Well, if you use the dungeon finder, you have to accept that you might be paired with someone unable to perform HM. Not everyone wants to.
Another tip, that might be usefull to you.
If you end-up in a already halfway run, you can finish it, and then go solo the missed bosses in normal. It doesn't take much time and works for most dungeons (at last, the base game ones).
As long as the last boss was killed in vHM, you'll get the vHM credit.
For the rest, random group can and will sometimes fail. It's annoying, but it's life.
If I may, I'd suggest asking in zone chat for group. Most of the time, the people there a slightly better than in the finder.
OlumoGarbag wrote: »The game needs a small barrier between normal and vet dungeons. Something like: finish the first 4 stages of normal Maelstrom to have access to the Vet non DLC Que (you still have access to everything through premade que).
That way people would actually have to do semi advanced PVE content for once without getting carried by group memebers and even a damage tank or damage healer can do those.
This, now I say if you can not do most vet dlc dungeons don't queue for random vet.Just like to point out that those you have grouped with have not necessarily queued for that specific dungeon and may not be expecting to do hm.
They may have queued for a random vet dungeon. Their random happens to coincide with your pledge.
Stop judging them.
Stop expecting all players to be capable of doing vet hm.
Want a group that can do it? Find 3 friends and do it with them.
I know the group finder should be able to do what you want but it can't.
BackStabeth wrote: »
TO fix the issues? A few suggestions to ZOS
1. If a player is replacing another player in any group in any dungeon, that player replacing someone should get the benefit of all the bosses killed to that point.
3. Remove the penalty for leaving a group only in veteran undaunted pledges, and only when they are replacing someone if they are not getting the benefit of all the bosses killed prior to replacing another player.
4. If more than one player is below a certain CP, no penalty for someone leaving an undaunted pledge. We worked really hard to get to the CP we all are at, we should not be punished trying and working towards higher CP by being paired with too many people that need to be carried. I also do not feel people with lower CP should be shut out from doing veteran content.
5. Only allow 1 player per group of a lower CP to play with others that have a higher CP in undaunted pledges unless it's a pre-formed group.
You get the penalty even if you're kicked.
You get it for any reason you leave the group if you're still under the 15 minute queue cool down timer when you enter the dungeon.
Think this is true, remember doing some vet dlc, one dropped out we used the finder and the guy coming in said he was not capable of it and asked to get kicked to not get cooldown. As this was late at night he also came in next time we asked finderTsar_Gekkou wrote: »You get the penalty even if you're kicked.
You get it for any reason you leave the group if you're still under the 15 minute queue cool down timer when you enter the dungeon.
You only get the penalty if you get kicked while dc'd, in a loading screen trying to port in, or otherwise outside the dungeon. If you make it into the duneon and you're kicked, or if the other 3 people leave the group, it goes away and you can requeue immediately.
BackStabeth wrote: »Edited for clarity: I am not commenting on penalty timers for people who leave random veteran dungeons. I am only referring to queuing for dungeons that are required for veteran undaunted pledges. Random dungeons are an entirely different issue. You are not required to complete random veteran dungeons n hard mode for any extra resources. You are required to complete undaunted veteran pledges in hard mode for extra resources.
This is more or less a complaint about the penalty timer for leaving a dungeon group when queuing for an undaunted pledge dungeon.
We cannot choose which dungeons we must complete for an undaunted pledge, and are rewarded with extra resources for doing veteran dungeons in hard mode.
This creates a situation where people who need to be carried, will queue for a dungeon they shouldn't queue for because they will need to be carried. This isn't so bad an issue when it's one person that needs to be carried, and I don't mind helping people out at all. But when it's 3 people who need to be carried it's a bit much and makes completing the dungeon in HM difficult if not impossible.
People leave under these circumstances, or they become toxic so the others kick them and they don't receive a penalty. I recently queued for a veteran dungeon for an undaunted pledge and was thrown into a group that completed the first boss. All were under 250 cp. At this point I have a choice, try to complete the dungeon and doing so only for the benefit of those that require being carried, and not doing it in HM so not getting the extra resources, which is why I queued for veteran undaunted pledge, and then having to repeat the dungeon yet again to get all the bosses for the pledge, or I can leave and catch the penalty timer, or I can behave in a childish toxic way so they kick me and I don't get the penalty timer and can queue right away for the dungeon I need.
So in this case, knowing I would have to do the dungeon over again because I didn't get all the bosses, I went ahead and struggled through the dungeon for the sake of the three that needed to be carried, for no other reason and for no benefit to myself I did this. On the last boss someone hit the scroll and made it HM, of course there is no way we could do it. Soon as everyone ressed again they hit HM again. I let them know that our group was not going to be able to do HM. There was some name calling, and one of the group left complaining that we were all lame because we couldn't do HM. I suspect he went off to find another group that could carry him through HM.
So the way I see it there are a few issues here. First, the penalty timer. If you are going to punish people for leaving a veteran undaunted pledge there is no way to complete in HM, don't punish them for staying. Either fix the system so that they get credit for the boss already killed and don't have to repeat the dungeon again, or don't allow for the replacement of people in a dungeon that has a current pledge that requires all the bosses killed to complete the dungeon or get rid of the penalty timer in these cases. I'm not a huge fan of the penalty timer, it feels like I am being forced to play with people I wouldn't choose to even when doing so does not benefit me at all, and only benefits the other people in the group. But if there is going to be a punishment for people leaving when they are replacing someone in a group, then also reward them if they stay with a group that will not fulfill their pledge requirements because a required boss was already killed. Why would I want to stay in a pledge dungeon I am receiving no undaunted credit for, or any other rewards past the gear that I have already filled my sticker book with? What benefit for me is there to stay with a group when I'm not completing my pledge requirements and it will take far more time to complete it than waiting out the penalty timer? After all, the only reason I am even doing the dungeon is so that I get keys and crystals for the veteran pledge, otherwise, mostly, I wouldn't be doing them.
Do not allow more than one person under a certain CP to be in any given random veteran dungeon group. Having 3 people under 250 CP makes it so that the person with a higher CP cannot complete the dungeon in hard mode, and thus will not get the HM credit, crystals, etc for doing so. That person would have to leave, then take the penalty timer just so they can get a group that can complete in in HM. Carrying one person is fine, but 3 is way too much to put on any one player. If you remove the reasons why people leave a dungeon group, then there will be no need to create a situation to force them to stay against their wishes, or to punish them for leaving.
This entire concept of punishing people for not wanting to play with toxic players, or in a group doing a pledge that will not get credit for because one of the requirements were already done prior to them joining the group, or not being able to complete in hard mode with the group they were thrown in with, or being thrown into a group with three players that have no business queuing for a dungeon they will have to be carried through to complete just seems very wrong. Forcing people to play or do things they are not wanting to do is not how you retain a good strong happy player base.
BackStabeth wrote: »1. If a player is replacing another player in any group in any dungeon, that player replacing someone should get the benefit of all the bosses killed to that point.
And yet all dlc dungeon pledges are designed that way. Only base game dungeon pledges still have the old "kill all the specified bosses" rule.etchedpixels wrote: »That would guarantee a larger market in "we've done all but the last boss come join us for a $$$$ carry" nonsense.BackStabeth wrote: »1. If a player is replacing another player in any group in any dungeon, that player replacing someone should get the benefit of all the bosses killed to that point.
And the DLC dungeons both longer and harder making this more relevant, its kind of pointless doing this in fungal 1 after all.And yet all dlc dungeon pledges are designed that way. Only base game dungeon pledges still have the old "kill all the specified bosses" rule.etchedpixels wrote: »That would guarantee a larger market in "we've done all but the last boss come join us for a $$$$ carry" nonsense.BackStabeth wrote: »1. If a player is replacing another player in any group in any dungeon, that player replacing someone should get the benefit of all the bosses killed to that point.
The reason is DLC dungeons were released later and ZoS didn't make the same mistake again for their pledge quests.And the DLC dungeons both longer and harder making this more relevant, its kind of pointless doing this in fungal 1 after all.And yet all dlc dungeon pledges are designed that way. Only base game dungeon pledges still have the old "kill all the specified bosses" rule.etchedpixels wrote: »That would guarantee a larger market in "we've done all but the last boss come join us for a $$$$ carry" nonsense.BackStabeth wrote: »1. If a player is replacing another player in any group in any dungeon, that player replacing someone should get the benefit of all the bosses killed to that point.