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A thought to increase activity for dlc daily undaunted pledges

EpicRekkoning
EpicRekkoning
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Completing the dungeon in normal = one key and blue transmute frag

Completing the dungeon on vet = two keys and purple transmute frag

Completing the dungeon on hm = two keys and gold transmute frag. Additionally, add a chance for gold jewelry to drop from hm dlc completions
  • kathandira
    kathandira
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    Completing the dungeon in normal = one key and blue transmute frag

    Completing the dungeon on vet = two keys and purple transmute frag

    Completing the dungeon on hm = two keys and gold transmute frag. Additionally, add a chance for gold jewelry to drop from hm dlc completions

    I agree. Rewards in general need to be increased for Vet and Hardmode completions.
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • DaveMoeDee
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    Will this mean more people who can actually clear it, or more futility?

    Edit: to be clear, I feel more rewards are warranted, but I am less motivated by rewards and more motivated by enjoying the journey.
    Edited by DaveMoeDee on May 10, 2019 1:46PM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    .Completing the dungeon on hm = two keys and gold transmute frag.

    Yes please, FG1 on pledge days would be busy for me.
  • kringled_1
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    .Completing the dungeon on hm = two keys and gold transmute frag.

    Yes please, FG1 on pledge days would be busy for me.

    The thread title specifies DLC.
  • Kikke
    Kikke
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    Normal - Rewards armor / weapon sets
    Veteran - Rewards Monster Helmets
    HM - Rewards Achivements (all) Titles (all) Skins or personalities with Nodeath / speedrun achivs (Hist, Horns, dragon bones and wolfhunter)

    When they moved skins too veteran for the Wrathstone DLC, then the incentive too do HM got trashed. Unless you want the title or are a achievement farmer...

    I believe that they had it correct before Wrathstone, but there was an issue with this as well. They have stated them-self that HM's are there so the 'best of the best' can get some challenge out of the new content. For lets be truthful, the only truly 'hard' fights in these DLC's dungeons are the HM.

    So to lock rewards behind HMs, something that are made for people that do high-end content will lock the majority of the playerbase out of said rewards. Just look at how people reacted too Perfected gear from trials. Those that can get it loves it, those that cant get it hates it. Will be the same here. Or the mount from Sunspire xD

    Cleared Trials:
    - vAA HM - vHRC HM - vSO HM - vMoL HM - vHoF HM - vAS HM - vCR HM -

    "The journey of a thousand miles begins with one step, and a lot of bitching."
    -Someone said it, I guess.
  • idk
    idk
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    I form my own groups and do not have issues getting people do to the DLC dungeons.

    The issue is probably people not wanting to form their own group (which guilds are great for this).
  • EpicRekkoning
    EpicRekkoning
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    Kikke wrote: »
    So to lock rewards behind HMs, something that are made for people that do high-end content will lock the majority of the playerbase out of said rewards. Just look at how people reacted too Perfected gear from trials. Those that can get it loves it, those that cant get it hates it. Will be the same here. Or the mount from Sunspire xD

    I don't run vet trials, but I have no problem with the perfected equipment. Rewards should match the difficulty of the content. The people that complained about the perfected gear are the people that want all of the best stuff without putting in the effort/time to get it.

    I think the reward should also be worth the challenge for the dlc hm content. There's only a small subset of players that care about achievements and skins. Once you've completed the achievements, there's no real incentive for running HM anymore. My dungeon group typically has no interest in running HM after we've completed the achievements. The extra key and purple transmute frag isn't worth the extra time to complete the HM content
  • Druid40
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    For transmute geodes, I would go green (N), blue (V), purple (HM). Gold should be for HM trials.
  • Jeremy
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    Completing the dungeon in normal = one key and blue transmute frag

    Completing the dungeon on vet = two keys and purple transmute frag

    Completing the dungeon on hm = two keys and gold transmute frag. Additionally, add a chance for gold jewelry to drop from hm dlc completions

    I doubt this would help.

    The reason people avoid DLC dungeons is because of their alternative design - which tend to rely more heavily on one-shot mechanisms than the base dungeons making them a chore to learn and complete - especially with pugs.

    Most people play games to have fun - not so they can die over and over while trying to learn some silly pattern or gimmick. And I frankly don't blame them. It's poor and frustrating game design in my opinion, though some are worse at it than others.

    If they want more people to do their DLC dungeons they need to move away form all the instant death gimmicks and get back to the core game play that makes this game fun to begin with. Otherwise they could offer a half dozen keys and transmute geodes. I still doubt it would entice people to suffer through them.
    Edited by Jeremy on May 11, 2019 12:54AM
  • Runkorko
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    So naive:D
    To rly think ZoS will give you gold jew from runing pledges.
    Wont happen. Dont even hope :P
  • SoLooney
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    People saying that motifs, skins, and personalities are the motivation to run them. Events like the anniversary, and people farming the hell out of those dungeons tank the prices on motifs. Once you get your skin or personality etc from the dungeon, are you gonna return to do it for 2 keys for the hm dlc? Probably not
    Edited by SoLooney on May 11, 2019 1:10AM
  • AcadianPaladin
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    I don't care a bit about 'rewards'. The reason I totally ignore DLC dungeons is that the mechanics are convoluted enough to make my head hurt - much less consider running with a pug using text chat. No thanks. Not complaining as there is plenty of content I enjoy but DLC dungeons are not among that content for me. When I do dungeons it is to have fun, and there is zero doubt in my mind what I consider fun and not fun.
    PC NA(no Steam), PvE, mostly solo
  • Osteos
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    I have tons of undaunted keys saved up and no need or reason to do pledges unless a friend needs help. With Necro I'll do pledges for the undaunted passives. Once I hit 9 in undaunted I'll be done with pledges again.

    Also I pvp on all my character and have an abundance of geodes.

    Gold jewelry is interesting but unlikely.
    DAGGERFALL COVENANT
    NA PC
    Former Vehemence Member
    Onistka Valerius <> Artemis Renault <> Gonk gra-Ugrash <> Karietta <> Zercon at-Rusa <> Genevieve Renault <> Ktaka <> Brenlyn Renault
  • EpicRekkoning
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    So naive:D
    To rly think ZoS will give you gold jew from runing pledges.
    Wont happen. Dont even hope :P

    I didnt say for running pledges. I said a chance to drop on completing HM DLC dungeons. The idea behind this is to keep motivation for running HM dlc dungeons after you've received the achievements.

    I completely agree with most of you that state you play the game for fun and that should be the focus of gamers. The sad reality is the ZOS spends a lot of resources creating HM DLC dungeons and only a small percentage of us run them for achievements. Once the achievements are completed, the HM doesn't seem exciting anymore.

    If ZOS added something that players could continue to try and recieve for completing HM and it was worth the completion, there may be more people trying to learn the vet/HM mechanics.
    Edited by EpicRekkoning on May 12, 2019 4:10AM
  • richo262
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    The 30 minute que is what makes people unmotivated.

    I mostly tank for pledges to avoid it. If they had a NORMAL trial finder, that would soak up a lot of the DPS waiting for a trial.

    The Trial finder would not allow for random. You have to specify which trial to run, and it has 4 roles, DPS, Heal, Tank and Offtank. Offtank is present on certain trials such as nMOL, nHOF, nCR. nMOL and nCR can be done without off tanks but for pug groups, it doesn't hurt. CP lock is 300.

    It would also be good if the group finder actually formed groups within the group. Ie. nHRC Group 1 is blocked from going downstairs, Group 2 is blocked from going upstairs. They are also notified on where to go. It essentially has a small tutorial (which can be disabled) for first timers, with small explanations of mechanics.
    Edited by richo262 on May 12, 2019 4:14AM
  • Ashtaris
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    Druid40 wrote: »
    For transmute geodes, I would go green (N), blue (V), purple (HM). Gold should be for HM trials.

    Not enough incentive. You already get a Purple for doing any dungeon in Vet HM, even the easier ones like FG1 or Wayrest II. And 99% of the time, that purple earns you a whopping grand total of 2 crystals. DLC dungeons needs to give better rewards.
  • Pyr0xyrecuprotite
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    Most DLC dungeons already have a bonus reward - a motif page from final boss. (Guaranteed in hm, small chance in non-hm vet, tiny chance in normal). A lot of DLC dungeons are farmed for the motif page in the first month or so after the new motif is released... but then the pages lose value and the farmers go elsewhere...

    Personally my main gripe with DLC dungeons is that they are both a lot tougher and a lot longer than other dungeons. Since they tend to be newer, there are a lot of players who don't know the mechanics. This means your chances of wiping a lot are high, and you might not make it through at all, if people have a limited timeframe that they can stay online (and/or limited patience).

    Extra keys and transmute crystals is not going to make any difference to me (as a long-time player). I've got tons of keys and every gear piece has been transmuted already. Gold jewelry MIGHT make it more interesting... but I'd be worried that it will also encourage a lot of n00bs to try do the dungeons in vet. So, chances of joining a bad group (as a solo dps in queue) are going to be even higher. If you've got guildmates who like to run dungeons with you, you might be ok, but for anyone else - too bad!
  • AbysmalGhul
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    Jeremy wrote: »
    Completing the dungeon in normal = one key and blue transmute frag

    Completing the dungeon on vet = two keys and purple transmute frag

    Completing the dungeon on hm = two keys and gold transmute frag. Additionally, add a chance for gold jewelry to drop from hm dlc completions

    I doubt this would help.

    The reason people avoid DLC dungeons is because of their alternative design - which tend to rely more heavily on one-shot mechanisms than the base dungeons making them a chore to learn and complete - especially with pugs.

    Most people play games to have fun - not so they can die over and over while trying to learn some silly pattern or gimmick. And I frankly don't blame them. It's poor and frustrating game design in my opinion, though some are worse at it than others.

    If they want more people to do their DLC dungeons they need to move away form all the instant death gimmicks and get back to the core game play that makes this game fun to begin with. Otherwise they could offer a half dozen keys and transmute geodes. I still doubt it would entice people to suffer through them.

    DLC dungeons and the standard dungeons are the same thing. They all have mechanics that can wipe you if you don't know what to do. I don't know why everyone thinks DLC dungeons are "one-shot" dungeons. It's lazy thinking for arguments
  • FierceSam
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    DLC dungeons and the standard dungeons are the same thing. They all have mechanics that can wipe you if you don't know what to do. I don't know why everyone thinks DLC dungeons are "one-shot" dungeons. It's lazy thinking for arguments

    DLC dungeons are harder than normal dungeons. That’s what they’re there for. It’s their sole purpose.

    I suspect that anyone who has come up against the werewolves of MHK or the Aurorans of DoM would challenge you on the lack of “one-shot” mechanics. They are there and it is lazy game design (rather than lazy thinking on the players’ part) that lets you get hit for 70k damage and then offers no explanation or tactical encouragement to help you succeed. That’s not big or clever. But then ZOS is amazingly poor at actually telling/teaching people how to play the game.

    The challenge of tackling DLC dungeons is overcoming the mechanics and that’s not as easy as, say, learning how to succeed in FG1. You can overcome them and it’s very satisfying when you do, but it is a challenge.

    To answer the OP, I’d love to encourage more people to play the DLC dungeons. I think ZOS have been trying to address this both with rewards like motifs and by reviewing those areas that were notorious PUG-killers and dungeon blockers. I might mourn the loss of the atronarchs from Galchobhar’s island, but their loss enables more groups to fall at the feet of the Earthgore Amalgum or actually finish the dungeon.

    In terms of additional rewards to encourage use, I am all for those that bring a financial or cosmetic benefit rather than the OP’s suggestion of gold jewellery, which would either be useless (as the jewellery would be bound and for sets that aren’t very good) or would create a significant power imbalance. Alternatively, you could go full on and give out rewards for multiple completions. So 10 runs on a single account might give you a unique cosmetic (a skin or mount). Making it accountwide would enable/encourage players to do it with multiple alts.

    One thing that DOESN’T work is dumping players into DLC dungeons just because they bother to have an ESO+ subscription. That’s definitely lazy thinking.



  • Gythral
    Gythral
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    Fix the grouping tools!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • bmnoble
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    I don't really think better rewards will change much, better rewards don't magically make more skilled players appear in the game.

    I usually only do vet dungeons to help friends/guild mates/or myself a monster helm, it would take a significant incentive, to get me to regularly do vet content.

    Achievements/titles/skins are largely meaningless to me as rewards, for me to queue regularly they would need to drop something more tangible and useful to me. A significant amount of transmutation crystals or guaranteed helmet weights based on what your character has equipped when doing hard mode.



    I tend to just tank the DLC dungeons on normal to get them out of the way and more often then not I end up having to spend an hour walking people through the dungeon mechanics.

    A large amount of the player base that I have seen, struggles to clear the DLC dungeons on normal (at least in PUG groups) Can't count the number of times I have joined the random queue and been ported into the dungeon to find a group that has been abandoned by its tank or healer on either one of the first or last bosses.

    It takes time for players to reach the skill level to clear vet dungeons, too many are reaching high CP doing dolmens without bothering to learn a rotation or even what a rotation is, slowly driving me insane on my tank.

    Its not the one hit kills that keep me out of the vet random queues on my tank, its the fear of getting stuck with the same low damage players, I have ended up with in normal's who have not bothered to improve/learn mechanics/geared up, are suddenly a higher level and decided to queue for vets.

    I don't want to waste hours doing dungeons with groups that might never finish them.
  • FearlessOne_2014
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    All we need as like someone else suggested in another thread.

    WE JUST NEED A LFG TOOL LIKE IN GW2. All issues will then be solved. EZ PZ
  • Anotherone773
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    Interestingly rewards are only part of the problem. Pledges become pointless after you get your passives but the lack of reward is the smaller of two problems. The other problem is player induced and that is a toxic environment created by quite a few dungeon runners. The toxic environment is why i dont run pledges very often.
  • TelvanniWizard
    TelvanniWizard
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    Kikke wrote: »
    Normal - Rewards armor / weapon sets
    Veteran - Rewards Monster Helmets
    HM - Rewards Achivements (all) Titles (all) Skins or personalities with Nodeath / speedrun achivs (Hist, Horns, dragon bones and wolfhunter)

    When they moved skins too veteran for the Wrathstone DLC, then the incentive too do HM got trashed. Unless you want the title or are a achievement farmer...

    I believe that they had it correct before Wrathstone, but there was an issue with this as well. They have stated them-self that HM's are there so the 'best of the best' can get some challenge out of the new content. For lets be truthful, the only truly 'hard' fights in these DLC's dungeons are the HM.

    So to lock rewards behind HMs, something that are made for people that do high-end content will lock the majority of the playerbase out of said rewards. Just look at how people reacted too Perfected gear from trials. Those that can get it loves it, those that cant get it hates it. Will be the same here. Or the mount from Sunspire xD

    I do not agree with the part about Wrathstone HMs being the toughest fights. For me it's the Vault Protector. 50 times harder than HM Symphony and Stone keeper.
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