt of hearts 1. Completes in in about 30 minutes. Seeing a pattern here? Next, after another 40 minutes, he gets Spindleclutch 1. Another 30 minute clear, no significant problems because it's content actually meant for his level.
40 minutes, 30 minute clear
40 minutes, 30 minute clear
40 minutes, 30 minute clear
210 minutes, 3.5 hours, to complete 3 dungeons. So, less time spent and with higher completion and less frustration. You wait longer, sure, but no more praying to RNGesus that you don't get an awful dungeon. And again, I'm not saying we FORCE them into these brackets, just do checkable boxes as someone suggested above. You can check "random I" and "random II / DLC" separately, or check both at once. Level 50 players will automatically have the "random II / DLC" box checked if they try to random que because otherwise they would just do 1s for quick clears, but they can still check the I if they want.
And to wrap this one up, going back to your point about simply not using the random que, why have such a feature available to everyone if it is not beneficial for them to use? That is just avoiding the problem and thinking up workarounds instead of actually addressing anything. Is it a crazy idea to want a feature to work?