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.
The reason it is a bad idea, is that being pulled *forwards* in a dungeon, for players who are behind a rusher because they're trying to actually deal with the dungeon's quest, means that it breaks the quest line and prevents them gaining the skill point from that dungeon.
When the rusher then dies because they couldn't handle it, it only serves them right, but even then, if a new person joins the dungeon and tries to get forward to where the rest of the team are, (a) they may have already missed one or more bosses and (b) they still have to fight, alone, through all the trash that was previously skipped BY PEOPLE WHO DID NOT EVEN WANT TO SKIP IT.
If some players are to be pulled to the location of other players in a dungeon, it must be the FRONT player that is pulled BACKWARDS.
If you don't like that: Learn to kill as you go, so that other players in the team can actually keep up.
Since you edited out the situation I noted that provided context I must ask if you are suggesting it is respectful for the speedrunner, who spawn into the dungeon before the rest (as some players load faster than others), and starts running through the dungeon while ignoring requests to hold up so a group member can pick up the quest?
I consider that very disrespectful and at some point that becomes willful disregard for everyone else. So I agree, that is not griefing, it is much worse.
Since you edited out the situation I noted that provided context I must ask if you are suggesting it is respectful for the speedrunner, who spawn into the dungeon before the rest (as some players load faster than others), and starts running through the dungeon while ignoring requests to hold up so a group member can pick up the quest?
I consider that very disrespectful and at some point that becomes willful disregard for everyone else. So I agree, that is not griefing, it is much worse.
I often edit things down to get rid of the quote clutter. I think my reply addresses your question, though.
I have to think that fixing _that_ problem would be better than yanking everyone forward.
I have to think that fixing _that_ problem would be better than yanking everyone forward.
Thats not a problem to fix. Thats a mechanic that forces players to kill trash groups and bosses in order to progress.
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.
The reason it is a bad idea, is that being pulled *forwards* in a dungeon, for players who are behind a rusher because they're trying to actually deal with the dungeon's quest, means that it breaks the quest line and prevents them gaining the skill point from that dungeon.
When the rusher then dies because they couldn't handle it, it only serves them right, but even then, if a new person joins the dungeon and tries to get forward to where the rest of the team are, (a) they may have already missed one or more bosses and (b) they still have to fight, alone, through all the trash that was previously skipped BY PEOPLE WHO DID NOT EVEN WANT TO SKIP IT.
If some players are to be pulled to the location of other players in a dungeon, it must be the FRONT player that is pulled BACKWARDS.
If you don't like that: Learn to kill as you go, so that other players in the team can actually keep up.
spartaxoxo wrote: »Group Finder is primarily for people who can't make a premade. So telling them to just go make a premade is not a valid solution to group finder issues.
spartaxoxo wrote: »Group Finder is primarily for people who can't make a premade. So telling them to just go make a premade is not a valid solution to group finder issues.
Why can't they though?
Is it because they actually "can't" (which, again, many, many options suggested on how they can and in my own comment, too!) or is it because actually, they don't want to put in the effort, because every single time I've seen someone give excuses on why they "can't" it's been a case of not wanting to even try.
spartaxoxo wrote: »spartaxoxo wrote: »Group Finder is primarily for people who can't make a premade. So telling them to just go make a premade is not a valid solution to group finder issues.
Why can't they though?
Is it because they actually "can't" (which, again, many, many options suggested on how they can and in my own comment, too!) or is it because actually, they don't want to put in the effort, because every single time I've seen someone give excuses on why they "can't" it's been a case of not wanting to even try.
Because the schedule isn't right, their guilds ignored them, etc etc.
This is why the group finder exists. If you make the claim it's invalid to not be able form a premade at the drop of a hat then they might as well delete the group finder entirely and not give anyone any rewards.
Because the fact of the matter is that is the sole reason for group finders existence. It is not to give you transmutes for no reasons. It's explicitly there to form groups when premades aren't avaialble at that time. That is the purpose of group finder in this and pretty every game with one. Because the fact of the matter is that it's common for people to not be able to form one for a variety of reasons at the same time they want to do a dungeon.
Since group finder is apparently a buggy tool that doesn't actually serves it's purpose, might as well delete it.
spartaxoxo wrote: »spartaxoxo wrote: »Group Finder is primarily for people who can't make a premade. So telling them to just go make a premade is not a valid solution to group finder issues.
Why can't they though?
Is it because they actually "can't" (which, again, many, many options suggested on how they can and in my own comment, too!) or is it because actually, they don't want to put in the effort, because every single time I've seen someone give excuses on why they "can't" it's been a case of not wanting to even try.
Because the schedule isn't right, their guilds ignored them, etc etc.
This is why the group finder exists. If you make the claim it's invalid to not be able form a premade at the drop of a hat then they might as well delete the group finder entirely and not give anyone any rewards.
Because the fact of the matter is that is the sole reason for group finders existence. It is not to give you transmutes for no reasons. It's explicitly there to form groups when premades aren't avaialble at that time. That is the purpose of group finder in this and pretty every game with one. Because the fact of the matter is that it's common for people to not be able to form one for a variety of reasons at the same time they want to do a dungeon.
Since group finder is apparently a buggy tool that doesn't actually serves it's purpose, might as well delete it.
There are lots of guilds, they should join one suitable. Very little point of being in one where you are online while everyone else isn't.
I think for daily rewards you shouldn't get the reward unless everything hostile in the dungeon is dead. No skipping a skeever stuck back in a corner somewhere. Everything dies or you didn't finish the objective.
That stops the problem when it comes to players just wanting the daily rewards on multiple characters.
Bit trickier stopping the players that only want the last boss for a gear drop. That would require a rework so that the boss is isolated until all other bosses and mini bosses are dead.
The reason it is a bad idea, is that being pulled *forwards* in a dungeon, for players who are behind a rusher because they're trying to actually deal with the dungeon's quest, means that it breaks the quest line and prevents them gaining the skill point from that dungeon.
When the rusher then dies because they couldn't handle it, it only serves them right, but even then, if a new person joins the dungeon and tries to get forward to where the rest of the team are, (a) they may have already missed one or more bosses and (b) they still have to fight, alone, through all the trash that was previously skipped BY PEOPLE WHO DID NOT EVEN WANT TO SKIP IT.
If some players are to be pulled to the location of other players in a dungeon, it must be the FRONT player that is pulled BACKWARDS.
If you don't like that: Learn to kill as you go, so that other players in the team can actually keep up.
spartaxoxo wrote: »spartaxoxo wrote: »Group Finder is primarily for people who can't make a premade. So telling them to just go make a premade is not a valid solution to group finder issues.
Why can't they though?
Is it because they actually "can't" (which, again, many, many options suggested on how they can and in my own comment, too!) or is it because actually, they don't want to put in the effort, because every single time I've seen someone give excuses on why they "can't" it's been a case of not wanting to even try.
Because the schedule isn't right, their guilds ignored them, etc etc.
This is why the group finder exists. If you make the claim it's invalid to not be able form a premade at the drop of a hat then they might as well delete the group finder entirely and not give anyone any rewards.
Because the fact of the matter is that is the sole reason for group finders existence. It is not to give you transmutes for no reasons. It's explicitly there to form groups when premades aren't avaialble at that time. That is the purpose of group finder in this and pretty every game with one. Because the fact of the matter is that it's common for people to not be able to form one for a variety of reasons at the same time they want to do a dungeon.
Since group finder is apparently a buggy tool that doesn't actually serves it's purpose, might as well delete it.
But the excuse of schedule, guilds, etc is still that - an excuse for not making the effort if they're that desperate to not have people rushing in the GF groups. There is literally no timezone where no one is on - I know, I play in Australia. There are guilds available on all timezones with lots and lots of people.
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.
FlopsyPrince wrote: »I know from personal experience that running Fungal Grotto I for the quest can be foolish in the upcoming Undaunted event.
I was in the whole time and got caught in those piles of mobs. I also missed the final boss kill for the quest because I was so far away. I tried to catch up, but it was not possible.
Dragonlord573 wrote: »The only dungeon you actually have to do the quest in is Vaults of Madness.
Dragonlord573 wrote: »The only dungeon you actually have to do the quest in is Vaults of Madness.
colossalvoids wrote: »Or just disable this feature in normal difficulty dungeons if they're accessed via "Random" option in Dungeon Finder tool solely allowing others to finally utilise this long awaited feature already present in all recent dlc content.