spartaxoxo wrote: »Those rewards are for helping with people with a dungeon they need and you are available to do, rather than just for doing a dungeon you feel like doing. People pay real money for those dungeons and their need to be able to do them outweights your desire to get easy rewards.
spartaxoxo wrote: »Those rewards are for helping with people with a dungeon they need and you are available to do, rather than just for doing a dungeon you feel like doing. People pay real money for those dungeons and their need to be able to do them outweights your desire to get easy rewards.
Yeah sure, think anyone would be happy to concede that point.
But the reality is 9 times out of 10 half the group leaves and you have to wait for the timer to refresh before queueing again and hoping for a non-DLC so the group will stick around.
AcadianPaladin wrote: »It also begs the point as to why DLC dungeons are so unpopular. I know the reason I boycott them is because they are too hard with overly obtuse mechanics - rendering them not fun. So I don't do them. Perhaps I am not a minority? Ya think?
spartaxoxo wrote: »spartaxoxo wrote: »Those rewards are for helping with people with a dungeon they need and you are available to do, rather than just for doing a dungeon you feel like doing. People pay real money for those dungeons and their need to be able to do them outweights your desire to get easy rewards.
Yeah sure, think anyone would be happy to concede that point.
But the reality is 9 times out of 10 half the group leaves and you have to wait for the timer to refresh before queueing again and hoping for a non-DLC so the group will stick around.
9 times out of 10 I am able to finish the dungeon even if 1 or 2 people leave, because a lot of people don't want to eat the timer.
spartaxoxo wrote: »spartaxoxo wrote: »Those rewards are for helping with people with a dungeon they need and you are available to do, rather than just for doing a dungeon you feel like doing. People pay real money for those dungeons and their need to be able to do them outweights your desire to get easy rewards.
Yeah sure, think anyone would be happy to concede that point.
But the reality is 9 times out of 10 half the group leaves and you have to wait for the timer to refresh before queueing again and hoping for a non-DLC so the group will stick around.
9 times out of 10 I am able to finish the dungeon even if 1 or 2 people leave, because a lot of people don't want to eat the timer.
Not everyone is as proficient with the game as you. Personally, I'll always at least try and clear until the timer is up.
Like you said in your first post, everyone needs to be able to do this content. Not just those that are capable of 2-manning 4-man content.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Those rewards are for helping with people with a dungeon they need and you are available to do, rather than just for doing a dungeon you feel like doing. People pay real money for those dungeons and their need to be able to do them outweights your desire to get easy rewards.
Yeah sure, think anyone would be happy to concede that point.
But the reality is 9 times out of 10 half the group leaves and you have to wait for the timer to refresh before queueing again and hoping for a non-DLC so the group will stick around.
9 times out of 10 I am able to finish the dungeon even if 1 or 2 people leave, because a lot of people don't want to eat the timer.
Not everyone is as proficient with the game as you. Personally, I'll always at least try and clear until the timer is up.
Like you said in your first post, everyone needs to be able to do this content. Not just those that are capable of 2-manning 4-man content.
No. But doing this would pull a lot of people like me out of the queue so they could just dust Fungal Grotto or whatever in half the time or less than a dlc dungeon takes. Because no matter how good I am, those dungeons will always take me longer than the short dungeons due to increased mobs, less shortcuts, and more mechanics.
Right now there's a lot of dlc dungeons getting done because of people like me having to queue it. I know most of the time I wouldn't be helping with dlc dungeons anymore if I had a choice, because I go in there for the rewards not for the love of helping.
AcadianPaladin wrote: »It also begs the point as to why DLC dungeons are so unpopular. I know the reason I boycott them is because they are too hard with overly obtuse mechanics - rendering them not fun. So I don't do them. Perhaps I am not a minority? Ya think?
AcadianPaladin wrote: »It also begs the point as to why DLC dungeons are so unpopular. I know the reason I boycott them is because they are too hard with overly obtuse mechanics - rendering them not fun. So I don't do them. Perhaps I am not a minority? Ya think?
They are so unpopular for a few reasons:
- Too long. Even on normal, more than a few of these take a while to do. When you compare to something like FG1, which takes like 5-10 minutes max (even when doing all bosses), a potential 30-40 minute dungeon on normal is not appealing. Sure, with a great group, these can be done quickly, but the coin flip of a good group and an awful group is just not appealing.
- Difficulty and mechanics. On normal, with a bad group, the mechanics for some of these can be unforgiving. Good groups are going to have little issues, but since the finder is random, the chance of getting a group that is awful is high, and when some of the DLC dungeons require following specific mechanics even on normal this very often leads to wipes. Or, for more experienced players, it leads to the having to slog through a dungeon carrying the rest of the team. No one wants to carry a team through a dungeon.
I might actually do the random normals, if I could choose non-DLC. I just do not enjoy DLC dungeons at all, so I just avoid all dungeons completely at this point, except if one of my friends or I need something specific, then we just do that dungeon without queuing.
the1andonlyskwex wrote: »ZOS really dropped the ball when it comes to DLC dungeon length and difficulty. Imagine having a job where you don't know whether you'll be working a 6 hour shift of just standing around or a 12 hour shift of backbreaking physical labor until you show up for the day.
the1andonlyskwex wrote: »ZOS really dropped the ball when it comes to DLC dungeon length and difficulty. Imagine having a job where you don't know whether you'll be working a 6 hour shift of just standing around or a 12 hour shift of backbreaking physical labor until you show up for the day.
I disagree. I think they were responding to requests for more interesting (aka challenging) dungeon content. They were not responding to requests for short and easy dungeons. Thus, the DLC dungeons are longer and have more interesting content.
the1andonlyskwex wrote: »ZOS really dropped the ball when it comes to DLC dungeon length and difficulty. Imagine having a job where you don't know whether you'll be working a 6 hour shift of just standing around or a 12 hour shift of backbreaking physical labor until you show up for the day.
I disagree. I think they were responding to requests for more interesting (aka challenging) dungeon content. They were not responding to requests for short and easy dungeons. Thus, the DLC dungeons are longer and have more interesting content.
the1andonlyskwex wrote: »ZOS really dropped the ball when it comes to DLC dungeon length and difficulty. Imagine having a job where you don't know whether you'll be working a 6 hour shift of just standing around or a 12 hour shift of backbreaking physical labor until you show up for the day.
I disagree. I think they were responding to requests for more interesting (aka challenging) dungeon content. They were not responding to requests for short and easy dungeons. Thus, the DLC dungeons are longer and have more interesting content.
tomofhyrule wrote: »Ooh, good idea. Maybe they could also do that with Battlegrounds, so anyone who wants to do deathmatch wouldn't have to bother with the objective modes! We can have a simple 'random' and 'deathmatch only' option, and that way the DM players get only DM games, and then other people can get objective matches whenever they want!
... oh wait.
That's one of the biggest problems here - if 'non-DLC' was an option, the people who PUG to get their 10 transmutes would obviously prefer getting FGI to Fang Lair. That means that anyone who wants to just grind BDV to get their Kinras gear would then be waiting in queues for hours since nobody would be willing to PUG a DLC, especially if it's not the pledge.
Yes, DLC dungeons are much harder and require a lot more coordination, while something like FGI requires almost no thought at all. And yes, getting a DLC means there's less of a chance you'd actually complete it. But this is preciseley what they did with the BG queues - first removing all of the 'unfavorite' modes, and now bringing them back, but in such a way that they rarely if ever pop randomly. If there was a 'non-DLC' option in the Dungeon Finder, this would definitely go exactly the same way.
Perhaps if they wanted to add that as a toggle, they'd also have to change the rewards based on the effort. As in, if you queue for a non-DLC random, you get 1-3 transmutes and 5-10k XP max. If you want more, you need to go for DLC. I've always wondered why random normal and random vet give the same reward in the first place...
Also, if people are waiting in a queue for hours because no one wants to PUG the dungeon, maybe, just maybe, that is a clear indicator that the DEVs are wasting their time on DLC dungeons. NO ONE WANTS TO DO THEM. If people wanted to do them, we wouldn't even be having this discussion. So leave them to people to find their own groups to complete, or opt into for a PUG. Not default.
If DLC dungeons were base game and available to all players whether they paid for a subscription of ESO plus or for the dungeons themselves it would be one thing. But since the player base is already opted out of these dungeons by default by not paying more money for the game, any arguments for leaving them in the random queue or irrelevant. Paying more money for a game should not provide a worse experience for a player, and right now, including the DLC dungeons in the random queue provides a worse experience for the player base.
spartaxoxo wrote: »Also, if people are waiting in a queue for hours because no one wants to PUG the dungeon, maybe, just maybe, that is a clear indicator that the DEVs are wasting their time on DLC dungeons. NO ONE WANTS TO DO THEM. If people wanted to do them, we wouldn't even be having this discussion. So leave them to people to find their own groups to complete, or opt into for a PUG. Not default.
If DLC dungeons were base game and available to all players whether they paid for a subscription of ESO plus or for the dungeons themselves it would be one thing. But since the player base is already opted out of these dungeons by default by not paying more money for the game, any arguments for leaving them in the random queue or irrelevant. Paying more money for a game should not provide a worse experience for a player, and right now, including the DLC dungeons in the random queue provides a worse experience for the player base.
The Activity Finder is for getting people into groups that can't or don't want to make a dedicated group, it is not for handing out transmute crystals. The person queueing for a specific dungeon that they need is the one that the activity finder is built for and they have first priority. The transmute crystals are a bonus designed to entice you play with and help them out. It would be more prudent to remove rewards entirely than to push people who need help out of the queue.
Paying does NOT give you a better or worse experience. Whether or not you want to be able to PUG dungeons is purely subjective. There are plenty of people paying specifically so they can do those dungeons in the queue too. And their experience would be made worse by a separate queue because they'd take a lot longer to find a group. The system isn't designed to punish people who paid for content they don't want to actually do, it's designed for making sure people who paid for content can actually do that content. It's just a negative side effect that some people have a worse experience because they are paying for content they don't want.
TL;DR
ZOS is prioritizing making sure content that is paid for is fully functional, over catering to the tastes of people who paid for content they don't actually want to use.
the1andonlyskwex wrote: »AcadianPaladin wrote: »It also begs the point as to why DLC dungeons are so unpopular. I know the reason I boycott them is because they are too hard with overly obtuse mechanics - rendering them not fun. So I don't do them. Perhaps I am not a minority? Ya think?
They are so unpopular for a few reasons:
- Too long. Even on normal, more than a few of these take a while to do. When you compare to something like FG1, which takes like 5-10 minutes max (even when doing all bosses), a potential 30-40 minute dungeon on normal is not appealing. Sure, with a great group, these can be done quickly, but the coin flip of a good group and an awful group is just not appealing.
- Difficulty and mechanics. On normal, with a bad group, the mechanics for some of these can be unforgiving. Good groups are going to have little issues, but since the finder is random, the chance of getting a group that is awful is high, and when some of the DLC dungeons require following specific mechanics even on normal this very often leads to wipes. Or, for more experienced players, it leads to the having to slog through a dungeon carrying the rest of the team. No one wants to carry a team through a dungeon.
ZOS really dropped the ball when it comes to DLC dungeon length and difficulty. Imagine having a job where you don't know whether you'll be working a 6 hour shift of just standing around or a 12 hour shift of backbreaking physical labor until you show up for the day.
the1andonlyskwex wrote: »AcadianPaladin wrote: »It also begs the point as to why DLC dungeons are so unpopular. I know the reason I boycott them is because they are too hard with overly obtuse mechanics - rendering them not fun. So I don't do them. Perhaps I am not a minority? Ya think?
They are so unpopular for a few reasons:
- Too long. Even on normal, more than a few of these take a while to do. When you compare to something like FG1, which takes like 5-10 minutes max (even when doing all bosses), a potential 30-40 minute dungeon on normal is not appealing. Sure, with a great group, these can be done quickly, but the coin flip of a good group and an awful group is just not appealing.
- Difficulty and mechanics. On normal, with a bad group, the mechanics for some of these can be unforgiving. Good groups are going to have little issues, but since the finder is random, the chance of getting a group that is awful is high, and when some of the DLC dungeons require following specific mechanics even on normal this very often leads to wipes. Or, for more experienced players, it leads to the having to slog through a dungeon carrying the rest of the team. No one wants to carry a team through a dungeon.
ZOS really dropped the ball when it comes to DLC dungeon length and difficulty. Imagine having a job where you don't know whether you'll be working a 6 hour shift of just standing around or a 12 hour shift of backbreaking physical labor until you show up for the day.
That is to me the wrong attitude. The game is fun. Imagine wanting less fun.
If most people don't even want to do those more difficult dungeon at random, then yes, it is a worse experience for players who are paying for content. It isn't a side effect, it is the majority of the experience. If more players actually wanted to do the DLC dungeons, this wouldn't be an issues, but DLC dungeons are already outnumbering base dungeons.
[*] Remove option to disband a group
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