Rescue group option in dungeon finder?

Grandchamp1989
Grandchamp1989
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Hi fellow dungeon crawlers

One of the things I enjoy the most in ESO is dungeon's.

One thing that's really satisfiying for me is being ported into a dungeon with a group that's stuck because one of the roles left, and help them get through the dungeon.

At other times when you're trying to do your pledges and need to finish off all the bosses in the dungeon it is a liability to be put into a dungeon where 2/3rd of the bosses are already dead, so you have to do it all over, even if you finish the dungeon.

That made me think...

When you que up normally for a dungeon it should give you a fresh group, but they could add maybe a flashing red button which represent stuck undaunted members magicly sending out an "emergency flair" in need of a rescue when a role leave or they don't know mech... Helping out a group in need would count towards doing your daily random dungeon giving you bonus XP.

This way you don't que for nothing when you try to do pledges, and if you got time on your hand you can help out fellow ESO members

Thought?
  • VaranisArano
    VaranisArano
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    I think ZOS correctly decided that making Groupfinder put you into an open role for both brand-new instances and partial dungeons would result in shorter wait times than making groups in need of "rescue" wait longer for people to deign to join that queue.

    If you need a guaranteed brand-new instance, queue up with a premade group from zone or your guildmates.
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    I would advise strongly against adding more complexity to the group finder, seeing how the developers already have trouble getting it to work as intended.

    A solution to the incomplete dungeon problem for pledges would be to make only the final boss a requirement for dungeon completion. That way, if you were thrown into a half completed instance, you would only lose a small amount of XP from the earlier kills, and possibly an achievement and a skill point from the quest, if that's what you were after.
  • Dusk_Coven
    Dusk_Coven
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    People are already fake-queuing to rush for their Keys each day.
    I think they'd use the feature to AVOID partial runs so they won't end up in an instance where they couldn't complete their pledge. And then switch to another alt to farm more keys instead of helping anyone.
  • Ardan147
    Ardan147
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    Update the pledge quests so you only need to kill the final boss. Problem fixed.
    This creature called a songbird. What a devious creation! This winged nuisance erodes sanity with its incessant chirping. What a brilliant form of torture!
  • idk
    idk
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    I think ZOS correctly decided that making Groupfinder put you into an open role for both brand-new instances and partial dungeons would result in shorter wait times than making groups in need of "rescue" wait longer for people to deign to join that queue.

    If you need a guaranteed brand-new instance, queue up with a premade group from zone or your guildmates.

    This is one perspective but does not take in the complete picture.

    Considering a player that is trying to do pledges getting into a group that is too far along for completing the pledge will often choose the penalty and quit the group instead of wasting their time. So in the end, that group in need of rescue is still having to wait. Back when I used to solo queue as a tank and had a group that was challenged in the dungeon I saw this a few times and had to call in a guild member to help. It is a waste of time with the current design.

    It is things like this that are the reason I no longer try to help the GF as I can easily form a group and clearly any dungeon without the headaches brought on by Zos' design.

    If Zos made it so we did not have to clear several bosses for a pledge and only clear the last boss things might be different. As it is now, it is a very imperfect system. Zos needs to allow us to opt-in/out of groups in progress and/or have pledges complete if we clear the final boss of the specified dungeon. Both would be ideal.
  • FierceSam
    FierceSam
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    Ardan147 wrote: »
    Update the pledge quests so you only need to kill the final boss. Problem fixed.

    Have you seen what happens with players farming dungeon leads? It’s a speed race through the dungeon ignoring everything until you get to the final boss. Fine if you’re lead chasing, but no fun for anyone at other times.

    Undaunted pledges should be for the whole dungeon. The issue of coming in to a dungeon halfway through is rare enough that there’s no need to change pledges to accommodate it.
  • idk
    idk
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    FierceSam wrote: »
    Ardan147 wrote: »
    Update the pledge quests so you only need to kill the final boss. Problem fixed.

    Have you seen what happens with players farming dungeon leads? It’s a speed race through the dungeon ignoring everything until you get to the final boss. Fine if you’re lead chasing, but no fun for anyone at other times.

    Undaunted pledges should be for the whole dungeon. The issue of coming in to a dungeon halfway through is rare enough that there’s no need to change pledges to accommodate it.

    With many dungeons, it is impossible to ignore everything until the final boss. There are walls/doors that are in place until an earlier boss has been cleared. Wayrest II is a great example. I do not think one can get past Malubeth and/or Uulgarg without killing them. This is just one example.
  • FierceSam
    FierceSam
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    idk wrote: »
    FierceSam wrote: »
    Ardan147 wrote: »
    Update the pledge quests so you only need to kill the final boss. Problem fixed.

    Have you seen what happens with players farming dungeon leads? It’s a speed race through the dungeon ignoring everything until you get to the final boss. Fine if you’re lead chasing, but no fun for anyone at other times.

    Undaunted pledges should be for the whole dungeon. The issue of coming in to a dungeon halfway through is rare enough that there’s no need to change pledges to accommodate it.

    With many dungeons, it is impossible to ignore everything until the final boss. There are walls/doors that are in place until an earlier boss has been cleared. Wayrest II is a great example. I do not think one can get past Malubeth and/or Uulgarg without killing them. This is just one example.

    Most dungeons should be like that .... but there’s a big difference doing, say DC1, as a pledge where you’d do all the bosses and doing it to farm the lead that drops there. Many players who do the pledges will fail to get the Undaunted achievements for the dungeons simply because they can (and do) ignore certain bosses. Weyrest 2 is a great example of that too as so many groups fail to kill the first colossus boss.

    Pledges, like achievements, should cover all the bosses.

    Getting the full reward for coming in partway through a dungeon would be so open to player abuse it wouldn’t last a day.
  • bmnoble
    bmnoble
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    To be honest a lot of people would just ignore the option to rescue a group and choose to get a fresh group instead, leaving those groups in trouble worse off.


    What they should do is make it that finishing the dungeon completes the pledge get rid of the extra bosses along the way being required so people who have joined the group later don't have to run the dungeon a second time to finish their pledge.
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