MerguezMan wrote: »4th option: give the choice to enable or disable DLC dungeons on random search.
Give us dlc only random queue, with better rewards.
Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
I doubt this will work. Higher rewards will be incentive for players to go with the harder content. You will have players thinking only good players will queue for the hard stuff so I can jump in and they will carry me. We know this will happen just as sure as we know we have fake tanks and healers.
Other problem is wait time. Diluting the player base with four queues means DPS will be waiting a very long time. I think queueing for the very low and very high would be a nightmare of a wait.
Still another problem is the queue is used to fill groups for people doing specific dungeons. Being able to exclude some dungeons gives players wanting a specific dungeon less chance of filling a group.
Random should remain as is. You want the reward for doing a random take your chance on getting any dungeon.
Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
BejaProphet wrote: »That being said you can’t remove random and you can’t remove a good reward incentivizing it. That serves a very important function for game health. The reason I can get a group to a specificdungeon is because others are being bribed to doany dungeon.
Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
There's no normal DLC dungeon that's as hard as vCoAII or vCoH II, so if you think that's the difficulty scale, then group vet non-DLC with normal DLC.
Splitting queues and giving dlc ones higher rewards won't work. Then I'll just unsub, queue for random dlc and get ICP or WGT every time because that's the only ones I have access. Or buy some other easy ones like RoM and CoS. That would be again unfair to others who have all dlcs. I get better rewards just doing the easy dlc dungeons over and over while others risk getting LoM or MHK.
Just leave as is [snip]
Evil_Rurouni wrote: »Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
There's no normal DLC dungeon that's as hard as vCoAII or vCoH II, so if you think that's the difficulty scale, then group vet non-DLC with normal DLC.
I didn't say a single word about difficulty.
I said TIME INVESTMENT.
DLC dungeon maps are way larger than almost all base game ones.
A higher minimum time to complete the dungeon should equal more rewards in total, if only to keep the potential rewards per hour at least somewhat balanced.
The alternative is to continue having a significantly large portion of queued players quit every time they get a footslog map because they either don't have enouth time to run it or it just isn't worth their time, both of which just creates half abandoned groups that clog up the queue.
I'll grant you that CoH2 is abnormally long by base game standards, and roughly at DLC map size.
Still, its just a lone outlier.
CoH2 is fine.
Evil_Rurouni wrote: »Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
There's no normal DLC dungeon that's as hard as vCoAII or vCoH II, so if you think that's the difficulty scale, then group vet non-DLC with normal DLC.
I didn't say a single word about difficulty.
I said TIME INVESTMENT.
DLC dungeon maps are way larger than almost all base game ones.
A higher minimum time to complete the dungeon should equal more rewards in total, if only to keep the potential rewards per hour at least somewhat balanced.
The alternative is to continue having a significantly large portion of queued players quit every time they get a footslog map because they either don't have enouth time to run it or it just isn't worth their time, both of which just creates half abandoned groups that clog up the queue.
I'll grant you that CoH2 is abnormally long by base game standards, and roughly at DLC map size.
Still, its just a lone outlier.
CoH2 is fine.
Seems like l2p issue. Most vet dlcs have speed run achievements for 30min and are not difficult do get with even average group. And if vets are done in less than 30min then you should be able to finish normals in 15.
Most normals can also easily be soloed.
Evil_Rurouni wrote: »Evil_Rurouni wrote: »Give us dlc only random queue, with better rewards.
This.
To be more precice, I'd suggest splitting the two existing Queues into four new queues with increasing rewards:
Normal non-dlc = very low rewards.
Vet non-dlc = low rewards.
Normal dlc = moderate rewards.
Vet dlc = very high rewards.
Competent groups can easily complete 3 vet non-dlc dungeons in the time it takes to run 2 normal dlc dungeons, maybe even 4 or 5 if they get VFG1 tier dungeons.
The location should be random, but not the time investment or the rewards for said time, so split the time sponge dlc dungeons from the quick and dirty non-dlc dungeons and set the rewards appropriately.
There's no normal DLC dungeon that's as hard as vCoAII or vCoH II, so if you think that's the difficulty scale, then group vet non-DLC with normal DLC.
I didn't say a single word about difficulty.
I said TIME INVESTMENT.
DLC dungeon maps are way larger than almost all base game ones.
A higher minimum time to complete the dungeon should equal more rewards in total, if only to keep the potential rewards per hour at least somewhat balanced.
The alternative is to continue having a significantly large portion of queued players quit every time they get a footslog map because they either don't have enouth time to run it or it just isn't worth their time, both of which just creates half abandoned groups that clog up the queue.
I'll grant you that CoH2 is abnormally long by base game standards, and roughly at DLC map size.
Still, its just a lone outlier.
CoH2 is fine.
Seems like l2p issue. Most vet dlcs have speed run achievements for 30min and are not difficult do get with even average group. And if vets are done in less than 30min then you should be able to finish normals in 15.
Most normals can also easily be soloed.