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Please remove DLC Dungeons from the Random Veteran Dungeon Activity

  • pelle412
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    Why do players do random vet when they are not prepared for any veteran dungeon? Random normal gives the same XP bonus.
  • Jeremy
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    karekiz wrote: »
    thorwyn wrote: »
    I'm using GF a LOT and it never happened to me that the group disbanded when I got queued into a dlc dungeon. Occasionally, people are leaving when the group is struggling at a certain boss, but not right from the start. I think this entire discussion is redundant, it has been brought up like once every week and all arguments have been exchanged ad nauseam by now.

    Same experience. Maybe 1/20 groups for DLC I have had someone bail out.

    Most of the time if you get new people this happens:
    1. Zone in - Person gets quests - clear they have not done the dungeon. You ask have you done it on vet, and you get no answer. So you run ahead and do the entire thing anyway. This is usually the most popular option.
    2. Zone in - Wipe on a boss - someone leaves.
    3. Zone in - Clear the dungeon, and while its rough for you, for the new player it seems going good. Until you get to final boss in vet DLC after rezzing them over and over and they "need" you do HM for them, even if all three other players aren't interested.

    I still back the idea of a tank/heal/DPS test to "unlock" the dungeons tiers including DLC. Don't want DLC? Don't take the test, but that also in general means Vet T1/T2 dungeons have a test as well to unlock. So everyone has to do at least something to que to vet even on the basic Fungal grotto 1 vet.

    I doubt taking a test would help with this particular issue. Players drop for all kinds of reasons, and not all of them have to do with a lack of skill or experience on their part. Many of them simply don't think trudging through a Vet DLC is worth their time or effort. So they just opt out to test the random wheel again hoping for an easier base dungeon (a lot of times they even say as much in group chat so it's no mystery).

    That's why I say it would be for the best just to separate them. As I pointed out earlier - the challenge gap between normal to Vet is often smaller than the challenge gap between the base game Vets and DLC anyway. So if you are going to separate normal from vet, why not DLC too?
    Edited by Jeremy on November 11, 2019 5:50PM
  • karekiz
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    pelle412 wrote: »
    Why do players do random vet when they are not prepared for any veteran dungeon? Random normal gives the same XP bonus.

    Because random normal for xp would make sense.

    But random normal doesn't drop PURPS yo.
  • Jeremy
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    pelle412 wrote: »
    Why do players do random vet when they are not prepared for any veteran dungeon? Random normal gives the same XP bonus.

    Can you do both normal and veteran randoms?

    I'm not sure how it works because I don't do randoms. But that maybe why.
  • pelle412
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    karekiz wrote: »
    pelle412 wrote: »
    Why do players do random vet when they are not prepared for any veteran dungeon? Random normal gives the same XP bonus.

    Because random normal for xp would make sense.

    But random normal doesn't drop PURPS yo.

    So you're doing a random vet to get random purple set pieces?
  • idk
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    Jeremy wrote: »
    I'm not expecting an ideal experience. But what I am expecting though is that when I queue up for a specific dungeon not to get a group full of people who have no intention of doing the dungeon I actually queued up for.

    I think players are forgotting random means RANDOM ... a selection from all available choices (including the DLC ones).

    Don’t want a DLC dungeon?

    No problem.

    Pro Tip: Instead of choosing ‘random normal’ or ‘random veteran’ in the Dungeon finder UI, select ‘specific dungeons’. Then, check every one of the non-DLC dungeons from the specific dungeon list. When finished, click “join queue” to activate the dungeon finder ... which will then search all non-DLC dungeons for grouping.

    You’re welcome. B)

    I agree that some people want their cake and eat it to.

    It is why I have suggested the ability to opt out/in of DLCs when queueing for the random. Those that opt in would get a superior reward based on how many DLC dungeons they have access to.

    That scaling reward based on access to DLC dungeons would be the more challenging part but would be necessary to offer an opt in/out system. After all, this is not a participation reward.
  • karekiz
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    Jeremy wrote: »
    Can you do both normal and veteran randoms?

    I'm not sure how it works because I don't do randoms. But that maybe why.

    No you can only que for one or the other.

    Normal includes all players from level 10 to max level.
    Vet que starts at max level 50 to que.

    So really queing for vet is a smaller pool in all so it doesn't make sense to XP off it in general.

    To the other poster - it was a joke. I rarely random que anything other than normal for alts, which can't que for vet anyway. If I do use que on my mains its to specific que for vet pledges.
  • Jeremy
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    idk wrote: »
    Jeremy wrote: »
    I'm not expecting an ideal experience. But what I am expecting though is that when I queue up for a specific dungeon not to get a group full of people who have no intention of doing the dungeon I actually queued up for.

    I think players are forgotting random means RANDOM ... a selection from all available choices (including the DLC ones).

    Don’t want a DLC dungeon?

    No problem.

    Pro Tip: Instead of choosing ‘random normal’ or ‘random veteran’ in the Dungeon finder UI, select ‘specific dungeons’. Then, check every one of the non-DLC dungeons from the specific dungeon list. When finished, click “join queue” to activate the dungeon finder ... which will then search all non-DLC dungeons for grouping.

    You’re welcome. B)

    I agree that some people want their cake and eat it to.

    It is why I have suggested the ability to opt out/in of DLCs when queueing for the random. Those that opt in would get a superior reward based on how many DLC dungeons they have access to.

    That scaling reward based on access to DLC dungeons would be the more challenging part but would be necessary to offer an opt in/out system. After all, this is not a participation reward.

    That's essentially what I am asking for here, what you suggested. Whether it's done through an opt in or out system or divided like with normal to veteran doesn't matter to me. Just so long as they are divided somehow when players choose random.

    But expecting players who are currently doing randoms to forgo their daily reward by clicking all the none DLC dungeons (as that poster suggested) is just silly to me because that would take away the daily reward and defeat the reason for even doing randoms in the first place. So that is not a workable solution.
    Edited by Jeremy on November 11, 2019 6:12PM
  • Jeremy
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    karekiz wrote: »
    Jeremy wrote: »
    Can you do both normal and veteran randoms?

    I'm not sure how it works because I don't do randoms. But that maybe why.

    No you can only que for one or the other.

    Normal includes all players from level 10 to max level.
    Vet que starts at max level 50 to que.

    So really queing for vet is a smaller pool in all so it doesn't make sense to XP off it in general.

    To the other poster - it was a joke. I rarely random que anything other than normal for alts, which can't que for vet anyway. If I do use que on my mains its to specific que for vet pledges.

    Well if that's the case, joke or not - you must be correct. They are after the purples then...

    I can't think of any other reason why someone would do a random veteran. Can you?
  • J2JMC
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    pelle412 wrote: »
    Why do players do random vet when they are not prepared for any veteran dungeon? Random normal gives the same XP bonus.

    Because there's an incredibly high chance (at least in my experience) the vet you get is also one of the dailies. Very efficient way yo get 100k xp on top of your two keys. Worst case scenario, you get a shot at another monster helm.

    Now that I'm cp300 on pc, only way I'm staying for a vet DLC is if it's the pledge for that day. Experience on ps4 tells me that doing random vet dlc's when they aren't the pledge is not worth it. Getting a random DLC the same time it's a pledge usually guarantees there are 2 experienced players looking for keys, so it's a free carry.

    Knee Jerk, L2P, Obtuse, Casual, Entitled, All The Best, unnecessary mention of CoD

    Battle leveling for pve content defeats the idea of progression. Remove CP

    "Apparently the players are more informed than we are"-Richard Lambert

  • Jeremy
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    J2JMC wrote: »
    pelle412 wrote: »
    Why do players do random vet when they are not prepared for any veteran dungeon? Random normal gives the same XP bonus.

    Because there's an incredibly high chance (at least in my experience) the vet you get is also one of the dailies. Very efficient way yo get 100k xp on top of your two keys. Worst case scenario, you get a shot at another monster helm.

    Now that I'm cp300 on pc, only way I'm staying for a vet DLC is if it's the pledge for that day. Experience on ps4 tells me that doing random vet dlc's when they aren't the pledge is not worth it. Getting a random DLC the same time it's a pledge usually guarantees there are 2 experienced players looking for keys, so it's a free carry.

    Ah I see. This actually makes sense and I didn't consider that.

    They risk the random veteran in hopes of getting both the pledge (2 keys) and the bonus reward from the daily. This is probably the issue right here then and why so many players who don't want to do DLC content wind up on the random veteran wheel.

    It would also explain why they are so eager to drop too - because they were hoping to get a pledge dungeon. Suddenly everything is clear to me.
    Edited by Jeremy on November 11, 2019 6:27PM
  • Raisin
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    I do wanna add that I run random as vet exclusively even if I'm not doing pledges because it's more fun. As I said I very rarely get deserters. :) Either I get a group of skilled and experienced players and end up in a smooth ride, or I get a group that learns along the way. The few bad eggs that leave or need to be kicked aren't that much of a hindrance I those processes. I just go into a random dungeon knowing that it is a time investment and there's a chance I'll get burned.
    The thing is that often random vet means I get people around my CP. Random normal, depending on the group, can take just as long or even longer than a bet dungeon, because there's a chance you'll get a group of complete newbies (and I'm never going to just run ahead and run the dungeon for them; they set the pace).
  • Jeremy
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    Raisin wrote: »
    I do wanna add that I run random as vet exclusively even if I'm not doing pledges because it's more fun. As I said I very rarely get deserters. :) Either I get a group of skilled and experienced players and end up in a smooth ride, or I get a group that learns along the way. The few bad eggs that leave or need to be kicked aren't that much of a hindrance I those processes. I just go into a random dungeon knowing that it is a time investment and there's a chance I'll get burned.
    The thing is that often random vet means I get people around my CP. Random normal, depending on the group, can take just as long or even longer than a bet dungeon, because there's a chance you'll get a group of complete newbies (and I'm never going to just run ahead and run the dungeon for them; they set the pace).

    I would like you to try something for me to today Raisin, if you would.

    Try queuing up specifically for Veteran Lair of Maarselok today and then report back to the thread of how the experience plays out. If you do not get any players who just quit at the start or who leave at the first whiff of trouble due to the fact they were wanting an easier dungeon in their random queue I'll eat my shorts. ^^
    Edited by Jeremy on November 11, 2019 6:52PM
  • Raisin
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    Jeremy wrote: »
    Raisin wrote: »
    I do wanna add that I run random as vet exclusively even if I'm not doing pledges because it's more fun. As I said I very rarely get deserters. :) Either I get a group of skilled and experienced players and end up in a smooth ride, or I get a group that learns along the way. The few bad eggs that leave or need to be kicked aren't that much of a hindrance I those processes. I just go into a random dungeon knowing that it is a time investment and there's a chance I'll get burned.
    The thing is that often random vet means I get people around my CP. Random normal, depending on the group, can take just as long or even longer than a bet dungeon, because there's a chance you'll get a group of complete newbies (and I'm never going to just run ahead and run the dungeon for them; they set the pace).

    I would like to try something for me to today Raisin, if you would.

    Try queuing up specifically for Veteran Lair of Maarselok today and then report back to the thread of how the experience plays out. If you do not get any players who just quit at the start or who leave at the first whiff of trouble due to the fact they were wanting an easier dungeon in their random queue I'll eat my shorts. ^^

    I've never pugged vLoM before so I'd argue there may also be a difference between the most recent DLC dungeons vs the older ones. But I'll give it a try and tell you how it went (might not be today though!).
  • Jeremy
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    Raisin wrote: »
    Jeremy wrote: »
    Raisin wrote: »
    I do wanna add that I run random as vet exclusively even if I'm not doing pledges because it's more fun. As I said I very rarely get deserters. :) Either I get a group of skilled and experienced players and end up in a smooth ride, or I get a group that learns along the way. The few bad eggs that leave or need to be kicked aren't that much of a hindrance I those processes. I just go into a random dungeon knowing that it is a time investment and there's a chance I'll get burned.
    The thing is that often random vet means I get people around my CP. Random normal, depending on the group, can take just as long or even longer than a bet dungeon, because there's a chance you'll get a group of complete newbies (and I'm never going to just run ahead and run the dungeon for them; they set the pace).

    I would like to try something for me to today Raisin, if you would.

    Try queuing up specifically for Veteran Lair of Maarselok today and then report back to the thread of how the experience plays out. If you do not get any players who just quit at the start or who leave at the first whiff of trouble due to the fact they were wanting an easier dungeon in their random queue I'll eat my shorts. ^^

    I've never pugged vLoM before so I'd argue there may also be a difference between the most recent DLC dungeons vs the older ones. But I'll give it a try and tell you how it went (might not be today though!).

    Ok, that's fair enough. Just when ever you get a chance then. ^^
    Edited by Jeremy on November 11, 2019 6:58PM
  • ZOS_GregoryV
    Greetings all,

    After removing and editing a few posts, we would like to ask that everyone refrain from Baiting and Flaming as they are both violations of the rules we have in place. If there may be any questions in regards to the guidelines that we have in place, please feel free to review them here.

    Thank you for your understanding,
    -Greg-
    Edited by ZOS_GregoryV on November 11, 2019 8:18PM
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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    Staff Post
  • kargen27
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    FierceSam wrote: »
    Raisin wrote: »
    I'll say what I said in the last thread: If you get a random queue that excludes DLC dungeons, I get a queue that excludes base game dungeons. It's not fair if others get to say "I want a random dungeon but not that one" and I don't. Getting a base game dungeon is as excruciating for me as it is to get a DLC one for you. DLC dungeons do not feel long to me because I enjoy them (yes even with terrible PUGs time passes fast)... Base game dungeons just feel like they drag on forever just because I can't stand the dullness anymore.
    It's still a terrible idea IMO, but I don't wanna repeat the same arguments every week when a new thread on this pops up. I just worry that if we lose the energy to disagree, ZOS will listen to the people demanding this to make it stop.

    You can have this right now. You just select the dungeons you want in the group finger and go.

    You can’t have this and your random normal dungeon XP bonus.

    OP’s point is still valid. There is no way stuffing unprepared players into DLC content in random groups benefit anyone. Players like you get “terrible PUGs”, and they get long dungeons which aren’t any fun for them. We in the forum get to see post after post of whiney “my group’s DPS was bad.. my game sucked” threads, which are really no fun for anyone.

    ZOS won’t follow OP’s advice because then players like you, who enjoy DLC content, would have to wait even longer to fill their vetDLC groups, playthoughs (or more accurately playstarts) of DLC content would fall and that might challenge the whole 2 DLC dungeon releases a year model.

    I've had players want to bail as soon as they see we get a DLC dungeon. I suggest we go to the first boss and see how it goes then players can decide to go or stay. It is rare that someone refuses to at least try the boss. When it did happen it was a tank that said they knew the dungeon and also knew they were not ready to tank it yet. I've run with players that were convinced there was no way we could get through a dungeon. After first boss we keep going and they find out things aren't as bad as they thought. Sometimes we fail sometimes we make it all the way. Some players find out doing the DLC content is fun and if they were not a part of the random queue those players may never have found that out. Including the DLCs benefits the players that might otherwise never try them.
    and then the parrot said, "must be the water mines green too."
  • FinneganFroth
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    This is ridiculous. Some of my best runs in vet DLC dungeons have come from random vets. In fact, I've gotten a lot of speed run/no death runs in DLCs from random vets.
  • Jeremy
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    kargen27 wrote: »
    FierceSam wrote: »
    Raisin wrote: »
    I'll say what I said in the last thread: If you get a random queue that excludes DLC dungeons, I get a queue that excludes base game dungeons. It's not fair if others get to say "I want a random dungeon but not that one" and I don't. Getting a base game dungeon is as excruciating for me as it is to get a DLC one for you. DLC dungeons do not feel long to me because I enjoy them (yes even with terrible PUGs time passes fast)... Base game dungeons just feel like they drag on forever just because I can't stand the dullness anymore.
    It's still a terrible idea IMO, but I don't wanna repeat the same arguments every week when a new thread on this pops up. I just worry that if we lose the energy to disagree, ZOS will listen to the people demanding this to make it stop.

    You can have this right now. You just select the dungeons you want in the group finger and go.

    You can’t have this and your random normal dungeon XP bonus.

    OP’s point is still valid. There is no way stuffing unprepared players into DLC content in random groups benefit anyone. Players like you get “terrible PUGs”, and they get long dungeons which aren’t any fun for them. We in the forum get to see post after post of whiney “my group’s DPS was bad.. my game sucked” threads, which are really no fun for anyone.

    ZOS won’t follow OP’s advice because then players like you, who enjoy DLC content, would have to wait even longer to fill their vetDLC groups, playthoughs (or more accurately playstarts) of DLC content would fall and that might challenge the whole 2 DLC dungeon releases a year model.

    I've had players want to bail as soon as they see we get a DLC dungeon. I suggest we go to the first boss and see how it goes then players can decide to go or stay. It is rare that someone refuses to at least try the boss. When it did happen it was a tank that said they knew the dungeon and also knew they were not ready to tank it yet. I've run with players that were convinced there was no way we could get through a dungeon. After first boss we keep going and they find out things aren't as bad as they thought. Sometimes we fail sometimes we make it all the way. Some players find out doing the DLC content is fun and if they were not a part of the random queue those players may never have found that out. Including the DLCs benefits the players that might otherwise never try them.

    That's debatable, that it benefits players that might otherwise try them. I find that throwing players into content they are not prepared for often has the opposite effect, and leaves them traumatized (in video game terms that is) and unlikely to attempt them again in the near future. And my own personal experience bares this notion out, because I frequently see players immediately drop from the group as soon as the dungeon appears. I assume they do this for a reason - and that reason is likely due to past experiences with that dungeon.

    I would prefer that only players who are comfortable with DLC content or are at least prepared to attempt it be thrown into the mix. Not unsuspecting or unwilling players who have to be urged into it against their will. Because I imagine for every player where the outcome of that is positive there are 10 others where it isn't.
    Edited by Jeremy on November 12, 2019 8:56PM
  • Jeremy
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    This is ridiculous. Some of my best runs in vet DLC dungeons have come from random vets. In fact, I've gotten a lot of speed run/no death runs in DLCs from random vets.

    No what's ridiculous is that you seem to believe allowing players the option whether or not to include DLC dungeons into their random dungeon activity would somehow prevent you from having some of your best runs when you sign up for a random veteran. It wouldn't. In fact: I would argue it would only make a successful run more likely.


    Edited by Jeremy on November 12, 2019 8:54PM
  • AndyMac
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    I pug DLC vets quite a bit and the most common problem is having a player who simply can’t do their role to the required level.

    The only progress blocker is them. So they get kicked or people start to drop, which is miserable for everyone really.

    Rather than changes to the queue - which ZOS can’t seem to get right- I’d rather tests or unlocks of some kind to ensure that theonly players who can get into these groups are ones who have demonstrated they have what is required to complete.
    Andymac - Magicka DK - EP Grand Overlord - Flawless Conqueror
  • Jeremy
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    AndyMac wrote: »
    I pug DLC vets quite a bit and the most common problem is having a player who simply can’t do their role to the required level.

    The only progress blocker is them. So they get kicked or people start to drop, which is miserable for everyone really.

    Rather than changes to the queue - which ZOS can’t seem to get right- I’d rather tests or unlocks of some kind to ensure that theonly players who can get into these groups are ones who have demonstrated they have what is required to complete.

    I would be willing to bet most of those players you correctly mention who simply can't do their role to the required level would opt out of DLC content when doing their random veterans if they had that option available to them. So in a way, it would serve as it's own test.

    That being said, I wouldn't oppose some kind of "unlock" or "test" that players had to overcome before getting access. Oddly enough, I imagine the very same players we are talking about wouldn't be against it either. Because ultimately the problem here is there is just too wide of a skill/experience gap between Veteran Fungal Grotto 1 and then say Veteran... I'll use Lair of Maarselok... since that's the example I've been using throughout this thread. So either they need to remove the erratic difficulty gaps or group these dungeons more appropriately instead of the current and arbitrary method of Normal or Veteran.
    Edited by Jeremy on November 12, 2019 11:20PM
  • kargen27
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    Jeremy wrote: »
    kargen27 wrote: »
    FierceSam wrote: »
    Raisin wrote: »
    I'll say what I said in the last thread: If you get a random queue that excludes DLC dungeons, I get a queue that excludes base game dungeons. It's not fair if others get to say "I want a random dungeon but not that one" and I don't. Getting a base game dungeon is as excruciating for me as it is to get a DLC one for you. DLC dungeons do not feel long to me because I enjoy them (yes even with terrible PUGs time passes fast)... Base game dungeons just feel like they drag on forever just because I can't stand the dullness anymore.
    It's still a terrible idea IMO, but I don't wanna repeat the same arguments every week when a new thread on this pops up. I just worry that if we lose the energy to disagree, ZOS will listen to the people demanding this to make it stop.

    You can have this right now. You just select the dungeons you want in the group finger and go.

    You can’t have this and your random normal dungeon XP bonus.

    OP’s point is still valid. There is no way stuffing unprepared players into DLC content in random groups benefit anyone. Players like you get “terrible PUGs”, and they get long dungeons which aren’t any fun for them. We in the forum get to see post after post of whiney “my group’s DPS was bad.. my game sucked” threads, which are really no fun for anyone.

    ZOS won’t follow OP’s advice because then players like you, who enjoy DLC content, would have to wait even longer to fill their vetDLC groups, playthoughs (or more accurately playstarts) of DLC content would fall and that might challenge the whole 2 DLC dungeon releases a year model.

    I've had players want to bail as soon as they see we get a DLC dungeon. I suggest we go to the first boss and see how it goes then players can decide to go or stay. It is rare that someone refuses to at least try the boss. When it did happen it was a tank that said they knew the dungeon and also knew they were not ready to tank it yet. I've run with players that were convinced there was no way we could get through a dungeon. After first boss we keep going and they find out things aren't as bad as they thought. Sometimes we fail sometimes we make it all the way. Some players find out doing the DLC content is fun and if they were not a part of the random queue those players may never have found that out. Including the DLCs benefits the players that might otherwise never try them.

    That's debatable, that it benefits players that might otherwise try them. I find that throwing players into content they are not prepared for often has the opposite effect, and leaves them traumatized (in video game terms that is) and unlikely to attempt them again in the near future. And my own personal experience bares this notion out, because I frequently see players immediately drop from the group as soon as the dungeon appears. I assume they do this for a reason - and that reason is likely due to past experiences with that dungeon.

    I would prefer that only players who are comfortable with DLC content or are at least prepared to attempt it be thrown into the mix. Not unsuspecting or unwilling players who have to be urged into it against their will. Because I imagine for every player where the outcome of that is positive there are 10 others where it isn't.

    Sure some are not going to have a good time. Thing is if one player is enticed into trying content they would otherwise avoid and find they like that content then the group finder is a benefit to the game. It is highly likely that players who never attempt DLCs again after one bad run are the same players that never would have made that first attempt if they could opt out of the DLC content. My experience has been if the group is patient with the player new to DLCs things usually go well even if the dungeon isn't finished. THe impatience of other players is the real problem and a game change will not fix that.
    and then the parrot said, "must be the water mines green too."
  • AzurasDaddy
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    Random normal
    Random vet
    Random expert(dlc's on vet)

    Give expert tier 5-50 transmute geode, a random material satchel, an undaunted key or 2 for their bravery, and increased drop rate for dungeon motifs.

    Boom, now your experienced players that like to party have incentive to sustain a third que, which will also help players who need those end game helms.

    I'm sure a large portion of your players doing randoms are below cp cap ZOS, quit tossing them to the wolves.

    Imagine thinking our feedback and suggestions matter 🤔🤣
  • Jeremy
    Jeremy
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    kargen27 wrote: »
    Jeremy wrote: »
    kargen27 wrote: »
    FierceSam wrote: »
    Raisin wrote: »
    I'll say what I said in the last thread: If you get a random queue that excludes DLC dungeons, I get a queue that excludes base game dungeons. It's not fair if others get to say "I want a random dungeon but not that one" and I don't. Getting a base game dungeon is as excruciating for me as it is to get a DLC one for you. DLC dungeons do not feel long to me because I enjoy them (yes even with terrible PUGs time passes fast)... Base game dungeons just feel like they drag on forever just because I can't stand the dullness anymore.
    It's still a terrible idea IMO, but I don't wanna repeat the same arguments every week when a new thread on this pops up. I just worry that if we lose the energy to disagree, ZOS will listen to the people demanding this to make it stop.

    You can have this right now. You just select the dungeons you want in the group finger and go.

    You can’t have this and your random normal dungeon XP bonus.

    OP’s point is still valid. There is no way stuffing unprepared players into DLC content in random groups benefit anyone. Players like you get “terrible PUGs”, and they get long dungeons which aren’t any fun for them. We in the forum get to see post after post of whiney “my group’s DPS was bad.. my game sucked” threads, which are really no fun for anyone.

    ZOS won’t follow OP’s advice because then players like you, who enjoy DLC content, would have to wait even longer to fill their vetDLC groups, playthoughs (or more accurately playstarts) of DLC content would fall and that might challenge the whole 2 DLC dungeon releases a year model.

    I've had players want to bail as soon as they see we get a DLC dungeon. I suggest we go to the first boss and see how it goes then players can decide to go or stay. It is rare that someone refuses to at least try the boss. When it did happen it was a tank that said they knew the dungeon and also knew they were not ready to tank it yet. I've run with players that were convinced there was no way we could get through a dungeon. After first boss we keep going and they find out things aren't as bad as they thought. Sometimes we fail sometimes we make it all the way. Some players find out doing the DLC content is fun and if they were not a part of the random queue those players may never have found that out. Including the DLCs benefits the players that might otherwise never try them.

    That's debatable, that it benefits players that might otherwise try them. I find that throwing players into content they are not prepared for often has the opposite effect, and leaves them traumatized (in video game terms that is) and unlikely to attempt them again in the near future. And my own personal experience bares this notion out, because I frequently see players immediately drop from the group as soon as the dungeon appears. I assume they do this for a reason - and that reason is likely due to past experiences with that dungeon.

    I would prefer that only players who are comfortable with DLC content or are at least prepared to attempt it be thrown into the mix. Not unsuspecting or unwilling players who have to be urged into it against their will. Because I imagine for every player where the outcome of that is positive there are 10 others where it isn't.

    Sure some are not going to have a good time. Thing is if one player is enticed into trying content they would otherwise avoid and find they like that content then the group finder is a benefit to the game. It is highly likely that players who never attempt DLCs again after one bad run are the same players that never would have made that first attempt if they could opt out of the DLC content. My experience has been if the group is patient with the player new to DLCs things usually go well even if the dungeon isn't finished. THe impatience of other players is the real problem and a game change will not fix that.

    Well people do have lives to attend, and some of those DLC dungeons can be long, especially with frequent wipes. So while I'm sure impatience plays a role - there is also the reality that many players simply don't have the time to entice players through a long and arduous dungeon experience . And those players are put at a disadvantage when their group is packed with players who have to be coaxed through a dungeon they never wanted to do in the first place.

    I just believe it would be better for everyone if only players who actually wanted to do DLC content was put into DLC content. And we do also disagree on the fundamental point that if one player is enticed into trying content they would otherwise avoid then it is all worth it. I can't say that I agree with that point of view. I don't believe the purpose of the activity finder is to try and entice people to try new things, rather it is to group people up for like-minded content.
    Edited by Jeremy on November 12, 2019 11:52PM
  • Jeremy
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    Random normal
    Random vet
    Random expert(dlc's on vet)

    Give expert tier 5-50 transmute geode, a random material satchel, an undaunted key or 2 for their bravery, and increased drop rate for dungeon motifs.

    Boom, now your experienced players that like to party have incentive to sustain a third que, which will also help players who need those end game helms.

    I'm sure a large portion of your players doing randoms are below cp cap ZOS, quit tossing them to the wolves.

    Imagine thinking our feedback and suggestions matter 🤔🤣

    Looks good to me.
  • xenowarrior92eb17_ESO
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    actually this is a great suggestion! no joking...there should be 2 categories 1 for non DLC and 1 for DLC...sure 2 random daily reward but still...this is how it should be.
  • MrGhosty
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    Gotta say, if you queue for a random dungeon whether that's in vet or normal you take what you get. If there was to be any specific tinkering with that formula, the xp bonus should be halved for non dlc and doubled for dlc dungeon queues to compensate for potential wait times because the queue just got cut in half because most folks are aiming for the easy win.

    In lieu of upping the xp for the dlc, I would also support including a chance to drop motifs/gold jewelry in the completion containers that you get mailed while leaving the xp amount at what it sits at currently.

    I don't queue random dungeons for the very specific fact that I'm not quite there yet on doing dlc vet dungeons (some, but not all) and since I'm not able to choose which dungeons I get tossed into , I opt out.

    If you're trying to clear up drops from groups OP, you're most efficient method would be to find a dedicated group to run with. If the problems with the dungeon finder are anything to go by these past few weeks, I dunno it would be a wise idea to increase wait times even more than they already have got.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
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