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https://forums.elderscrollsonline.com/en/discussion/683901

Random xp.. normal vs vet

SonOfSoma
SonOfSoma
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I'm quite perplexed...
Why does a normal random dungeon give out the same xp as a veteran dungeon?

Surely this is causing some of the problems you all vent..
  • Bat
    Bat
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    Why not?

    Which one would you suggest should give more XP?
  • Ei8htba11
    Ei8htba11
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    One might expect the amount of XP awarded to reflect the effort involved perhaps? A normal dungeon is easier as mobs/bosses have fewer hit points, and there are fewer mechanics involved.
  • Gray_howling_parrot
    Gray_howling_parrot
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    Bat wrote: »
    Why not?

    Which one would you suggest should give more XP?

    I feel like this is a silly question - not to be offensive or anything. If we're talking normal vs. veteran Fungal Grotto 1, then yes, I wouldn't differentiate. But if you do a random veteran dungeon and get Veteran Dread Cellar vs. doing a random normal dungeon and getting Banished Cells 1, there should be at the very least a transmute stone difference if not much more XP.

    I definitely believe that there should be a predisposed effort/difficulty multiplier placed on dungeons. Not only would it reward you more for doing more difficult content, but it could also allow newer players to understand how difficult the dungeon is going to be. I know some will say DLC vs. non-DLC is the only distinction you need, but even then Veteran Lair of Maarselok vs. Veteran White Gold Tower are pretty different in difficulty and mechanics. Just a thought :)
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • MyKillv2.0
    MyKillv2.0
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    ...because the reward is not for completing the task but rather participating in the event. You are just given the reward for completing the event so that people do not abuse the system, sign up for a dungeon, and then bail once the dungeon reward has been given out.

    The answer to your question is very simple. Zos just wants warm bodies for the dungeon finder so that newer players have someone to group up with when they use the feature or for players who are looking for a particular dungeon. If you rewarded players with higher rewards for harder content, the pool of players available for newer or older content will be drastically lower.

  • Soulshine
    Soulshine
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    Jaustink wrote: »
    Bat wrote: »
    Why not?

    Which one would you suggest should give more XP?

    I feel like this is a silly question - not to be offensive or anything. If we're talking normal vs. veteran Fungal Grotto 1, then yes, I wouldn't differentiate. But if you do a random veteran dungeon and get Veteran Dread Cellar vs. doing a random normal dungeon and getting Banished Cells 1, there should be at the very least a transmute stone difference if not much more XP.

    I definitely believe that there should be a predisposed effort/difficulty multiplier placed on dungeons. Not only would it reward you more for doing more difficult content, but it could also allow newer players to understand how difficult the dungeon is going to be. I know some will say DLC vs. non-DLC is the only distinction you need, but even then Veteran Lair of Maarselok vs. Veteran White Gold Tower are pretty different in difficulty and mechanics. Just a thought :)

    Difficulty, like beauty, is in the eye of the beholder.

    Some of us have been doing vet dungeons for so long that there is little concern between vet dlc vs vet base game. As for normals, they can proove exceedingly "difficult" for newer players who have never done any dungeons, let alone the poor sods dealing with vets ransacking the entire run in less than a minute... :D

    So it's all relative in the sense it depends not only on the dungeon but who is choosing to do them. I do think that a higher transmute count should be placed on vet dlc's generally but only maybe like two more or something.

    At this point, given the amount of non-sense we ALL have to end up dealing with when choosing a random, I'd still say the rewards are equally applicable. ;)
  • Bat
    Bat
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    Jaustink wrote: »
    Bat wrote: »
    Why not?

    Which one would you suggest should give more XP?

    I feel like this is a silly question - not to be offensive or anything. If we're talking normal vs. veteran Fungal Grotto 1, then yes, I wouldn't differentiate. But if you do a random veteran dungeon and get Veteran Dread Cellar vs. doing a random normal dungeon and getting Banished Cells 1, there should be at the very least a transmute stone difference if not much more XP.

    I definitely believe that there should be a predisposed effort/difficulty multiplier placed on dungeons. Not only would it reward you more for doing more difficult content, but it could also allow newer players to understand how difficult the dungeon is going to be. I know some will say DLC vs. non-DLC is the only distinction you need, but even then Veteran Lair of Maarselok vs. Veteran White Gold Tower are pretty different in difficulty and mechanics. Just a thought :)

    Making veteran random queues more attractive in terms of immediate rewards would lead to many more people who are underequipped and underlevelled queuing for them, and something that would be a less boring run (than normal difficulty) for people who already have a ton of experience of veteran content would likely end in a queue cooldown because who has the time to resurrect possibly upwards of 3 other players dozens of times and explain mechanics over and over and yet be ignored because they came in expecting to be carried and so your most sensible option is to leave the group because you ask them to please kick you because you don't have time for this nonsense and they won't because they want you to carry them all the way to victory.

    It's not a silly question, it's a question of consequence.
  • Artim_X
    Artim_X
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    I'll random normal any dungeon cause I know I can carry an instance even if fake supports are present.

    Most Vet dungeons on the other hand requires the majority of the group to be competent in their role and a vet instance will inherently take longer than a normal instance even when everyone knows what they're doing.

    An argument could be made that the vet random should give more xp, but is ZOS more likely to boost the vet random xp amount or reduce the amount of xp you get from a random normal? Either way I doubt ZOS would increase the vet xp gain to a level that would be adequate like a minimum of double what you would get from a normal random on live.

    One could also argue that a vet instance already provides sufficient rewards. Higher quality loot, monsters set head pieces, purple jewelry, achievements, double keys for hard mode clear, etc.
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
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  • Magdalina
    Magdalina
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    Bat wrote: »
    Jaustink wrote: »
    Bat wrote: »
    Why not?

    Which one would you suggest should give more XP?

    I feel like this is a silly question - not to be offensive or anything. If we're talking normal vs. veteran Fungal Grotto 1, then yes, I wouldn't differentiate. But if you do a random veteran dungeon and get Veteran Dread Cellar vs. doing a random normal dungeon and getting Banished Cells 1, there should be at the very least a transmute stone difference if not much more XP.

    I definitely believe that there should be a predisposed effort/difficulty multiplier placed on dungeons. Not only would it reward you more for doing more difficult content, but it could also allow newer players to understand how difficult the dungeon is going to be. I know some will say DLC vs. non-DLC is the only distinction you need, but even then Veteran Lair of Maarselok vs. Veteran White Gold Tower are pretty different in difficulty and mechanics. Just a thought :)

    Making veteran random queues more attractive in terms of immediate rewards would lead to many more people who are underequipped and underlevelled queuing for them, and something that would be a less boring run (than normal difficulty) for people who already have a ton of experience of veteran content would likely end in a queue cooldown because who has the time to resurrect possibly upwards of 3 other players dozens of times and explain mechanics over and over and yet be ignored because they came in expecting to be carried and so your most sensible option is to leave the group because you ask them to please kick you because you don't have time for this nonsense and they won't because they want you to carry them all the way to victory.

    It's not a silly question, it's a question of consequence.

    But on the other side, making veteran random queueus more attractive would lead to many properly equipped and leveled people to queue for those rather than roflstomp normals, ruining those for newer players. Which might actually lead to overall BETTER teams available in random vets because currently people doing randoms for farming are basically forced to do normals. How about that? :p

    Overall, I do think it's high time we reconsider this weird notion that random normals and vets should offer the same reward. This isn't how ANYTHING in the game works, vet dungeons and trials and arenas already do offer (marginally) higher reward which only makes sense. It's nonsense that in its current form you're literally PUNISHED for choosing vet content over normal.
  • Parrot1986
    Parrot1986
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    I’d definitely support making random Vets more attractive either through XP and possibly transmute stones from the reward.

    I’ve honestly never did a random vet dungeon since there’s no real reason incentive.
  • Amottica
    Amottica
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    The first issue with graning more XP for a random vet vs normal is it would drive more inexperienced players to do veteran dungeons.

    Similar has been mentioned when suggesting DLC dungeons should grant more transmutation crystals.
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