Maintenance for the week of October 12:
• PC/Mac: NA and EU megaservers for maintenance – October 12, 6:00AM EDT (10:00 UTC) – 8:00AM EDT (12:00 UTC)
• Xbox One: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
• PlayStation®4: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
The Markarth DLC and Update 28 base game patch are now available to test on the PTS! Read the full patch notes here: https://forums.elderscrollsonline.com/en/categories/pts/

Many of this game's "community" problems could be solved by not being incredibly lazy.

Dapper Dinosaur
Dapper Dinosaur
✭✭✭✭✭
Problem 1: People trying to complete quests in dungeons but the whole group leaves too early and they get kicked out.

Solution A: Zenimax re-codes it so people have more time to finish the quest.
Solution B: People travel out of the dungeon manually, THEN leave the group. This gives questers at least a full additional minute to complete it. Problem solved.

Problem 2: PuGs are completely awful at dungeons/trials and cause uncountable hours' worth of delays to everyone else they play with.

Solution: LOOK UP A DAMN GUIDE FOR ANY CONTENT YOU HAVEN'T PLAYED YET. It should take you less than 20 minutes to find an Alcast guide or something and read it from start to finish. This will help you learn mechanics without costing everyone else massive delays.

Problem 3 (ties into problem 2): People are entering vet DLC dungeons at FAR too low of a level.

Solution: Grind some more CP and follow instructions from Problem 2. Simple. You don't NEED to run vet Cradle the second you hit champion 200, nor will you ever. NO group is going to sit there and let you bog them down like that, because you WILL bog them down.

Just the slightest consideration for others from the playerbase would solve all of these huge issues. Zenimax doesn't even have to do anything, these problems are ours to fix.
  • TheNuminous1
    TheNuminous1
    ✭✭✭✭✭
    Problem 1: People trying to complete quests in dungeons but the whole group leaves too early and they get kicked out.

    Solution A: Zenimax re-codes it so people have more time to finish the quest.
    Solution B: People travel out of the dungeon manually, THEN leave the group. This gives questers at least a full additional minute to complete it. Problem solved.

    Problem 2: PuGs are completely awful at dungeons/trials and cause uncountable hours' worth of delays to everyone else they play with.

    Solution: LOOK UP A DAMN GUIDE FOR ANY CONTENT YOU HAVEN'T PLAYED YET. It should take you less than 20 minutes to find an Alcast guide or something and read it from start to finish. This will help you learn mechanics without costing everyone else massive delays.

    Problem 3 (ties into problem 2): People are entering vet DLC dungeons at FAR too low of a level.

    Solution: Grind some more CP and follow instructions from Problem 2. Simple. You don't NEED to run vet Cradle the second you hit champion 200, nor will you ever. NO group is going to sit there and let you bog them down like that, because you WILL bog them down.

    Just the slightest consideration for others from the playerbase would solve all of these huge issues. Zenimax doesn't even have to do anything, these problems are ours to fix.

    so when my husband completed all the dlc vet dungeons on his cp 200 that was just make believe? no no. im positive that actually happened and was completely possible.
  • DHale
    DHale
    ✭✭✭✭✭
    I am a long time player. This may be one of the best posts ever.
    Sorcerna, proud beta sorc.
    RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases.
    Sorcerna will be going back into retirement to be my main crafter Fall 2018. Beacuse a 8 k shield is f ing useless.
    Died because of baddies on the forum. Too much qq too little pew pew.
    16 AD 2 DC. 0 EP cause they bad, CP 1600 plus 16 level 50 toons.
    NA, PC, Grey Host
    #SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • Dapper Dinosaur
    Dapper Dinosaur
    ✭✭✭✭✭
    The timer is there so that the activity finder doesn't put people in dungeons that are finished. When you go in solo you never set it up to be found. Is this bad design? Yes, but the problem would disappear overnight if people would just stop leaving group the second the final boss dies and just travel out first.

    At a certain point, people that end up in difficult DLC dungeons cause so much widespread inconvenience that it's only the responsible thing to do to NOT QUEUE FOR THOSE DUNGEONS, or to leave immediately if you queue for random vet and it puts you in there if you are not ready for it. Take a little responsibility for yourself and consideration for others.

    "I'm not going to study to play a game" Then why are you going into the hardest content, basically with the intent to inconvenience everyone else there? If someone comes into my group that has no idea what to do, I'm voting to kick. I've wasted hours of my time guiding people through already, I'm sick of it, I'm not going to hold everybody's hand for them anymore.

    The game literally does remember your last used setting. Set your group difficulty to normal and then watch how, almost by some kind of witchcraft, you will never enter a veteran dungeon without manually entering for one. If people had the brain capacity to look at the words on their screen, they would not make that mistake. I have NEVER made that mistake and I've been playing since console release. Again, RESPONSIBILITY FOR YOURSELF.

    "CP level is mostly irrelevant" This is a stupid myth and it needs to stop spreading. As a healer, I know the difference when multiple people get hit by the same attacks and the person 300 CP down loses an extra 25% to the same hit, causing a death.
    Edited by Dapper Dinosaur on March 18, 2018 5:27PM
  • drkfrontiers
    drkfrontiers
    ✭✭✭✭✭

    Problem 2: PuGs are completely awful at dungeons/trials and cause uncountable hours' worth of delays to everyone else they play with.

    This is why I do not have undaunted on my radar. Community is really toxic about how they treat new players.


    Edited by drkfrontiers on March 18, 2018 6:21PM
    "One must still have chaos in oneself to be able to give birth to a dancing star."
    ~ Friedrich Nietzsche
  • Inhuman003
    Inhuman003
    ✭✭✭✭✭
    If there was a story mode we don't need a timer we just need an on automatic lock to story you can't run to the next group of enemies or the next boss.
  • Dapper Dinosaur
    Dapper Dinosaur
    ✭✭✭✭✭
    You want to be a true community? Take your nose out of the air, stop throwing out insults and lend a helping hand

    Think about that next time you complain about a pug group. Instead of being annoyed and a ass, explain the mechanics, call out the things that are gonna happen. Ask people about there character give some advice. You will see that people are exctually eager to learn if you treat them nicely.

    I've already done this literally hundreds of times for a myriad of dungeons and am simply tired of doing it. Why am I the one that has to be punished for bending over backwards to cater to lazy/inept players? Why should I continue to waste hundreds of hours of time to explain it all for the thousandth time, or wait while someone else does? Why can't those awful players just do the right thing and prepare themselves properly for the extremely difficult content that they just signed themselves up for, or better yet, not sign up for it?

    I have better things to do with my time than to explain the proper method for dealing with (using an example here) Velideth's Shadow Sense attack for the millionth time.
    Edited by Dapper Dinosaur on March 18, 2018 7:02PM
  • FrancisCrawford
    FrancisCrawford
    ✭✭✭✭✭
    ✭✭
    The timer is there so that the activity finder doesn't put people in dungeons that are finished. When you go in solo you never set it up to be found. Is this bad design? Yes, but the problem would disappear overnight if people would just stop leaving group the second the final boss dies and just travel out first.

    The problem would disappear overnight without causing a new one if two changes were made:
    • The timer was abolished.
    • A group that had finished the last boss fight was disabled from adding new group members.

    Both of those would seem easy to code even for ZoS.
  • Sixty5
    Sixty5
    ✭✭✭✭✭
    ✭✭
    Only issue I have to point out is that there is no way to exclude stuff from the dungeon finder.

    I can run all vet content pretty confidently with my buddies, but I'm not carry noobs through vCoS level.
    And then you have Scrubs-McNoob who did vCoA 1 that one time, and he is keen to try some more vet dungeons out.
    Neither of us want to be in vCoS, but if we own the dlc, or are subbed, we don't have a choice.

    Beyond that, I tend to agree with what you are saying.
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • Valderis
    Valderis
    ✭✭
    Dude at first glance your post sounds like "dear noobs, quit wasting my *** and git gud"

    but...

    This thread is shedding light on something ive been noticing since One Tamriel..

    A giant chasm of player skill and experience, between the long standing community and the newcomers.... to a point that we are seeing a "new generation" of players who have very little understanding of the game, whereas the rest of us toiled through challenging game content and devloped our playmanship THROUGH GUILDS.

    Im not unearthing the CP argument here, BUT in the specific case of Group Finder, it needs a CP range limiter, where you can select the minimum CP for your group members... unfortunately too few tanks/healers for this to be effective.

    TLDR - Join a guild and learn through community fellowship.
    Jone and Jode are in a dance. Who leads, you ask? There, lies the wisdom of my ancestors... - Ra'fiiq
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    1) Just give dungeons a 5 minute timer after completion, regardless if the group stays or not. Some people actually enjoy reading dialogue and a minute is hardly an improvement to the 10 seconds or so before the dungeon kicks you.

    2) For the sake of argument, let's assume that Dungeons are NOT end game content, DLC dungeons or otherwise. They should be reasonably manageable without a guide being required. ESO dungeons however, are a** backwards in their design. The normal mode is insultingly easy that don't prepare you properly for Vet and the vet modes sometimes requires raid tier reflexes, god tier DPS or both and 1 f*** up usually leads to a wipe. Some of these DLC dungeons could easily be trials with how much s*** goes on in half of them. Might as advertise these DLC dungeons as 4 man trials instead if they're going to designed for end game players anyways.

    3) CP is just a number. I've seen just as many awful max CP players as I have low CP players that I totally ignore the number and look at how they play. If they have even a basic understanding of their role, screw the number by their name. It might not be flawless but it rarely ever is with PUGs anyway that I can't help but laugh at people that say CP is so important that it circumvents player skill.

    You're right that the issue is laziness, you're wrong on the whom though.

    Couldn't have said it better.

    Zeni has the problem. Not us.

  • WakeYourGhost
    WakeYourGhost
    ✭✭✭✭✭
    Valderis wrote: »
    Dude at first glance your post sounds like "dear noobs, quit wasting my *** and git gud"

    but...

    This thread is shedding light on something ive been noticing since One Tamriel..

    A giant chasm of player skill and experience, between the long standing community and the newcomers.... to a point that we are seeing a "new generation" of players who have very little understanding of the game, whereas the rest of us toiled through challenging game content and devloped our playmanship THROUGH GUILDS.

    Im not unearthing the CP argument here, BUT in the specific case of Group Finder, it needs a CP range limiter, where you can select the minimum CP for your group members... unfortunately too few tanks/healers for this to be effective.

    TLDR - Join a guild and learn through community fellowship.

    Community fellowship? -My arse-.

    This is one of the most toxic communities I've ever seen, dont expect people to give you much more than a URL to Alcast's site and tell you to follow that guide. This community cant be bothered to teach, nor can it be bothered to train.

    My guild may be an exception-to-the-rule kinda thing, but we teach and help. We organize guiod events to help peoppe learn content and basic game necessities like marketeering, leveling, item and gear hunting, skyshard and lorebook hunting, dungeons, and trials. We’re sharing info, helping one another, and I’ve even shared my Thief routes. ...was nervous about that one, but it worked out.

    Of course, I also see Zone filled with [X guild - hijacked a Run / Kicked me because I’m new to the game / Set my camel on fire / has a hostile abusive leader].
    I’ve also seen a lot of toxic players claim those things when they are not true.

    Mixed bag, I suppose.
  • Kel
    Kel
    ✭✭✭✭✭
    ✭✭✭✭✭
    Valderis wrote: »
    Dude at first glance your post sounds like "dear noobs, quit wasting my *** and git gud"

    but...

    This thread is shedding light on something ive been noticing since One Tamriel..

    A giant chasm of player skill and experience, between the long standing community and the newcomers.... to a point that we are seeing a "new generation" of players who have very little understanding of the game, whereas the rest of us toiled through challenging game content and devloped our playmanship THROUGH GUILDS.

    Im not unearthing the CP argument here, BUT in the specific case of Group Finder, it needs a CP range limiter, where you can select the minimum CP for your group members... unfortunately too few tanks/healers for this to be effective.

    TLDR - Join a guild and learn through community fellowship.

    Sorry, dungeon finder is for everyone. And yes, that includes less skilled players. For some, that is how they learn.
    But you're right about one thing. If you don't want to deal with dungeon finder, join a guild.
    You can have the clean effective runs you want THROUGH GUILDS.
    Edited by Kel on March 18, 2018 7:51PM
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    Inhuman003 wrote: »
    I think story mode needs to be added just like normal mode and veteran mode. Story mode is for those who want to know the lore or want to listen to the quest, instead of just rushing in the dungeon.

    This mode has worked out well in other MMOs. There will always be those for whom the story is the thing and they do irritate the bejabbers out of those for whom it isn't.

    Has my vote.

    The only thing that I would say there, is they need to do it exactly like other games and take the drops out of the story mode versions. Keep the mechanics, but make it a quarter as difficult as normal mode. So people can learn the mechanics, or not.
  • Grimm13
    Grimm13
    ✭✭✭✭✭

    Problem 3 (ties into problem 2): People are entering vet DLC dungeons at FAR too low of a level.

    Solution: Grind some more CP and follow instructions from Problem 2. Simple. You don't NEED to run vet Cradle the second you hit champion 200, nor will you ever. NO group is going to sit there and let you bog them down like that, because you WILL bog them down.

    Just the slightest consideration for others from the playerbase would solve all of these huge issues. Zenimax doesn't even have to do anything, these problems are ours to fix.

    There is already a level limit in order to open the dungeon. People are following the requirement as the game forces that. It's just that you are unhappy with the set levels.

    Once you qualify for Vet Dungeons it is the default for randoms instead of Normal mode. Players are quick to que, the system does not always adjust properly to change from the default.

    Where is the player consideration to double check that all knows the mechanic before the boss fight begins. Not all guides are equal, you want to set the standard of what guides they have to study? Not all reading comprehensions are the same. A few minutes of consideration to explain to save 20 -30 minutes of frustration seems like a good investment.
    Edited by Grimm13 on March 18, 2018 8:02PM
    https://sparkforautism.org/

    Season of DraggingOn
    It's your choice on how you vote with your $

    PC-NA
  • Dapper Dinosaur
    Dapper Dinosaur
    ✭✭✭✭✭
    Hes done it so much. Why should he take a few minuets (apparently that's bending over backwards, the horror) to help? Nope, that player is lazy for trying to up his game...like that makes any sense whatsoever.
    Players like you are why new players don't give this game a chance. You are toxic.

    A few minutes PER OCCASION that someone doesn't know what they're doing can add up to 30+ minutes per dungeon run. I have sat through MANY dungeons teaching people things instead of just kicking them and getting someone competent from the get-go. I'm not willing to make that sacrifice every day anymore.

    A player is not "trying to up his game" if he walks into a place with no knowledge of it. TRYING to up his game would be using that pink squishy thing inside his head to read about the place he's about to enter so he doesn't waste everyone elses' time learning it as he goes.
    Edited by Dapper Dinosaur on March 18, 2018 8:19PM
  • Jameliel
    Jameliel
    ✭✭✭✭✭
    No-one should ever be forced to search outside sources, simply to run a dungeon. ESO is way too convoluted. Too much time spent on trying to be different, instead of truly being creative and fun.
  • DieAlteHexe
    DieAlteHexe
    ✭✭✭✭✭
    ✭✭
    Jade1986 wrote: »
    Inhuman003 wrote: »
    I think story mode needs to be added just like normal mode and veteran mode. Story mode is for those who want to know the lore or want to listen to the quest, instead of just rushing in the dungeon.

    This mode has worked out well in other MMOs. There will always be those for whom the story is the thing and they do irritate the bejabbers out of those for whom it isn't.

    Has my vote.

    The only thing that I would say there, is they need to do it exactly like other games and take the drops out of the story mode versions. Keep the mechanics, but make it a quarter as difficult as normal mode. So people can learn the mechanics, or not.

    That's usually how it goes, yes. Some of them give the equivalent of greens whereas "normal" would be blues and on up the levels. Often, although not always, those for whom story mode is the thing, aren't all that into BiS. As one of them, I'm good with whatever keeps me alive doing what I like to do...or crafting. :)

    Dirty, filthy casual aka Nancy, the Wallet Warrior Carebear Potato Whale Snowflake
  • duendology
    duendology
    ✭✭✭✭✭

    A few minutes PER OCCASION that someone doesn't know what they're doing can add up to 30+ minutes per dungeon run. I have sat through MANY dungeons teaching people things instead of just kicking them and getting someone competent from the get-go. I'm not willing to make that sacrifice every day anymore.

    A player is not "trying to up his game" if he walks into a place with no knowledge of it. TRYING to up his game would be using that pink squishy thing inside his head to read about the place he's about to enter so he doesn't waste everyone elses' time learning it as he goes.

    You know, when Dragon Bones dlc came out, I watched "elite" players giving the two dungeons a go on PTS. And I watched them dying and dying and dying and dying... and, you know, dying. They'd spend HOURS being wiped. They were learning the mechanics, of course, so you and others could benefit from the knowledge and, hopefully, "clear" the places faster than they did ON THEIR FIRST RUN.

    I also keep following streams of a few vet players who, knowing dungeon mechanics by heart, still make mistakes and.....die...

    Now imagine a new player and his/her first time in ANY dungeon...

    Is it, perhaps, advisable, to maybe google a dungeon and see what it's all about? Yes, it is, if it's a vet dungeon especially.
    Is it good to google the same dungeon on normal mode? I suppose so.. but generally, there's something wrong with the game here if a player HAS to do that in order to try a dungeon in a first place because they're likely to get kicked for not passing the mandatory exam "I watched the streams and know the mechanics". There's something wrong if a player is judged by the number of CP whether they can have a go or not... This sucks! And I could have my hand cut off that there's a large base of players who avoid random dungeon finder exactly because of that attitude!

    I don't do Random because of that. I am here to enjoy the game and not stress over because I am not allowed do goofs because some people do dungeon speed runs. F*** that!

    PC/NA
    - Redguard StamBlade dps ["bowtard" crafty girl who likes spinning with daggers too.]
    - Breton SorcMag dps [She's got an identity crisis, but I believe in her.]
    - Dunmer Templar dps/healer [she's a healer, then again she likes inferno staff too...]
    And..
    - High Elf SorcMag dps [It's quite possible his daddy was a Nord.]

    I am an old-fashioned Goth
  • Dapper Dinosaur
    Dapper Dinosaur
    ✭✭✭✭✭
    I don't do Random because of that.

    That makes you a responsible player!
    Edited by Dapper Dinosaur on March 18, 2018 9:42PM
Sign In or Register to comment.