Facefister wrote: »Your definition of "griefing" can be also applied to the people who unnecessarily drag the dungeon tour.
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?
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.
I have never seen half a group refuse to progress on a dungeon in over a decade of online gaming. It is extremely rare.
Heck, with the many threads complaining about GF groups we have seen in these forums I have Not seen one which demonstrates what I have said.
The whole argument of getting stuck behind doors because someone aggro-ed the boss on the other side has an easier fix make the doors actually open and stay open once someone has gone through, you can't tell me they can't do it when they already have a mix and match of door types in various dungeons already.
Hmmm... all those ,,carry'' sellers got mad, coz now they cant sell their carrys? XDDD Yep, one of the positive things, is that i dont see anymore in zone chat ,,want to sell bla bla all titles bla bla'' carry sellers.
Forget about it. U will have to develop skills and get something urself LOL.
And yeah, this option is a very good change. Questing is not a problem, just move with normal speed, unless u want to look on every rock in dung, then i advise u, to play with ir friends.
The whole argument of getting stuck behind doors because someone aggro-ed the boss on the other side has an easier fix make the doors actually open and stay open once someone has gone through, you can't tell me they can't do it when they already have a mix and match of door types in various dungeons already.
I'm not talking about doors like in Wayrest of CoA2, I'm talking about those gates that close when you engage the boss so you have to stay in the boss arena, that if someone accidentally aggroes the boss, the rest of the group gets shut out.
If youre not with the tank, youve fallen behind and need to catch up.
If you fail to do so, and miss loot/credit etc, thats your fault.
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 have never seen half a group refuse to progress on a dungeon in over a decade of online gaming. It is extremely rare.
Heck, with the many threads complaining about GF groups we have seen in these forums I have Not seen one which demonstrates what I have said.
The whole argument of getting stuck behind doors because someone aggro-ed the boss on the other side has an easier fix make the doors actually open and stay open once someone has gone through, you can't tell me they can't do it when they already have a mix and match of door types in various dungeons already.
I'm not talking about doors like in Wayrest of CoA2, I'm talking about those gates that close when you engage the boss so you have to stay in the boss arena, that if someone accidentally aggroes the boss, the rest of the group gets shut out.
I don't know why they add obnoxious doors like that to boss rooms that shut players out if they aren't right behind when they enter. All I can guess is to prevent players from running away? I dunno...
spartaxoxo wrote: »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 have never seen half a group refuse to progress on a dungeon in over a decade of online gaming. It is extremely rare.
Heck, with the many threads complaining about GF groups we have seen in these forums I have Not seen one which demonstrates what I have said.
And how many of those made you wait for everyone before starting something? It's really not that rare. It's not common per say but it is not rare. Developers didn't add countdown timers in many games that feature that functionality because it's rare.
Why would you see a complaint about that in this game when it doesn't have that feature? Like this game doesn't give you the opportunity to stop everyone from doing a boss so of course you don't see any complaints about afk'ers...
spartaxoxo wrote: »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 have never seen half a group refuse to progress on a dungeon in over a decade of online gaming. It is extremely rare.
Heck, with the many threads complaining about GF groups we have seen in these forums I have Not seen one which demonstrates what I have said.
And how many of those made you wait for everyone before starting something? It's really not that rare. It's not common per say but it is not rare. Developers didn't add countdown timers in many games that feature that functionality because it's rare.
Why would you see a complaint about that in this game when it doesn't have that feature? Like this game doesn't give you the opportunity to stop everyone from doing a boss so of course you don't see any complaints about afk'ers...
Your reply concerned two people preventing the group from completing the dungeon and indicated it was a common occurrence in MMORPGs when players could do such a thing. A single afker is not relevant as they can be vote kicked which solves the problem.
Considering it is near impossible to vote kick someone rushing past mobs to the next boss as the vote to kick disappears into the notifications when in combat, the issue brought up with this thread is much bigger than that afker than is easily dealt with making that afker pretty much a non-issue.
If youre not with the tank, youve fallen behind and need to catch up.
If you fail to do so, and miss loot/credit etc, thats your fault.
That is a poor attitude. The armada is only as fast as the slowest ship. If you are on a magicka build and don't have skills that help with evasion you find yourself behind the group out of stamina and facing the ball of mobs the tank streaked past.
Just keep up isn't a good answer for most the player base.
Queue times are long as it is so separate queues do not make sense. So I go back to requiring everything to die before the dungeon is complete. If all the adds bosses and mini bosses are not dead then no reward for completing.
And for the players just wanting final boss for the drop obviously they don't care if the dungeon is complete or not. So to combat that the final boss should be locked until all other bosses are down.
If Fungal Grotto it takes longer to show a new player how to climb the bank from the river than it would to just kill all the bosses. Even if it were tons faster I think that shortcut and others should be removed. Best way to do that is require everything die. You want the rewards do the content.
The whole argument of getting stuck behind doors because someone aggro-ed the boss on the other side has an easier fix make the doors actually open and stay open once someone has gone through, you can't tell me they can't do it when they already have a mix and match of door types in various dungeons already.
I'm not talking about doors like in Wayrest of CoA2, I'm talking about those gates that close when you engage the boss so you have to stay in the boss arena, that if someone accidentally aggroes the boss, the rest of the group gets shut out.
I don't know why they add obnoxious doors like that to boss rooms that shut players out if they aren't right behind when they enter. All I can guess is to prevent players from running away? I dunno...
The whole argument of getting stuck behind doors because someone aggro-ed the boss on the other side has an easier fix make the doors actually open and stay open once someone has gone through, you can't tell me they can't do it when they already have a mix and match of door types in various dungeons already.
I'm not talking about doors like in Wayrest of CoA2, I'm talking about those gates that close when you engage the boss so you have to stay in the boss arena, that if someone accidentally aggroes the boss, the rest of the group gets shut out.
I don't know why they add obnoxious doors like that to boss rooms that shut players out if they aren't right behind when they enter. All I can guess is to prevent players from running away? I dunno...
Honestly, I don't know either. Possibly that, possibly also making it so you have to fight the boss in the arena and less chance of just being able to cheese it on a bit of scenery? Who knows.
spartaxoxo wrote: »spartaxoxo wrote: »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 have never seen half a group refuse to progress on a dungeon in over a decade of online gaming. It is extremely rare.
Heck, with the many threads complaining about GF groups we have seen in these forums I have Not seen one which demonstrates what I have said.
And how many of those made you wait for everyone before starting something? It's really not that rare. It's not common per say but it is not rare. Developers didn't add countdown timers in many games that feature that functionality because it's rare.
Why would you see a complaint about that in this game when it doesn't have that feature? Like this game doesn't give you the opportunity to stop everyone from doing a boss so of course you don't see any complaints about afk'ers...
Your reply concerned two people preventing the group from completing the dungeon and indicated it was a common occurrence in MMORPGs when players could do such a thing. A single afker is not relevant as they can be vote kicked which solves the problem.
Considering it is near impossible to vote kick someone rushing past mobs to the next boss as the vote to kick disappears into the notifications when in combat, the issue brought up with this thread is much bigger than that afker than is easily dealt with making that afker pretty much a non-issue.
Yes, because it is not uncommon. People do it all the time in games with either no vote kick or ones that require group consensus by bringing a friend. When you give people tools to grief, they do it. Again, this often solved with a countdown timer in games. But I don't think people would be happy with being given like what 10 to 30 seconds to catchup.
spartaxoxo wrote: »spartaxoxo wrote: »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 have never seen half a group refuse to progress on a dungeon in over a decade of online gaming. It is extremely rare.
Heck, with the many threads complaining about GF groups we have seen in these forums I have Not seen one which demonstrates what I have said.
And how many of those made you wait for everyone before starting something? It's really not that rare. It's not common per say but it is not rare. Developers didn't add countdown timers in many games that feature that functionality because it's rare.
Why would you see a complaint about that in this game when it doesn't have that feature? Like this game doesn't give you the opportunity to stop everyone from doing a boss so of course you don't see any complaints about afk'ers...
Your reply concerned two people preventing the group from completing the dungeon and indicated it was a common occurrence in MMORPGs when players could do such a thing. A single afker is not relevant as they can be vote kicked which solves the problem.
Considering it is near impossible to vote kick someone rushing past mobs to the next boss as the vote to kick disappears into the notifications when in combat, the issue brought up with this thread is much bigger than that afker than is easily dealt with making that afker pretty much a non-issue.
Yes, because it is not uncommon. People do it all the time in games with either no vote kick or ones that require group consensus by bringing a friend. When you give people tools to grief, they do it. Again, this often solved with a countdown timer in games. But I don't think people would be happy with being given like what 10 to 30 seconds to catchup.
Three people choosing to not vote kick someone who is causing the group to wait is not the same as two people preventing the group from completing a dungeon which is what you said happens all the time.
So I will stick to what is both material and not a rare chance of happening.
Totally radical idea: Maybe dungeons that allow for easy skipping of quest steps and bosses should just be redesigned to prevent that. I've been in a handful of FG runs where people even missed out on the endboss because of some speedrunner swimming across. VoM, Tempest, CoH are other prime candidates, and they could easily be changed to reduce the vast majority of such issues.
Facefister wrote: »"My daily normal dungeons getting completed too fast! I don't want that, I want it to stop!"
Even if ZoS introduces some "adventure" or "quest" mode to the group finder, you "adventurers" wont use it since it will take too long to enter and complete it, even for you. This thread is nothing but a low-key "I hate 'elitists' so much!" thread.