People that leave DLC dungeon randoms, and a suggestion to the Dev team.

heartburnkid
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People leave dungeons the second they arrive in it once they see it is dlc, hop on an alt, que again only to re-enter said dungeon and leave again, punishing ‘game’ players while they wait for a role to fill. I get it, dlc dungeons are longer. With the cp cap raised and people having alts, it sucks running a dlc dungeon when you’re trying to get non dlc to get your alt dungeons done. Would a suggestion like this sound good? Maybe scale 1 daily dungeon reward xp bonus per day, per account like they do with enlightenment? Any alt on an account can burn the enlightenment until it’s gone, why not just have whichever toon you log in on be the one to ‘collect’ all the daily bonus dungeons for the account? IE: 100,000 exp per Have 8 toons and run 1 daily dungeon. You get 800,000 exp for your daily for having 8 maxed out toons, and you have the rest of your day to do whatever you want in game. It would, I feel, cut back on people leaving dlc dungeons out of time constraints, and lets people get what they need done without inconveniencing many others.

Just an idea. Would like ways to help people in game manage time and not keep dungeon hopping/quitting until one you like pops. Any suggestions?
  • Tethilia
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    I think companions are part of the mitigation to that. Someone drops for no reason, pull out a companion. I think that's at least the idea (assuming companions actually help and don't just derp out)
  • VaranisArano
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    Or I suppose the devs could make the 15 minute queue penalty account-wide.

    That would cut down on rapid fire alt-queuing-and-quitting when players get the random dungeon they queued for instead of what they really want: the Daily Random Quick 'N Easy FG1 Dungeon.
  • oddbasket
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    I surely wouldn't mind having all the daily bonus of my roster given to me on just 1 character. It may give me less pause to leave a run that drags on longer, but it wouldn't stop me from leaving a terrible run.

    Also, players who want the quickest finish would just have a bigger incentive and rewarded for doing so.
  • heartburnkid
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    Tethilia wrote: »
    I think companions are part of the mitigation to that. Someone drops for no reason, pull out a companion. I think that's at least the idea (assuming companions actually help and don't just derp out)

    Unfortunately from what I see they are definitely derpy lol.
    Or I suppose the devs could make the 15 minute queue penalty account-wide.

    That would cut down on rapid fire alt-queuing-and-quitting when players get the random dungeon they queued for instead of what they really want: the Daily Random Quick 'N Easy FG1 Dungeon.

    I like that idea of it being account wide as that’d be an easy fix but would hurt their monthly subs……craft bag is nice but dropping sub would help people that never want to see dlc dungeons again.
    oddbasket wrote: »
    I surely wouldn't mind having all the daily bonus of my roster given to me on just 1 character. It may give me less pause to leave a run that drags on longer, but it wouldn't stop me from leaving a terrible run.

    Also, players who want the quickest finish would just have a bigger incentive and rewarded for doing so.

    I’d like it since it would give me time to do other stuff in game. I’ll admit, if I am trying yo get stuff done while at my work from home gig, I have very limited time to play and have a second job…..I will pull the alt hop until each toon gets a quick run. I feel dirty for it since all my toons are tanks/healers but time is important to me so I’ll do it in those rare situations where I gotta get mine done in like less than 2 hours and be out the door.
  • newtinmpls
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    Or I suppose the devs could make the 15 minute queue penalty account-wide.

    That would cut down on rapid fire alt-queuing-and-quitting when players get the random dungeon they queued for

    By the time I log out chose another alt and log in I'm lucky if HAVEN'T burned 10-11 min.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • kargen27
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    Better to make players play the game. You want eight rewards play all eight characters.

    If you want a non DLC dungeon ask in zone chat if anyone has a low level character that they would like to have carried through a daily.
    and then the parrot said, "must be the water mines green too."
  • Tsar_Gekkou
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    As long as cp1000+ dps are allowed to enter dlc dungeons and just hold down heavy attack/spam 1 skill the whole time while larping to themselves, I will leave unhallowed grave the second it pops up, wait 2 minutes so some other unlucky healer gets screwed over in my place and will hop on a different healer to try again.
    Xbox NA healer main
    vAA HM | vHRC HM | vSO HM | vMoL HM | vHoF HM | vAS+2 | vCR+3 | vBRP | vSS HM | vKA HM | vRG HM |
    Flawless Conqueror | Spirit Slayer | Dro-mA'thra Destroyer | Tick-Tock-Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker |
  • Athan1
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    If I accidentally land into a normal dlc I suck it up and do it, but it's a waste of my time, most the time no-one has actually queued for this, so the algorithm arbitrarily places players to a content they don't really want to do. Result? Half of them bail, the other half aren't even prepared for it, then after a couple of wipes everyone bails. Why force-feed us content we don't want to play?
    Athan Atticus Imperial Templar of Shezarr
  • colossalvoids
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    Could say from first hand experience people can drop the second they land not because it was a dlc dungeon but because they forgot to switch to appropriate role and don't want to worsen experience for randoms they were landed with or had time only for a super fast dungeon before logging off, stuff like that wouldn't be resolved and just a human error and a time management problem.
  • Septimus_Magna
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    Normal base game dungeons are so easy that it should give a lower reward in my opinion.
    It would be useful if you could check the option to queue for dungeons including DLCs for double the rewards.

    Random normal dungeon - reward 5 transmute stones.
    Random normal dungeon incl. DLC - reward 10 transmute stones.
    Random vet dungeon - reward 10 transmute stones.
    Random vet dungeon incl. DLC - reward 20 transmute stones.

    Its a fact that DLC dungeons take way more time so there should be a benefit in doing them as a daily.
    PC - EU (AD)
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    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
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    Septimus Jah'zar - Khajiit Nightblade
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    Septimus Ozurk - Orsimer Sorcerer
  • zvavi
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    Normal base game dungeons are so easy that it should give a lower reward in my opinion.
    It would be useful if you could check the option to queue for dungeons including DLCs for double the rewards.

    Random normal dungeon - reward 5 transmute stones.
    Random normal dungeon incl. DLC - reward 10 transmute stones.
    Random vet dungeon - reward 10 transmute stones.
    Random vet dungeon incl. DLC - reward 20 transmute stones.

    Its a fact that DLC dungeons take way more time so there should be a benefit in doing them as a daily.

    And what would stop people leaving if they get a dlc? And only include dlc to get the dlc rewards for completing the non dlc ones?
    Edited by zvavi on April 30, 2021 11:25AM
  • Madhojo
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    This entire issue can be 100% resolved by ZOS putting the random dungeon rewards on doing specific dungeons instead.
  • AcadianPaladin
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    I don't enjoy DLC dungeons so I avoid the random aspect of the group finder. Besides, 'Pug' is all the 'random' I can handle and I certainly would not Pug for a dungeon unless I know exactly what dungeon it will be. So when I do pug it is for specific non-DLC pledges. Though I am interested in transmute gems and some specific dungeon sets, my policy meets my needs fine. Other loot I don't care about and loot of any sort cannot entice me into content I do not enjoy.

    That players bail out of DLC randoms tells me the problem is with DLC dungeons, not players or the group finder.
    Edited by AcadianPaladin on April 30, 2021 12:31PM
    PC NA(no Steam), PvE, mostly solo
  • svendf
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    Don´t know how to put this more gentle than this. First of I´m playing ESO to have fun and relax. I´m not playing to get stressed, mad, waisting time on wipes , long runs and carries ending in not even a thank you.

    There are guilds out there to help out. Yes I know they are not alway´s helpful and you have to pug instead. There are player´s in those guilds, who doesn´t fancy some dungeons, which I do accept. Same goes for me. There are dungeons not worth running and takes away the fun and consume alot of time.

    I feel that everyone playing ESO have the right to do, what they feel is needed, so they can continue to enjoy and play, wiithout being stressed out or, whatever. I have been in the same situations, where people have left and have no problems with it

    I understand achievment hunters don´t like it, but again try guilds and if it´s not working atm, ask why. In most situations guild mates just want you to level up or do some other content, with them before moving on to harder content.

    As I see it. People are in their right to leave for, whatever reason they have. It´s their time and no one is entittlet to force anything on them because of that includeing me
    A group being left should give it a minnute or two to figure why a member left, because that book is quet often very open and easy to see through.

    Be a asset to the group. Don´t run ahead, don´t pull unless you are a tank, don´t spam heals as dd if there is a healer because there is no reason unless it´s a fake. Don´t use Infernal Mav or other spawnable aids - many tanks don´t like it.

    If you are on nMH be careful to invitte your level 39 dd freind because people might leave.

    By leaving a group for some is a way to play safe and take care of their health. Some groups are not very healthy to stay in.
  • CyberSkooma
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    As long as cp1000+ dps are allowed to enter dlc dungeons and just hold down heavy attack/spam 1 skill the whole time while larping to themselves, I will leave unhallowed grave the second it pops up, wait 2 minutes so some other unlucky healer gets screwed over in my place and will hop on a different healer to try again.

    Pretty much this. I'll usually stay and help out if I landed in one on my DPS, but if I'm on tank or healer? Forget it. I'm out. It is not worth the time investment. Chances are I could have finished my randoms on 3-4 other characters before I'll even finish that one. It is not worth the time or the sanity.. It just isn't.
    Edited by CyberSkooma on April 30, 2021 2:20PM
    I play this game a little bit I guess
  • Sarannah
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    Normal base game dungeons are so easy that it should give a lower reward in my opinion.
    It would be useful if you could check the option to queue for dungeons including DLCs for double the rewards.

    Random normal dungeon - reward 5 transmute stones.
    Random normal dungeon incl. DLC - reward 10 transmute stones.
    Random vet dungeon - reward 10 transmute stones.
    Random vet dungeon incl. DLC - reward 20 transmute stones.

    Its a fact that DLC dungeons take way more time so there should be a benefit in doing them as a daily.
    ^ This!
  • mobicera
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    Message to pugs who don't like people leaving after the first pull on a DLC.
    Do more damage and don't die.
    Simple.
  • seldomseenkd
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    Pugging DLC dungeons has a low effort-reward ratio in my experience.

    Of course I'm gonna avoid them.
  • BXR_Lonestar
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    They just need to make it so you can opt out of DLC dungeons in the random que. Either that, or let us simply select the dungeons from which we want the game to select a random dungeon. That would completely address the issue.
  • Shantu
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    Players have a right to accept or reject content for whatever reason they want. Incentivizing random dungeons will not resolve the annoyance this creates. The problem is in the system, not the players.

    I think the issue can be eased by removing some of the "random" nature of it. Let players target the content they want. Make DLC and non-DLC a choice. Personally I find non-DLC dungeons boring. I would gladly chose random DLC dungeons if I knew I was going to be in a group with others that chose the same thing.
  • VaranisArano
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    Madhojo wrote: »
    This entire issue can be 100% resolved by ZOS putting the random dungeon rewards on doing specific dungeons instead.

    Do you mean specific dungeons as in Pledges, where the devs pick the dungeon?

    Or do you mean that players should get rewards for the specific dungeon they want to run?

    Because we know how the latter one works. Thanks to the old bug that let players get premium rewards after they swapped to a different dungeon, we know that most players are going to go straight to their daily random normal Fungal Grotto 1.
  • DocFrost72
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    Compromise; let the four players that have already phased into the random normal dungeon have one "retry". Either a specific queue or another dip at random. This would only be allowed if a unanimous 4 voted for the new dungeon instead (similar to how all 4 roles need to ready up).
  • jssriot
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    Random normal dungeon - reward 5 transmute stones.
    Random normal dungeon incl. DLC - reward 10 transmute stones.
    Random vet dungeon - reward 10 transmute stones.
    Random vet dungeon incl. DLC - reward 20 transmute stones.

    Its a fact that DLC dungeons take way more time so there should be a benefit in doing them as a daily.

    No by 1000000x. We already have enough rewards locked behind vet dungeons and and plenty of achievements for doing them. The best thing about transmutation crystals is they make getting gear easier for all players, not just the tiny population of hyper elite players who can solo or duo this content. They need to be accessible for everyone. Just stop already with this nonsense.


    PC-NA since 2015. Tired and unimpressed.
  • AlnilamE
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    People leave dungeons the second they arrive in it once they see it is dlc, hop on an alt, que again only to re-enter said dungeon and leave again, punishing ‘game’ players while they wait for a role to fill. I get it, dlc dungeons are longer. With the cp cap raised and people having alts, it sucks running a dlc dungeon when you’re trying to get non dlc to get your alt dungeons done. Would a suggestion like this sound good? Maybe scale 1 daily dungeon reward xp bonus per day, per account like they do with enlightenment? Any alt on an account can burn the enlightenment until it’s gone, why not just have whichever toon you log in on be the one to ‘collect’ all the daily bonus dungeons for the account? IE: 100,000 exp per Have 8 toons and run 1 daily dungeon. You get 800,000 exp for your daily for having 8 maxed out toons, and you have the rest of your day to do whatever you want in game. It would, I feel, cut back on people leaving dlc dungeons out of time constraints, and lets people get what they need done without inconveniencing many others.

    Just an idea. Would like ways to help people in game manage time and not keep dungeon hopping/quitting until one you like pops. Any suggestions?

    I think it would be better to have the top reward be once per day per ACCOUNT instead of per character. Then you don't have to stress about your other alts also going through a random dungeon that day.
    zvavi wrote: »
    Normal base game dungeons are so easy that it should give a lower reward in my opinion.
    It would be useful if you could check the option to queue for dungeons including DLCs for double the rewards.

    Random normal dungeon - reward 5 transmute stones.
    Random normal dungeon incl. DLC - reward 10 transmute stones.
    Random vet dungeon - reward 10 transmute stones.
    Random vet dungeon incl. DLC - reward 20 transmute stones.

    Its a fact that DLC dungeons take way more time so there should be a benefit in doing them as a daily.

    And what would stop people leaving if they get a dlc? And only include dlc to get the dlc rewards for completing the non dlc ones?

    Make it so that you can only queue again if you got Activity Complete, otherwise you are on a 1-hour cooldown?
    Madhojo wrote: »
    This entire issue can be 100% resolved by ZOS putting the random dungeon rewards on doing specific dungeons instead.

    Do you mean specific dungeons as in Pledges, where the devs pick the dungeon?

    Or do you mean that players should get rewards for the specific dungeon they want to run?

    Because we know how the latter one works. Thanks to the old bug that let players get premium rewards after they swapped to a different dungeon, we know that most players are going to go straight to their daily random normal Fungal Grotto 1.

    My preference (for Undaunted Events) is Spindleclutch. But I'm not using the dungeon finder for those. I just go in and invite guildies as I go before I hit the last boss.
    The Moot Councillor
  • Agenericname
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    DocFrost72 wrote: »
    Compromise; let the four players that have already phased into the random normal dungeon have one "retry". Either a specific queue or another dip at random. This would only be allowed if a unanimous 4 voted for the new dungeon instead (similar to how all 4 roles need to ready up).

    This would in some cases end up similarly to the bug that used to allow us to jump dungeons. 1 person chooses UG, for example, 3 random, and the person who chose it gets kicked so they can requeue.

    They could separate them for all I care, but, healers wanted to feel needed in content, in vet DLCs they often are. People asked for content where damage wasnt the only factor, in most DLCs it isnt. Most base game dungeons are a simple matter of just burning. Thats it.
    Edited by Agenericname on April 30, 2021 4:01PM
  • AlnilamE
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    jssriot wrote: »

    Random normal dungeon - reward 5 transmute stones.
    Random normal dungeon incl. DLC - reward 10 transmute stones.
    Random vet dungeon - reward 10 transmute stones.
    Random vet dungeon incl. DLC - reward 20 transmute stones.

    Its a fact that DLC dungeons take way more time so there should be a benefit in doing them as a daily.

    No by 1000000x. We already have enough rewards locked behind vet dungeons and and plenty of achievements for doing them. The best thing about transmutation crystals is they make getting gear easier for all players, not just the tiny population of hyper elite players who can solo or duo this content. They need to be accessible for everyone. Just stop already with this nonsense.


    He's not suggesting transmutes be removed from normal dungeons, but do you really think that running FG1 or SC1 in 5 minutes should give the same amount of transmutes than running WGT in 15?

    ZOS put transmutes in the random dungeon queue to encourage people to do dungeons. If doing this encourages players to just run them as fast as possible, therefore ruining the experience for those they are supposed to be helping, we'll have another case of "this is why we can't have nice things".
    The Moot Councillor
  • zvavi
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    AlnilamE wrote: »
    zvavi wrote: »

    And what would stop people leaving if they get a dlc? And only include dlc to get the dlc rewards for completing the non dlc ones?

    Make it so that you can only queue again if you got Activity Complete, otherwise you are on a 1-hour cooldown?

    Counter offer, if you complete a dlc in random you get extra rewards. Nobody can cheat it. Gives more initiative to stay inside.
    Edited by zvavi on April 30, 2021 5:14PM
  • kargen27
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    Madhojo wrote: »
    This entire issue can be 100% resolved by ZOS putting the random dungeon rewards on doing specific dungeons instead.

    The whole random thing is to help players that want to run a specific dungeon fill the group.
    and then the parrot said, "must be the water mines green too."
  • Jeremy
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    Tethilia wrote: »
    I think companions are part of the mitigation to that. Someone drops for no reason, pull out a companion. I think that's at least the idea (assuming companions actually help and don't just derp out)

    From what I've seen of companions so far, there is no way they are going to live through a DLC unless they get way better as they level up. Because so far on the PTS, they are more trouble than they are worth trying to keep alive on anything that has significant damage or mechanics.
    Edited by Jeremy on April 30, 2021 8:56PM
  • Anonx31st
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    People leave dungeons for more than a reason of it just being DLC. There already is a deserter debuff timer in this game if you leave a dungeon. All these additional penalties don't make sense and shouldn't be implemented to try to hold someone hostage in a dungeon. I highly doubt that it's common the same person can get into the same random dungeon group if they exit out of the dungeon, hop onto their other character, and re-que since there is a lot players in this game queuing for it.
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