Maintenance for the week of February 16:
• ESO Store and Account System for maintenance – February 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)

Additional drop for good results in dunegon

Swordancer
Swordancer
✭✭✭
When we are going for grind to some dungeon there is always one usless set that drops most of the time. No one wants it but yet we have to gamble for it with completely unfair drop rate. I mean imagine going to the dungeon for some dagger... You not only need to drop the right set but you also need to drop the right item and sometimes even the right trait. The effect of that is a lot of frustration and speed runners around.

The problem is bigger if your group members need the same thing so usually guild raids can also be exhausting. Sometimes a player needs a week off from the game to avoid neurosis. I belive we at least deserve some aditional drops for high score DPS/Healing/Damage consumed. Consider this as element of reward for simply not sucking and we all know that some random people are volturing for sets yet they completely do not deserve to get any. Maybe this at least can motivate grinding players to put some effort into their gameplay.

I mean I do not belive it should be based on competition (player with best score get best drops), but simply corssing some individual score threshold should give us additional drops at the end. Drops at the end of the dungeon only to encourage people to play to the bitter end. It can also improve gameplay quality a little becouse skipping any dungeon part is simply wasting socre points we get for doing/consuming damage and healing. I do not belive that time should be counted to the score and there should be some score balance between roles. Playing the wrong role will cause us to lose some socore points becouse for example tank get less of them for doing damage than consuming it from enemies.

We are not losing anything with that. Still people need to repeat one dungeon many times but they are rewarded for playing the right way. The way that this game was designed. We can still play using diifferent roles combination not losing anything from basic mechanics of drops but playing the right role is better for us if we really need some item.


Edited by Swordancer on October 25, 2020 10:46AM
  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
    Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.

    In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
    But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    With good performance you get past the dungeon faster therefore more rewards for time spent. But weapon drops grind is real, and making it easier might be welcome.
  • raaphor
    raaphor
    ✭✭✭
    Please no, at least not for pugs.
    I don't want to deal with even more ppl rushing ahead without caring what the rest of the group wants.

    Wen going in with pre-mades I wouldn't care.
    EU/PC - 9 max level characters (DC)
    NA/PC - 2 characters (AD)
  • Swordancer
    Swordancer
    ✭✭✭
    How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
    Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.

    In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
    But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.

    You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good and you get the right set when the good one just trash.

    If you make it the right way you don't need to be afraid of exploiting it. What I wrote is not the plan of every single detail of the mechanics. Score between classes can be balanced using expirience for each dungeon, thresshold for each class can be different, self healing don't need to be calculated at all. This is just the idea that might improve this game without making it worse if it is designed the right way.

    Tanks are the real problem here I think becouse it is hard to reward them for staying in one place and consuming damage. I belive there won't be any problem to find alterate mechanics for rewarding tanks with additional drops. I can even agree to compromise where tanks are always rewared with some additional drops to make that role more popular when they simply are not fake one.

    Time can't be considered becouse people will be toxic for group members who do not rush.
    Edited by Swordancer on October 25, 2020 11:58AM
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
    ✭✭✭✭✭
    ✭✭
    Swordancer wrote: »
    How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
    Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.

    In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
    But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.

    You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good and you get the right set when the good one just trash.

    If you make it the right way you don't need to be afraid of exploiting it. What I wrote is not the plan of every single detail of the mechanics. Score between classes can be balanced using expirience for each dungeon, thresshold for each class can be different, self healing don't need to be calculated at all. This is just the idea that might improve this game without making it worse if it is designed the right way.

    Tanks are the real problem here I think becouse it is hard to reward them for staying in one place and consuming damage. I belive there won't be any problem to find alterate mechanics for rewarding tanks with additional drops. I can even agree to compromise where tanks are always rewared with some additional drops to make that role more popular when they simply are not fake one.

    Time can't be considered becouse people will be toxic for group members who do not rush.

    Just use the total group stats to determine if the group is eligible
    For exemple instead of saying each dps need to do a 25k avarage dps(just an exemple) you would calculate the total avarage dps of the group for exemple in this case we could use 60k

    Then the total healing done for the group could also be include condition

    You could also find someting for tha tank
    Damage blocked(and survived) maybe?

    If the group could check all 3 box, we could get a second set pieces from last boss

    This would also encourage the stoping of faketank and fakeheal if they want to check all 3 box
  • Swordancer
    Swordancer
    ✭✭✭
    Swordancer wrote: »
    How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
    Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.

    In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
    But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.

    You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good and you get the right set when the good one just trash.

    If you make it the right way you don't need to be afraid of exploiting it. What I wrote is not the plan of every single detail of the mechanics. Score between classes can be balanced using expirience for each dungeon, thresshold for each class can be different, self healing don't need to be calculated at all. This is just the idea that might improve this game without making it worse if it is designed the right way.

    Tanks are the real problem here I think becouse it is hard to reward them for staying in one place and consuming damage. I belive there won't be any problem to find alterate mechanics for rewarding tanks with additional drops. I can even agree to compromise where tanks are always rewared with some additional drops to make that role more popular when they simply are not fake one.

    Time can't be considered becouse people will be toxic for group members who do not rush.

    Just use the total group stats to determine if the group is eligible
    For exemple instead of saying each dps need to do a 25k avarage dps(just an exemple) you would calculate the total avarage dps of the group for exemple in this case we could use 60k

    Then the total healing done for the group could also be include condition

    You could also find someting for tha tank
    Damage blocked(and survived) maybe?

    If the group could check all 3 box, we could get a second set pieces from last boss

    This would also encourage the stoping of faketank and fakeheal if they want to check all 3 box

    Sure there is many ways that it can be done without any harm to anyone and it still it can lower down the scale of fake role problem. It is also a way to save some time by simply being good because there is better chance to get the right drop.
  • Mindcr0w
    Mindcr0w
    ✭✭✭✭✭
    ✭✭
    Swordancer wrote: »
    You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good

    Who cares? Do you want a system that rewards players for doing well, or that spites players for being bad?
Sign In or Register to comment.