A better, and very effective course of action would have been to make it impossible ot start the boss encounter without all members present. This would mean the person who rushed ahead would have to wait for the rest of the group to catch up.
It would both end a situation where one person could control the speed of the run as they can now. It would also allow players who were on the quest to complete conversations required for the quest.
redspecter23 wrote: »redspecter23 wrote: »It allows for easier griefing. Players that are on quest objectives or are a bit slower. It's not a problem in all situations but when a group comes together in which the fast players are on the very fast end and the slow players are on the very slow end, this can destroy the enjoyment of the slower players. They are basically just being dragged from encounter to encounter.
This has nothing to do with griefing. Its 2 players having different goals and playstyles ending up in the same place while following their goals.
The main issue with players doing their quest is that the majority does not communicate it in the group chat and instead expect that everyone magically knows it.
When 2 different playstyles clash, both sides are being grieved. In this situation, the slower players have an out by voting to kick. The faster players can run as fast as they want and risk getting kicked.
It's the nature of random groups. Sometimes players will have different playstyles. There is no right or wrong, just behavior that can get you kicked in any given group.
There is also the option of just not using the group finder and running with friends and guildmates. That way, neither side feels grieved ideally. It should be a more enjoyable run for all.
The point is that griefing is subjective. Anyone can feel they have been grieved. It may not even necessarily be against any rules, which is what we have here. Running really fast through a dungeon, not caring about anyone else is not inherently an actionable offense. It's inconsiderate potentially and that's up to any given individual to decide if they care about that or not. In extreme situations anything can be considered actionable griefing when reported to ZOS. That's up for them to decide.
spartaxoxo wrote: »A better, and very effective course of action would have been to make it impossible ot start the boss encounter without all members present. This would mean the person who rushed ahead would have to wait for the rest of the group to catch up.
It would both end a situation where one person could control the speed of the run as they can now. It would also allow players who were on the quest to complete conversations required for the quest.
That just allows duo and stop the dungeon from being completed. Fast may annoy some people but this solution doesn't allow someone make you miss your drops or boss kills.
I love it. Sometimes you're the only one who can't go through a stupid ass door..
This feature sucks for casuals trying to get their achievements and trifectas complete, it has been really nice to have carry buyers just afk in lobby while 2-3 others just clear the dungeon and take the gold for the sold trifecta.
For all the people thinking tirfecta carries won't happen anymore, of course they will, we'll just charge you double. LOL
I was actually going to post about this in another topic where someone mentioned about intentional griefing and trying to report a speedrunner as such. My only thought there is "unless you're a mind reader or the person has actually admitted to griefing, there is no way to prove it."Griefing requires intention. If different playstyles clash and each player follows his noone has intention to grief the other, they simply dont care about each other.
I was actually going to post about this in another topic where someone mentioned about intentional griefing and trying to report a speedrunner as such. My only thought there is "unless you're a mind reader or the person has actually admitted to griefing, there is no way to prove it."Griefing requires intention. If different playstyles clash and each player follows his noone has intention to grief the other, they simply dont care about each other.
Basically all it boils down to is someone being inconsiderate. But that works both ways and people don't seem to realise this. Or care, perhaps (which in and of itself is being inconsiderate). If people are going to report speed runners for being inconsiderate (they call it "griefing") then I hope the people who are slow don't mind being reported for the same behaviour, i.e. being inconsiderate of someone elses' time, aka "griefing." People are throwing around "griefing" for any behaviour they don't like or don't agree with. Surely people can see how absurd this is on both sides, right?
spartaxoxo wrote: »A better, and very effective course of action would have been to make it impossible ot start the boss encounter without all members present. This would mean the person who rushed ahead would have to wait for the rest of the group to catch up.
It would both end a situation where one person could control the speed of the run as they can now. It would also allow players who were on the quest to complete conversations required for the quest.
That just allows duo and stop the dungeon from being completed. Fast may annoy some people but this solution doesn't allow someone make you miss your drops or boss kills.
I do not think we should concern ourselves with an extremely unlikely outcome.
This, note if the others run ahead and kill the last boss without you the quest will usually fail anyway.redspecter23 wrote: »For sure. I was going for a bit of sarcasm in the statement, but it's clear that the new system is being abused by some players. It was clear that would happen as soon as it was announced.
How is it abused? Its working exactly as intended and pulls the group together. This "feature" already was part of some dungeons from their release. The only new thing about it is that it gets added to other dungeons. For the dungeons where it was already existing i never saw a complaint that its bad.
spartaxoxo wrote: »spartaxoxo wrote: »A better, and very effective course of action would have been to make it impossible ot start the boss encounter without all members present. This would mean the person who rushed ahead would have to wait for the rest of the group to catch up.
It would both end a situation where one person could control the speed of the run as they can now. It would also allow players who were on the quest to complete conversations required for the quest.
That just allows duo and stop the dungeon from being completed. Fast may annoy some people but this solution doesn't allow someone make you miss your drops or boss kills.
I do not think we should concern ourselves with an extremely unlikely outcome.
It's not unlikely. This is why many games that don't it. Because griefers use any tool they can. I guess they could put a countdown timer, that's a solution to that some games do. But I get the feeling people wouldn't be happy with that either.
I mean, yeah, people do as people do. You put a few random people into a house and tell them to get on with it... you're probably going to get some disagreements and conflicting personalities. This isn't something ZOS needs to "solve." If you want to dictate who gets into your group, that's what pre-made groups are for. That applies to both sides of the argument.Yes, but that unfortunately doesn't solve the issue that ZOS is basically tossing people with conflicting playstyles / goals together in content... and expecting it to be fun for everyone involved.
redspecter23 wrote: »redspecter23 wrote: »It allows for easier griefing. Players that are on quest objectives or are a bit slower. It's not a problem in all situations but when a group comes together in which the fast players are on the very fast end and the slow players are on the very slow end, this can destroy the enjoyment of the slower players. They are basically just being dragged from encounter to encounter.
This has nothing to do with griefing. Its 2 players having different goals and playstyles ending up in the same place while following their goals.
The main issue with players doing their quest is that the majority does not communicate it in the group chat and instead expect that everyone magically knows it.
When 2 different playstyles clash, both sides are being grieved. In this situation, the slower players have an out by voting to kick. The faster players can run as fast as they want and risk getting kicked.
It's the nature of random groups. Sometimes players will have different playstyles. There is no right or wrong, just behavior that can get you kicked in any given group.
There is also the option of just not using the group finder and running with friends and guildmates. That way, neither side feels grieved ideally. It should be a more enjoyable run for all.
The point is that griefing is subjective. Anyone can feel they have been grieved. It may not even necessarily be against any rules, which is what we have here. Running really fast through a dungeon, not caring about anyone else is not inherently an actionable offense. It's inconsiderate potentially and that's up to any given individual to decide if they care about that or not. In extreme situations anything can be considered actionable griefing when reported to ZOS. That's up for them to decide.
Griefing requires intention. If different playstyles clash and each player follows his noone has intention to grief the other, they simply dont care about each other.