VaranisArano wrote: »profundidob16_ESO wrote: »VaranisArano wrote: »Part of the purpose of the Groupfinder is to backfill groups that lose a member or to fill groups for someone queuing for a specific dungeon.
If you split the DLC dungeons into a seperate queue, groups doing them will have a harder time replacing members and people queuing for them specifically (for gear or a pledge) using groupfinder will have a harder time getting a group. Remember, the DLC dungeon queues are already smaller than the base game ones, limited to +300 CP DLC owners or subscribers.
That's like a double whammy. First, its harder content to begin with, so the attrition rate is higher. Second, split queues makes them wait longer. Even offering a bigger reward for greater risk isnt going to help with that.
Essentially, offering an opt-out of DLC dungeons works against the very purpose of Groupfinder by making it harder for the people who want to run the DLCs to find groupmates using it. Thats true no matter how great the reward you offer is.
Now, the solution to the problem I've pointed out above is to poo-poo the Groupfinder and say "Well, if you want to queue for a Vet DLC, why are you pugging it anyway? You ought to use a guild group or a pre-made group to get gear or do the pledge and everything will go smoother anyway!"
Which is not actually a bad solution. Guild or premade groups tend to work better in harder content, so thats a practical solution for the needs of a player who wants to run that specific dungeon.
However, it still doesn't address the needs of people using Groupfinder to backfill missing members or queue for the specific dungeon from an even smaller pool of tanks, healers, and DDs willing to run the DLC dungeons.
So what this really comes down to is whether ZOS is willing to make Groupfinder work less well and effectively make players form premade groups to do Vet DLC dungeona in a timely manner in order to let other players opt out of content they don't want to do.
At first I had this line of thought as well but soon realized the error in it:
Right now the queues for VET DLC and VET non-DLC are together creating indeed a bigger player pool providing "a random player" faster but at the same time 70-80% of that time that is a useless player that ends up leaving or being kicked anyway causing nothing but frustration and delay. It can take kicking/leaving several different people not up the task before finally someone workable arrives.
Splitting the queue ensures that your VET DLC queue delivers only people that are up to that task (or at least queued with that intention...)
Therefore mathematically it's bound to be much more efficient.
Depends. Its a bit odd and hard to predict. I'll fully admit its hard to argue for or against the impact of the queue without data that only ZOS has on vet DLC completion rates. Still, we can argue in generalities.
So, first, the Vet DLC queue is inherently limited to: 300+CP Subscribers and DLC pack owners...who are currently queueing for all random or those specific dungeons. That's a fairly small pool to begin with compared to the closest base game equivalent in Vet COA2.
The suggestion proposed would cut the Vet DLC queue pool further to: 300+ CP Subscribers and DLC pack owners who actually want to and theoretically can do the DLC dungeons...who are currently queuing up to run a dungeon. In this case, the higher the demand for opting out of the Vet DLCs, the smaller the final pool becomes. Unavoidably, a small queue pool becomes smaller and backfilling or filling groups with Groupfinder takes longer.
Now, we can argue, as I believe you have done if I understand correctly, that this final smaller queue pool of players who want to queue for Vet DLCs is in fact identical to the current pool of "players who can do Vet DLCs, don't leave, and don't get kicked". If this is indeed the case, then, we should see no practical difference. Any longer wait time for groupmembers at the beginning should be made up for with greater efficiency in the dungeon itself thus making for a better experience all around once you find a group.
Personally, I am more skeptical that those two groups are in fact one and the same. I expect that even this smaller queue of players will suffer from having to leave groups or having to kick players, and thus will also suffer from the longer replacement times due to a smaller queue pool.
The matter of extra rewards is also a double-edged sword. The better the rewards ZOS offers, the more unqualified players will join the queue. The less substantial rewards ZOS offers, the less that qualified players have reason to join the queue.
I'm of the opinion that the best method for filling and backfilling groups in a timely manner through the Groupfinder is the current method where there is not a seperate queue. That is, after all, the purpose of Groupfinder.
Now, true, those groups formed, filled, or backfilled, by Groupfinder have no guarantee of being able to complete the dungeon beyond meeting the minimum requirements. Doing so would require ZOS to increase the minimum requirements as they've done in the past, or for even better results, groups to form premades or guild groups with players they know. Premade and Guild groups will always be the most efficient way to complete hard content.
VaranisArano wrote: »Part of the purpose of the Groupfinder is to backfill groups that lose a member or to fill groups for someone queuing for a specific dungeon.
If you split the DLC dungeons into a seperate queue, groups doing them will have a harder time replacing members and people queuing for them specifically (for gear or a pledge) using groupfinder will have a harder time getting a group. Remember, the DLC dungeon queues are already smaller than the base game ones, limited to +300 CP DLC owners or subscribers.
That's like a double whammy. First, its harder content to begin with, so the attrition rate is higher. Second, split queues makes them wait longer. Even offering a bigger reward for greater risk isnt going to help with that.
Essentially, offering an opt-out of DLC dungeons works against the very purpose of Groupfinder by making it harder for the people who want to run the DLCs to find groupmates using it. Thats true no matter how great the reward you offer is.
Now, the solution to the problem I've pointed out above is to poo-poo the Groupfinder and say "Well, if you want to queue for a Vet DLC, why are you pugging it anyway? You ought to use a guild group or a pre-made group to get gear or do the pledge and everything will go smoother anyway!"
Which is not actually a bad solution. Guild or premade groups tend to work better in harder content, so thats a practical solution for the needs of a player who wants to run that specific dungeon.
However, it still doesn't address the needs of people using Groupfinder to backfill missing members or queue for the specific dungeon from an even smaller pool of tanks, healers, and DDs willing to run the DLC dungeons.
So what this really comes down to is whether ZOS is willing to make Groupfinder work less well and effectively make players form premade groups to do Vet DLC dungeona in a timely manner in order to let other players opt out of content they don't want to do.
I use group finder, A LOT. Lately I use it and only check vet DLC dungeons and the vet version of whatever the other 2 dailies are. Rarely, and I mean VERY RARELY, do I ever get in groups riding the struggle bus, and cant complete the dungeon. Might get a couple wipes, but nothing indicating a sweeping change to the queue needs to happen. PS4 NA.
xxthir13enxx wrote: »I am Against this!
But not for any legitimate reason....
Just because I think Skyshards should be Account bound...but people against it state that if ZOS wanted it that way they would of done it 5yrs ago...
Sooo.... NO You cannot have a common sense fix for your game cause it ruins My...well really it only ruins my statement...but THATS NOT THE POINT!!
profundidob16_ESO wrote: »dear dungeon dev team,
you've read the PTS comments and feedback on the new DLC dungeons in vet mode by now. High skilled players love it, above average players think it's too hard and the bulk will fail at it until group disband or simply skip all together.
Also note how large the list of DLC dungeons has become, probably by now as large as the list of original (non-dlc) dungeons which are clearly a joke compared to DLC.
Doesn't the list of VET DLC dungeons deserve it's own queue by now so that true dungeon enthusiasts can find each other for some vet dlc fun while people that only want to complete fast for purple level gear and xp reward (or simply to force a group with fellow cp players) have the option to do so. I firmly believe this would solve a lot of daily hassle and frustation !
@ZOS_Finn
Just covers up the problem.
VaranisArano wrote: »I'm of the opinion that the best method for filling and backfilling groups in a timely manner through the Groupfinder is the current method where there is not a seperate queue. That is, after all, the purpose of Groupfinder.
Dusk_Coven wrote: »Or remove random dungeon rewards. That's a big part of the problem with people who just want the reward and don't care what happens in the dungeon, maybe hoping to get carried when a tough one shows up.
But a separate queue won't change things when people just want their pledge done but don't care to get serious and just hope for a carry.
SOLO mode is important because it would let everyone learn most of a dungeon's mechanics on their own before they group up. Right now it's totally legitimate to get complete newbies queueing for any dungeon and that can add to the frustration when someone queues but isn't wanting a 1 hour training run.
Nocturnalan wrote: »^Already a CP restriction... 300 for DLCs.
CP is a crutch for people who can’t sustain and want to be "tanky" so they aren’t immediately punished for making mistakes.
Goddess_Althena wrote: »Fully agree, Vet DLC dungeons are in their own class and giving them a separate queue would certainly help curate a much better experience for those players that wish to do them.
But seeing as how dungeon finder has constantly been broken in some way, shape or form in the many years I've played this game, I won't be holding my breath.
Goddess_Althena wrote: »Fully agree, Vet DLC dungeons are in their own class and giving them a separate queue would certainly help curate a much better experience for those players that wish to do them.
But seeing as how dungeon finder has constantly been broken in some way, shape or form in the many years I've played this game, I won't be holding my breath.
I think a toggle to top in would work better than a separate queue. Of course, either way the rewards should be much greater for the DLC queue or those who opt into it and scaled to the player's access to DLC dungeons. It may be easier to provide a lesser reward for random non-DLC dungeons. Risk vs Reward.
Goddess_Althena wrote: »Fully agree, Vet DLC dungeons are in their own class and giving them a separate queue would certainly help curate a much better experience for those players that wish to do them.
But seeing as how dungeon finder has constantly been broken in some way, shape or form in the many years I've played this game, I won't be holding my breath.
I think a toggle to top in would work better than a separate queue. Of course, either way the rewards should be much greater for the DLC queue or those who opt into it and scaled to the player's access to DLC dungeons. It may be easier to provide a lesser reward for random non-DLC dungeons. Risk vs Reward.
I disagree, just like normal and vet has the same rewards, the rewards should remain unchanged. I don't want random - queuing for random all vet for rewards then leaving when they get dlc.