newtinmpls wrote: »As an ESO subscriber, it does annoy me that I'm actively incentivised to drop the sub if I want to run a non-DLC dungeon on group finder.
Makes me want to encourage people who DON'T sub to hang out at the Undaunted areas and offer to join a random AND MENTION the "no sub" thing since it would preclude them getting dumped into a DLC
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »WHY aren't DLC dungeons the same difficulty as the base game dungeons? I'd like to know the reason why they are more difficult, because this is the issue.
Because people wanted more challenging content. Dungeons are for people seeking a challenge.
Dungeons supposedly have 2 difficulty modes, normal and veteran, with veteran being the more challenging. Only in this case there are 2 different levels of normal, base game and DLC. I just feel that all normal dungeons should have comparable difficulty.
They have moved more towards normal being training for the vet mode. And normal dlc dungeons post Summerset are generally comparable in difficulty. I think if they were to tweak old dungeons they'd more likely move old dungeons up in difficulty rather than dlc down in difficulty, as I think this where they want players doing challenging content together mostly.
Normal dungeons are for those who enjoy a normal level of difficulty, not a training ground for a difficulty many may never choose to utilize. I just want to enjoy normal dungeons like those who want more difficulty enjoy veteran dungeons. This way there is a dungeon mode for both playstyles.
They actually did change that though. They responded to feedback that normal dungeons don't train people adequately for vet and newer dlc dungeons are closer to their vet counterparts as a result to older ones. This is the reason the newest dlc dungeons on normal are harder than the older ones. And dlc going forward will likely be the same as the current ones.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »WHY aren't DLC dungeons the same difficulty as the base game dungeons? I'd like to know the reason why they are more difficult, because this is the issue.
Because people wanted more challenging content. Dungeons are for people seeking a challenge.
Dungeons supposedly have 2 difficulty modes, normal and veteran, with veteran being the more challenging. Only in this case there are 2 different levels of normal, base game and DLC. I just feel that all normal dungeons should have comparable difficulty.
They have moved more towards normal being training for the vet mode. And normal dlc dungeons post Summerset are generally comparable in difficulty. I think if they were to tweak old dungeons they'd more likely move old dungeons up in difficulty rather than dlc down in difficulty, as I think this where they want players doing challenging content together mostly.
Normal dungeons are for those who enjoy a normal level of difficulty, not a training ground for a difficulty many may never choose to utilize. I just want to enjoy normal dungeons like those who want more difficulty enjoy veteran dungeons. This way there is a dungeon mode for both playstyles.
They actually did change that though. They responded to feedback that normal dungeons don't train people adequately for vet and newer dlc dungeons are closer to their vet counterparts as a result to older ones. This is the reason the newest dlc dungeons on normal are harder than the older ones. And dlc going forward will likely be the same as the current ones.
This "solution" excludes players who enjoy normal difficulty dungeons. Why should that be taken away from them to "train" other players for veteran content? Besides, the only real way to train for challenging content is to actually do the challenging content they want to learn.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »WHY aren't DLC dungeons the same difficulty as the base game dungeons? I'd like to know the reason why they are more difficult, because this is the issue.
Because people wanted more challenging content. Dungeons are for people seeking a challenge.
Dungeons supposedly have 2 difficulty modes, normal and veteran, with veteran being the more challenging. Only in this case there are 2 different levels of normal, base game and DLC. I just feel that all normal dungeons should have comparable difficulty.
They have moved more towards normal being training for the vet mode. And normal dlc dungeons post Summerset are generally comparable in difficulty. I think if they were to tweak old dungeons they'd more likely move old dungeons up in difficulty rather than dlc down in difficulty, as I think this where they want players doing challenging content together mostly.
Normal dungeons are for those who enjoy a normal level of difficulty, not a training ground for a difficulty many may never choose to utilize. I just want to enjoy normal dungeons like those who want more difficulty enjoy veteran dungeons. This way there is a dungeon mode for both playstyles.
They actually did change that though. They responded to feedback that normal dungeons don't train people adequately for vet and newer dlc dungeons are closer to their vet counterparts as a result to older ones. This is the reason the newest dlc dungeons on normal are harder than the older ones. And dlc going forward will likely be the same as the current ones.
This "solution" excludes players who enjoy normal difficulty dungeons. Why should that be taken away from them to "train" other players for veteran content? Besides, the only real way to train for challenging content is to actually do the challenging content they want to learn.
Because a lot of people doing vet dungeons need that inbetween step to learn how to play the game. Overland doesn't do a great job of teaching people how to do vet dlc dungeons. But going from Overland > normal dlc dungeons > vet dlc dungeons is a pretty decent learning curve. Also some people just find vet too hard but normal too easy, and want that inbetween content. And this content is right up their alley.
Idk how they could make it more enticing for people who prefer easier content. Maybe add in some kind of buff you can take but only available in normal. People trying to learn won't take it but people just trying to plow through RND could. IDK. There's gotta be a better way than just tossing people into vet because the quality of vet teammates has definitely improved from days past. I think part of it was the transmute award pulled a lot of people out of vet that shouldn't be there and the other part is that normal actually does a better job of preparing you for vet than it used to, at least mechanics wise.
I just today completed hard mode on the regular bosses in a vet Black Drake Villa pug.
the1andonlyskwex wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »WHY aren't DLC dungeons the same difficulty as the base game dungeons? I'd like to know the reason why they are more difficult, because this is the issue.
Because people wanted more challenging content. Dungeons are for people seeking a challenge.
Dungeons supposedly have 2 difficulty modes, normal and veteran, with veteran being the more challenging. Only in this case there are 2 different levels of normal, base game and DLC. I just feel that all normal dungeons should have comparable difficulty.
They have moved more towards normal being training for the vet mode. And normal dlc dungeons post Summerset are generally comparable in difficulty. I think if they were to tweak old dungeons they'd more likely move old dungeons up in difficulty rather than dlc down in difficulty, as I think this where they want players doing challenging content together mostly.
Normal dungeons are for those who enjoy a normal level of difficulty, not a training ground for a difficulty many may never choose to utilize. I just want to enjoy normal dungeons like those who want more difficulty enjoy veteran dungeons. This way there is a dungeon mode for both playstyles.
They actually did change that though. They responded to feedback that normal dungeons don't train people adequately for vet and newer dlc dungeons are closer to their vet counterparts as a result to older ones. This is the reason the newest dlc dungeons on normal are harder than the older ones. And dlc going forward will likely be the same as the current ones.
This "solution" excludes players who enjoy normal difficulty dungeons. Why should that be taken away from them to "train" other players for veteran content? Besides, the only real way to train for challenging content is to actually do the challenging content they want to learn.
Because a lot of people doing vet dungeons need that inbetween step to learn how to play the game. Overland doesn't do a great job of teaching people how to do vet dlc dungeons. But going from Overland > normal dlc dungeons > vet dlc dungeons is a pretty decent learning curve. Also some people just find vet too hard but normal too easy, and want that inbetween content. And this content is right up their alley.
Idk how they could make it more enticing for people who prefer easier content. Maybe add in some kind of buff you can take but only available in normal. People trying to learn won't take it but people just trying to plow through RND could. IDK. There's gotta be a better way than just tossing people into vet because the quality of vet teammates has definitely improved from days past. I think part of it was the transmute award pulled a lot of people out of vet that shouldn't be there and the other part is that normal actually does a better job of preparing you for vet than it used to, at least mechanics wise.
I just today completed hard mode on the regular bosses in a vet Black Drake Villa pug.
The solution is to put content that serves different purposes in different queues. If DLC dungeons are separated from base game dungeons, then people who want to learn DLC-style mechanics can queue for normal DLC dungeons.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »WHY aren't DLC dungeons the same difficulty as the base game dungeons? I'd like to know the reason why they are more difficult, because this is the issue.
Because people wanted more challenging content. Dungeons are for people seeking a challenge.
Dungeons supposedly have 2 difficulty modes, normal and veteran, with veteran being the more challenging. Only in this case there are 2 different levels of normal, base game and DLC. I just feel that all normal dungeons should have comparable difficulty.
They have moved more towards normal being training for the vet mode. And normal dlc dungeons post Summerset are generally comparable in difficulty. I think if they were to tweak old dungeons they'd more likely move old dungeons up in difficulty rather than dlc down in difficulty, as I think this where they want players doing challenging content together mostly.
Normal dungeons are for those who enjoy a normal level of difficulty, not a training ground for a difficulty many may never choose to utilize. I just want to enjoy normal dungeons like those who want more difficulty enjoy veteran dungeons. This way there is a dungeon mode for both playstyles.
They actually did change that though. They responded to feedback that normal dungeons don't train people adequately for vet and newer dlc dungeons are closer to their vet counterparts as a result to older ones. This is the reason the newest dlc dungeons on normal are harder than the older ones. And dlc going forward will likely be the same as the current ones.
This "solution" excludes players who enjoy normal difficulty dungeons. Why should that be taken away from them to "train" other players for veteran content? Besides, the only real way to train for challenging content is to actually do the challenging content they want to learn.
Because a lot of people doing vet dungeons need that inbetween step to learn how to play the game. Overland doesn't do a great job of teaching people how to do vet dlc dungeons. But going from Overland > normal dlc dungeons > vet dlc dungeons is a pretty decent learning curve. Also some people just find vet too hard but normal too easy, and want that inbetween content. And this content is right up their alley.
Idk how they could make it more enticing for people who prefer easier content. Maybe add in some kind of buff you can take but only available in normal. People trying to learn won't take it but people just trying to plow through RND could. IDK. There's gotta be a better way than just tossing people into vet because the quality of vet teammates has definitely improved from days past. I think part of it was the transmute award pulled a lot of people out of vet that shouldn't be there and the other part is that normal actually does a better job of preparing you for vet than it used to, at least mechanics wise.
I just today completed hard mode on the regular bosses in a vet Black Drake Villa pug.
Parasaurolophus wrote: »You just ask for the "random grotto1" button. No!
The normal DLC is no more difficult than the vanilla normal dungeon.
SilverBride wrote: »Parasaurolophus wrote: »You just ask for the "random grotto1" button. No!
The normal DLC is no more difficult than the vanilla normal dungeon.
Yes, it is. And takes a lot longer to complete.
Franchise408 wrote: »If there is a non-DLC queue, then it should have no rewards attached to it.
spartaxoxo wrote: »newtinmpls wrote: »As an ESO subscriber, it does annoy me that I'm actively incentivised to drop the sub if I want to run a non-DLC dungeon on group finder.
Makes me want to encourage people who DON'T sub to hang out at the Undaunted areas and offer to join a random AND MENTION the "no sub" thing since it would preclude them getting dumped into a DLC
Another option people can take is just have a mule slot who's sole purpose is to queue random dungeons. When it hits level 44 just delete it and make a new one.
spartaxoxo wrote: »Of course Zenimax would need to make sure that reward for including the DLC dungeons since they need to make sure players will have a chance to get such a group if they are queueing for a DLC. After all, the reason for the random reward is to ensure a reasonably active queue for all dungeons.
One thing they could do is delete the random reward if you only do a subset of your available dungeons. If you queue random (all) you get the reward, same as now. If you queue for Maj's queue or whatever, you get nothing.
Some people might still queue for the stickerbook or for fun. But they wouldn't get rewards for being willing to help anyone who needs it, because they aren't willing to help anyone.
SilverBride wrote: »Franchise408 wrote: »If there is a non-DLC queue, then it should have no rewards attached to it.
Why?
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »WHY aren't DLC dungeons the same difficulty as the base game dungeons? I'd like to know the reason why they are more difficult, because this is the issue.
Because people wanted more challenging content. Dungeons are for people seeking a challenge.
Dungeons supposedly have 2 difficulty modes, normal and veteran, with veteran being the more challenging. Only in this case there are 2 different levels of normal, base game and DLC. I just feel that all normal dungeons should have comparable difficulty.
They have moved more towards normal being training for the vet mode. And normal dlc dungeons post Summerset are generally comparable in difficulty. I think if they were to tweak old dungeons they'd more likely move old dungeons up in difficulty rather than dlc down in difficulty, as I think this where they want players doing challenging content together mostly.
Normal dungeons are for those who enjoy a normal level of difficulty, not a training ground for a difficulty many may never choose to utilize. I just want to enjoy normal dungeons like those who want more difficulty enjoy veteran dungeons. This way there is a dungeon mode for both playstyles.
They actually did change that though. They responded to feedback that normal dungeons don't train people adequately for vet and newer dlc dungeons are closer to their vet counterparts as a result to older ones. This is the reason the newest dlc dungeons on normal are harder than the older ones. And dlc going forward will likely be the same as the current ones.
This "solution" excludes players who enjoy normal difficulty dungeons. Why should that be taken away from them to "train" other players for veteran content? Besides, the only real way to train for challenging content is to actually do the challenging content they want to learn.
Because a lot of people doing vet dungeons need that inbetween step to learn how to play the game. Overland doesn't do a great job of teaching people how to do vet dlc dungeons. But going from Overland > normal dlc dungeons > vet dlc dungeons is a pretty decent learning curve. Also some people just find vet too hard but normal too easy, and want that inbetween content. And this content is right up their alley.
Idk how they could make it more enticing for people who prefer easier content. Maybe add in some kind of buff you can take but only available in normal. People trying to learn won't take it but people just trying to plow through RND could. IDK. There's gotta be a better way than just tossing people into vet because the quality of vet teammates has definitely improved from days past. I think part of it was the transmute award pulled a lot of people out of vet that shouldn't be there and the other part is that normal actually does a better job of preparing you for vet than it used to, at least mechanics wise.
I just today completed hard mode on the regular bosses in a vet Black Drake Villa pug.
It sounds to me like there should be a level between normal and veteran, which is what the current normal DLC is, so half the work is already done. It would be great if they at least added a shorter version of these so players would find them more manageable.
It is already like this. We can select as many or little of the dungeons we want when we queue. We only get the rewards if we do a random of the full set.
SilverBride wrote: »Franchise408 wrote: »If there is a non-DLC queue, then it should have no rewards attached to it.
Why?
I wouldn't say "no rewards", but it should default to the blue rewards instead of the purple, since the people excluding DLCs are admittedly not willing to do the work.
SilverBride wrote: »SilverBride wrote: »Franchise408 wrote: »If there is a non-DLC queue, then it should have no rewards attached to it.
Why?
I wouldn't say "no rewards", but it should default to the blue rewards instead of the purple, since the people excluding DLCs are admittedly not willing to do the work.
It's not a matter of not being "willing to do the work". It's a matter of not wanting, or being able to, spend so much time in one dungeon, and wanting to enjoy the experience.
spartaxoxo wrote: »I'm not really appreciating the difference between "I'm unwilling to do it" and "I don't want to do it," in this example. Would you mind elaborating for me please?
newtinmpls wrote: »spartaxoxo wrote: »I'm not really appreciating the difference between "I'm unwilling to do it" and "I don't want to do it," in this example. Would you mind elaborating for me please?
Sounds to me like it just means "it is inconvenient for me" [snip]
Of course I could be way off here.
spartaxoxo wrote: »SilverBride wrote: »It's not a matter of not being "willing to do the work". It's a matter of not wanting, or being able to, spend so much time in one dungeon, and wanting to enjoy the experience.
I'm not really appreciating the difference between "I'm unwilling to do it" and "I don't want to do it," in this example. Would you mind elaborating for me please?
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »It's not a matter of not being "willing to do the work". It's a matter of not wanting, or being able to, spend so much time in one dungeon, and wanting to enjoy the experience.
I'm not really appreciating the difference between "I'm unwilling to do it" and "I don't want to do it," in this example. Would you mind elaborating for me please?
It's not a matter of not being willing to do the work, i.e. fight harder bosses, as much as not wanting to have to focus on one activity for that long without a break.
spartaxoxo wrote: »I don't think they mean anything about morally superior. I also think "doesn't have enough time" is a separate point from the other one. Which is a fair point as those dungeons are pretty lengthy and dungeon finder is used for farming.
The whole concept of normal vs veteran is outdated. While ZOS managed to standardize so many aspects of the game, they failed to do so with dungeons. There should be more difficulty levels and the scale should be something like:
normal (type 1) < normal (type 2) < normal DLC & veteran (type 1) < veteran (type 2) < veteran DLC
With standardized difficulty all dungeons could be available on all levels - even a DLC could be brought down to FG1 level and the other way round. This could be extended with a 'veteran HM' option where all dungeons are brought to a similar HM experience as DLCs. And yes, it would be great if we could explicitly queue for HM and not rely on others' grace regarding it.
Other points:
- People should get to random normal 1's by default and to higher levels only once they completed the previous level
- Level and CP restrictions should be removed from all dungeons (replaced by previous quality gate)
- Random should be random - no pre-made groups!
- There should be an incentive to run the harder levels
- Disable quests on higher levels
- Replacements during mid-run should be able to complete pledges
- All (non-secret) bosses should be killed :P
- No leaders, all members should be able to find replacements
- Remove option to disband a group
newtinmpls wrote: »spartaxoxo wrote: »I don't think they mean anything about morally superior. I also think "doesn't have enough time" is a separate point from the other one. Which is a fair point as those dungeons are pretty lengthy and dungeon finder is used for farming.
I do use the random daily as a form of farming for transmutes....I'm curious if there is another type of "farming" that could be meant here.