There is nothing a dev can do to control players rushing ahead....
Any ideas to propose?
Michaelkeir wrote: »There are a few solutions to this issue and chief among them is form your own group with like minded individuals. If you use group finder you are exposing yourself to the randomness of it and of those who use it. I hate it to, but there are solutions in game to stop it and I’m sure the devs know this hence why I don’t see them intervening on the matter.
Ofc it was looked at, in next update if people rush ahead of you and start fighting the boss you will automatically teleport to them. ZOS helps low lvl players to keep up during random normal dungeonsThis ever gonna be looked at or acknowledged?
You will now utilize “Joining Encounter in Progress” to travel to a dungeon boss when it is engaged by the group. This will eventually roll out to all existing dungeons, but below is a list of the dungeons that currently have this functionality added: [...]
This ever gonna be looked at or acknowledged?
Has any devs ever brought this up at all?
perfiction wrote: »Ofc it was looked at, in next update if people rush ahead of you and start fighting the boss you will automatically teleport to them. ZOS helps low lvl players to keep up during random normal dungeonsThis ever gonna be looked at or acknowledged?:
You will now utilize “Joining Encounter in Progress” to travel to a dungeon boss when it is engaged by the group. This will eventually roll out to all existing dungeons, but below is a list of the dungeons that currently have this functionality added: [...]
cyberjanet wrote: »This ever gonna be looked at or acknowledged?
Has any devs ever brought this up at all?
It has been acknowledged, and is being addressed as we speak. From the patch notes for the PTS for the next update:
You will now utilize “Joining Encounter in Progress” to travel to a dungeon boss when it is engaged by the group. This will eventually roll out to all existing dungeons
Ok this doesn't solve the quests problem, but at least you'll get to the boss.
It is starting with the more advanced dungeons, but I have no reason to believe they will not rollout to starter dungeons. They know there is a problem. Initially:
City of Ash II
Cradle of Shadows
Crypt of Hearts II
Darkshade Caverns II
Elden Hollow II
Falkreath Hold
Fang Lair
Imperial City Prison
March of Sacrifices
Moon Hunter Keep
Ruins of Mazzatun
Scalecaller Peak
Spindleclutch II
Wayrest Sewers II
White-Gold Tower
TheImperfect wrote: »Story mode would fix this, think it should be an option.
El_Borracho wrote: »Lower loot? Get rid of transmutes? Disable sprinting? Create a story mode?
Here's a novel suggestion: Post in chat "On Quest." Be social. The vast majority of players who pug random normals will acknowledge that and slow down. Works much better than demanding an entire game be retooled.
El_Borracho wrote: »Lower loot? Get rid of transmutes? Disable sprinting? Create a story mode?
Here's a novel suggestion: Post in chat "On Quest." Be social. The vast majority of players who pug random normals will acknowledge that and slow down. Works much better than demanding an entire game be retooled.
I only started playing ESO just over 3 years ago. This statement is not true. I cant count the number of times I said I needed to do the quest in a random and got kicked and I play my main as a healer. I would say about 1 in 8 groups are helpful and its not always the entire team. I have been in more then one team, where one person in the team just does not care and just solos the dungeon, leaving me to have to run the same dungeon a few times to get the quest done. I personally have given up on getting skill points from dungeon quests.
El_Borracho wrote: »El_Borracho wrote: »Lower loot? Get rid of transmutes? Disable sprinting? Create a story mode?
Here's a novel suggestion: Post in chat "On Quest." Be social. The vast majority of players who pug random normals will acknowledge that and slow down. Works much better than demanding an entire game be retooled.
I only started playing ESO just over 3 years ago. This statement is not true. I cant count the number of times I said I needed to do the quest in a random and got kicked and I play my main as a healer. I would say about 1 in 8 groups are helpful and its not always the entire team. I have been in more then one team, where one person in the team just does not care and just solos the dungeon, leaving me to have to run the same dungeon a few times to get the quest done. I personally have given up on getting skill points from dungeon quests.
I've had the opposite experience. Ran one yesterday on a magplar that was on a shelf for a while and realized it didn't do the quest in Tempest Island. The awful one where you have to kill everyone on beach and talk to the slow NPCs. Everyone was over CP 1,500, no issues. Ran another where a newbie needed the quest in Selene's. Everyone waited.
Not saying it doesn't happen. And it happens A LOT more in places like Direfrost, Fungal 1, or Vaults of Madness where the quest is either glacial speeds slow or requires an extra boss. But the alternative of forcing a slowdown or eliminating loot would result in a massive loss of veteran players running randoms that would not be replaced by questers or brand new players. Joining a guild and running with friends are other suggestions. But for the most part, I expect groups to run in a base normal dungeon these days.
Not to go all slippery slope, but what's the next step? Making groups have to sit through all the dialogue in a trial or dungeon before moving on because someone wants to hear it? Reading all the books or notes? These are complaints others have that they also think should fall into this thread.
Franchise408 wrote: »I am still of the mind that group dungeons / trials is not the place for stories. There should be no storylines in dungeons / trials, other than a basic concept at most.
Feel like i have to apologize to them for others dumb behavior.
Second, on the topic of "if you don't tell us not to rush how can we know?" Well, everyone doesn't have a keyboard. You all know how long it takes to type anything in chat using the on-screen keyboard. By the time someone types out "I'm trying to do the quest," everyone else has rushed forward. You can't open the chat in advance to start typing. If the rushers are the type who let mobs chase them to the boss, that lone player is now stuck trying to solo through all those skipped mobs and catch up. The person above who pays attention to fellow group members hanging around the NPCs, thank you. That's admirable, but most players don't do that. It's all "me me me." "I only want to spend ten minutes at most getting these transmutes." "I only have an hour to play, got to hurry through everything I want to do." "I don't care if that guy needs the quest. He ain't wasting my time to get it." How much extra time does it really take to wait for a group member to talk to 3-4 NPCs along the way? Two minutes tops? But for those who would wait if notified, maybe wait 30 seconds or so to let someone type out a chat message before you start running. We don't all have headsets and in game voice chat hasn't really been reliable lately. Help out your fellow group members if you can.