Facefister wrote: »What frustration? The only thing I've read "I couldn't complete my quest!" or "I couldn't get loot!". If getting the daily reward under 10 minutes is so bad and frustrating, why don't you seek out a adventurer RP guild? Besides, I also RP when I queue as a healer. I am Archmage Titangrip, the flawless conqueror of the Maelstrom Arena and the Slayer of Spirits who helps out unfortunate adventurers who lost themselves in dangerous cellars and dungeons!
Thats very simple, because the boss has its arena. Go to Tempest Island, the end boss has no door and a jumping mechanic. If you stay in the doorway or slightly outside and you get jumped at the boss resets because he left his arena. This reset is to prevent getting him stuck or exploiting to kill him. So the only way to solve it becomes doors on the entrance and exit.
Facefister wrote: »What frustration? The only thing I've read "I couldn't complete my quest!" or "I couldn't get loot!". If getting the daily reward under 10 minutes is so bad and frustrating, why don't you seek out a adventurer RP guild? Besides, I also RP when I queue as a healer. I am Archmage Titangrip, the flawless conqueror of the Maelstrom Arena and the Slayer of Spirits who helps out unfortunate adventurers who lost themselves in dangerous cellars and dungeons!
It is, and people on the first page try to do all kind of mental gymnastics in order to classify speedrunners as griefers. And putting together random people into a group is flawed in its very core. People wouldn't even touch the random finder with a ten-foot pole if it weren't for the transmutation stones and exp.Nobody should be belittled, period, and it's worrying that you think so at all.
The underlying issue here is not 'punishing people' but a design flaw that continually has detrimental effects for a part of the dungeon group. This design flaw could be solved or mitigated in a number of ways without punishing or hindering anyone.
spartaxoxo wrote: »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.
I am saying people griefing systems that let them grief is what is common. In this game that would be grabbing a buddy and using it to grief groups, having a buddy prevents the vote kick.
Already see people do it by queuing as a tank without a taunt a decent amount of time. A system where they could prevent the entire dungeon from being run with no recourse would also be done.
I gave the other examples as things that also happen in other games where people grief timers that prevent people from starting content.
Facefister wrote: »Nobody should be belittled, period, and it's worrying that you think so at all.
The underlying issue here is not 'punishing people' but a design flaw that continually has detrimental effects for a part of the dungeon group. This design flaw could be solved or mitigated in a number of ways without punishing or hindering anyone.
It is, and people on the first page try to do all kind of mental gymnastics in order to classify speedrunners as griefers. And putting together random people into a group is flawed in its very core. People wouldn't even touch the random finder with a ten-foot pole if it weren't for the transmutation stones and exp.
The entitlement of someone saying "hey guys, can we turn this 5 minute run into a 30 minute run because Im roleplaying a poor person and want to check all these boxes for a few spare coin" is extremely rude and I ignore it anyways.
They will keep up, or be kept up by teleports. Roleplay on your own time, not mine.
The entitlement of someone saying "hey guys, can we turn this 5 minute run into a 30 minute run because Im roleplaying a poor person and want to check all these boxes for a few spare coin" is extremely rude and I ignore it anyways.
They will keep up, or be kept up by teleports. Roleplay on your own time, not mine.
Wanting to do a quest or all the bosses is not roleplaying, nor does it turn 5 minutes to 30. You're generalizing with sheer hyperbole.
barney2525 wrote: »This could be fixed easily if each section of the dungeon exited into the next section, and ALL participants were required to click on that exit before any players materialized in the next section. Could even use this technique at the end so that players don't get yanked out before they can complete the quest. Although you might want a timer on this as well so the group does not get stuck in limbo forever.
IMHO
spartaxoxo wrote: »Random matchmaking for stuff is like a cornerstone of online games. I wouldn't necessarily think speeding is griefing, but I can understand people who do when you don't wait to attack bosses (and only then). It's incredibly rude and unfair to your team. The dev team clearly implemented this to try and solve the clear problem that these people cause for groups without punishing them because it don't quite rise to the level of griefing.
I am glad this was implemented though. At least now people shouldn't miss the bosses.
spartaxoxo wrote: »Random matchmaking for stuff is like a cornerstone of online games. I wouldn't necessarily think speeding is griefing, but I can understand people who do when you don't wait to attack bosses (and only then). It's incredibly rude and unfair to your team. The dev team clearly implemented this to try and solve the clear problem that these people cause for groups without punishing them because it don't quite rise to the level of griefing.
I am glad this was implemented though. At least now people shouldn't miss the bosses.
When the speed runner is preventing a player from doing the quest it can easily be considered griefing.
spartaxoxo wrote: »Random matchmaking for stuff is like a cornerstone of online games. I wouldn't necessarily think speeding is griefing, but I can understand people who do when you don't wait to attack bosses (and only then). It's incredibly rude and unfair to your team. The dev team clearly implemented this to try and solve the clear problem that these people cause for groups without punishing them because it don't quite rise to the level of griefing.
I am glad this was implemented though. At least now people shouldn't miss the bosses.
When the speed runner is preventing a player from doing the quest it can easily be considered griefing.
And yes, I’ve seen this in ESO where someone starts running through and one of the players cannot even pick up the quest. There are multiple dungeons where this becomes an issue Wayrest comes to mind as the NPCs move forward as combat begins. They can end up in the walls as well.
Thats very simple, because the boss has its arena. Go to Tempest Island, the end boss has no door and a jumping mechanic. If you stay in the doorway or slightly outside and you get jumped at the boss resets because he left his arena. This reset is to prevent getting him stuck or exploiting to kill him. So the only way to solve it becomes doors on the entrance and exit.
That is fine, except that they could still leave the entry door unlocked so that stragglers could get in without needing to be teleported in. The door could be locked as an exit door.
spartaxoxo wrote: »Random matchmaking for stuff is like a cornerstone of online games. I wouldn't necessarily think speeding is griefing, but I can understand people who do when you don't wait to attack bosses (and only then). It's incredibly rude and unfair to your team. The dev team clearly implemented this to try and solve the clear problem that these people cause for groups without punishing them because it don't quite rise to the level of griefing.
I am glad this was implemented though. At least now people shouldn't miss the bosses.
When the speed runner is preventing a player from doing the quest it can easily be considered griefing.
I have to disagree.
I do think that players should respect each other. If someone wants to speed run and there is a quester in there, the speed runner slows down to accommodate. Likewise, someone who wants to do the quest in a group that is not should be doing the quest as fast as they can, which may mean not reading every book, or taking every dialog option, so that the group can go faster. This is a PUG, and both side should be respecting the other.
Griefing is a willful antisocial behavior. Griefing would be deliberately doing a speed run _because_ they know that doing this would annoying others in the party. It is a form of malice.
There's plenty of "meeting halfway" options being suggested, like saying you're doing the quest, in which case the majority of people will slow down so you can do it.
When I am speedrunning a dungeon, if people start complaining, I just ignore chat or say "no english."