spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »What if they did
Maj's Random - 1 transmute crystal guaranteed per day. Only selects the dungeons she gives.
Gilron's Random - 1 transmute crystal guaranteed per day. Only selects the dungeons he gives.
Urgalag's Random - 5 transmute crystals guaranteed per day. Only selects the dungeons she gives.
And then Ultimate Undaunted Random, gives all of the current rewards and 15 transmute crystals. The Vet mode gives 20. You are queued for all available dungeons.
This way joining the DLC is by far still the best way to get the crystals but people who'd rather ditch than do them can still get a little something.
Dropping ESO+ would be still the most effective way.
If I were doing random dungeons I would never ever sub to ESO+.
The point of the suggestion isn't to get people who have all the DLC out of the queue, it's to still incentivize them to stay inside the queue. Because they are needed in the queue, and providing a working product is more important than suiting the tastes of someone buying something they don't like. The point of the change is just to a give tiny reward to people who would rather drop out of the queue than do a DLC, this way they have an option to still farm random normals for transmutes. But they are incentivized to actually use that DLC content so that it works for everyone else who are also paying customers.
Because they can already choose to forgo the rewards and queue for a random base game dungeon by just selecting the ones they don't want to do. So clearly this is about the rewards.
The point is with you suggestion the best rewards are for those who don't have DLC dungeons and use the Ultimate Undaunted Random. That means to get the best rewards a player should drop the sub to have max reward numbers without the pain of DLC.
I understood your point, I am saying that is by design.
Then it solves nothing compared to current situation.
As for P2W, I am not sure that it is worse than pay to lose, especially when P2W is the essence of a number of activities in ESO (fashion, housing, to name the most prominent). So what if one (and just one) another activity embrace P2W?
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: »spartaxoxo wrote: »spartaxoxo wrote: »What if they did
Maj's Random - 1 transmute crystal guaranteed per day. Only selects the dungeons she gives.
Gilron's Random - 1 transmute crystal guaranteed per day. Only selects the dungeons he gives.
Urgalag's Random - 5 transmute crystals guaranteed per day. Only selects the dungeons she gives.
And then Ultimate Undaunted Random, gives all of the current rewards and 15 transmute crystals. The Vet mode gives 20. You are queued for all available dungeons.
This way joining the DLC is by far still the best way to get the crystals but people who'd rather ditch than do them can still get a little something.
Dropping ESO+ would be still the most effective way.
If I were doing random dungeons I would never ever sub to ESO+.
The point of the suggestion isn't to get people who have all the DLC out of the queue, it's to still incentivize them to stay inside the queue. Because they are needed in the queue, and providing a working product is more important than suiting the tastes of someone buying something they don't like. The point of the change is just to a give tiny reward to people who would rather drop out of the queue than do a DLC, this way they have an option to still farm random normals for transmutes. But they are incentivized to actually use that DLC content so that it works for everyone else who are also paying customers.
Because they can already choose to forgo the rewards and queue for a random base game dungeon by just selecting the ones they don't want to do. So clearly this is about the rewards.
The point is with you suggestion the best rewards are for those who don't have DLC dungeons and use the Ultimate Undaunted Random. That means to get the best rewards a player should drop the sub to have max reward numbers without the pain of DLC.
I understood your point, I am saying that is by design.
Then it solves nothing compared to current situation.
As for P2W, I am not sure that it is worse than pay to lose, especially when P2W is the essence of a number of activities in ESO (fashion, housing, to name the most prominent). So what if one (and just one) another activity embrace P2W?
It does...
It solves getting nothing from randoms, it is easier to target farm stickerbook
It is NOT pay to lose. You aren't losing because you qualified for a DLC you paid to qualify to do. What would actually be pay to lose is buying a DLC that does not work.
Random Dungeon finder is for filling groups. You filled the group. The end. I think they'd be better off removing rewards entirely than allowing people to break the functionality of the system at no cost to themselves, quite frankly.
You are already being compensated for your time. It is literally payment for doing what you don't want to do, so "I don't want to" is not a valid reason to redefine it because you want to use the system for something it is not intended to be used for. The royal you, not you in particular.
- Random should be random - no pre-made groups!
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »What if they did
Maj's Random - 1 transmute crystal guaranteed per day. Only selects the dungeons she gives.
Gilron's Random - 1 transmute crystal guaranteed per day. Only selects the dungeons he gives.
Urgalag's Random - 5 transmute crystals guaranteed per day. Only selects the dungeons she gives.
And then Ultimate Undaunted Random, gives all of the current rewards and 15 transmute crystals. The Vet mode gives 20. You are queued for all available dungeons.
This way joining the DLC is by far still the best way to get the crystals but people who'd rather ditch than do them can still get a little something.
Dropping ESO+ would be still the most effective way.
If I were doing random dungeons I would never ever sub to ESO+.
The point of the suggestion isn't to get people who have all the DLC out of the queue, it's to still incentivize them to stay inside the queue. Because they are needed in the queue, and providing a working product is more important than suiting the tastes of someone buying something they don't like. The point of the change is just to a give tiny reward to people who would rather drop out of the queue than do a DLC, this way they have an option to still farm random normals for transmutes. But they are incentivized to actually use that DLC content so that it works for everyone else who are also paying customers.
Because they can already choose to forgo the rewards and queue for a random base game dungeon by just selecting the ones they don't want to do. So clearly this is about the rewards.
The point is with you suggestion the best rewards are for those who don't have DLC dungeons and use the Ultimate Undaunted Random. That means to get the best rewards a player should drop the sub to have max reward numbers without the pain of DLC.
I understood your point, I am saying that is by design.
Then it solves nothing compared to current situation.
As for P2W, I am not sure that it is worse than pay to lose, especially when P2W is the essence of a number of activities in ESO (fashion, housing, to name the most prominent). So what if one (and just one) another activity embrace P2W?
It does...
It solves getting nothing from randoms, it is easier to target farm stickerbook
It is NOT pay to lose. You aren't losing because you qualified for a DLC you paid to qualify to do. What would actually be pay to lose is buying a DLC that does not work.
Random Dungeon finder is for filling groups. You filled the group. The end. I think they'd be better off removing rewards entirely than allowing people to break the functionality of the system at no cost to themselves, quite frankly.
You are already being compensated for your time. It is literally payment for doing what you don't want to do, so "I don't want to" is not a valid reason to redefine it because you want to use the system for something it is not intended to be used for. The royal you, not you in particular.
It is pay to lose. You were getting one cookie for moving a pen from one table to another before paying, you are getting the same one cookie for moving a bookshelf from one room to another after paying (>50% chance instead of moving a pen).
Also, it is not only "I don't want to", it is also a "I can't" possibility. Are you ready to insist that it is impossible for a person to be able to do base random dungeon and unable to do DLC random dungeon due to reflexes, latency, framerate or any other reason? Yet the person is punished for paying. What is it if not pay to lose?
spartaxoxo wrote: »Is Cyrodiil pay 2 lose because I'd like to be able to in there without PVP and get stuff? Is the newest chapter Pay to Lose because something I like might get nerfed, or because I didn't want to visit the Deadlands?
spartaxoxo wrote: »Is Cyrodiil pay 2 lose because I'd like to be able to in there without PVP and get stuff? Is the newest chapter Pay to Lose because something I like might get nerfed, or because I didn't want to visit the Deadlands?
Wait, what? If PVP was added to Cyrodiil or Imperial City by ESO+ and those zones were PVE without ESO+, that would be undoubtedly pay to lose.
You are nerfed (or buffed) without paying for the chapter (that is a base game update), so I fail to see this example.
spartaxoxo wrote: »spartaxoxo wrote: »Is Cyrodiil pay 2 lose because I'd like to be able to in there without PVP and get stuff? Is the newest chapter Pay to Lose because something I like might get nerfed, or because I didn't want to visit the Deadlands?
Wait, what? If PVP was added to Cyrodiil or Imperial City by ESO+ and those zones were PVE without ESO+, that would be undoubtedly pay to lose.
You are nerfed (or buffed) without paying for the chapter (that is a base game update), so I fail to see this example.
You aren't nerfed or buffed.
The game sets the win condition as following: Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do.
You keep trying to redefine the win condition set out by the game itself, and that's why you don't see the comparison.
The win condition in Cyrodiil is kill other players and try to get the most points. I can go in there for PVE, but that is me setting my own goal. It is NOT what the system is for.
Something is not p2w (or lose) based off random desires of the playerbase. It is defined by the game system itself.
And in the case of RND, the win condition is the same for all players. Help a random stranger with a dungeon that they need and that you qualify to do, rather than what you want to do.
People setting their own goals because they are able to do so (like transmute farm) are no different than people setting their own goals in places like Cyrodiil (do some pve).
It's nice the game enables that, but it is NOT the purpose of the system.
"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
It is already managed by not paying, and that is a win-win situation both from the financial and entertainment points of view.
LeonAkando wrote: »For some arcane reason, ZOS gives you the same reward for a normal dungeon, a veteran dungeon, a dlc dungeon or a base game dungeon. If there's no incentive to do anything that takes longer, people will not do it.
spartaxoxo wrote: »spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
It is already managed by not paying, and that is a win-win situation both from the financial and entertainment points of view.
It isn't. That is only defined by a player's own tastes and personal goals, which has nothing to do with P2W or P2L.
Just as there paid players that may decide that some DLC is not to their tastes. There are also unpaid players that would like to do those DLC so they can't maybe get their Kinra's gear or Zaan helm or whatever. But because they don't own the content, they don't get to do those dungeons as part of their farming and will have to wait for however many days or nights it takes them to get access, if they are able to do so at all.
What is actually happening is ZOS is restricting access to content people don't own instead of giving it away for free when other people paid for it. I doubt ESO+ players would be okay with all those dungeons being given out for free either. As we saw with the absolute meltdown this place had when Murkmire and Fargrave were given out for free.
They just want to pay for the additional perk of choosing what they want to do in a system where they pay you for not choosing what you want to do.
I am so incredible SICK AND TIRED of rolling an end game DLC Dungeon with new players under 1000 CP that are FAKE TANKS AND HEALERS. And don't know the mechanics of a dungeon.
Just today, I was finishing up weekly endeavors, and we landed in March of Sacrifices. The Tank was a fake NB, only had around 400 CP, Dual Wielding and using Whirling Blades for everything, no taunt. CONTINUED TO DIE TO TRASH MOBS.
We got to the first boss, which is the sisters, and the team wiped over and over again. Everyone kept saying "WE CAN DO IT, IT'S ONLY NORMAL."
I was DPS, doing 80% of the group damage (CombatMetrics.)
I finally gave up and just left, which I absolutely hate doing.
We need harsher punishments for false roles if Zos wants to keep collecting money from me.
spartaxoxo wrote: »spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
It is already managed by not paying, and that is a win-win situation both from the financial and entertainment points of view.
It isn't. That is only defined by a player's own tastes and personal goals, which has nothing to do with P2W or P2L.
Just as there paid players that may decide that some DLC is not to their tastes. There are also unpaid players that would like to do those DLC so they can't maybe get their Kinra's gear or Zaan helm or whatever. But because they don't own the content, they don't get to do those dungeons as part of their farming and will have to wait for however many days or nights it takes them to get access, if they are able to do so at all.
What is actually happening is ZOS is restricting access to content people don't own instead of giving it away for free when other people paid for it. I doubt ESO+ players would be okay with all those dungeons being given out for free either. As we saw with the absolute meltdown this place had when Murkmire and Fargrave were given out for free.
They just want to pay for the additional perk of choosing what they want to do in a system where they pay you for not choosing what you want to do.
If a player is making his own gameplay experience worse by investing his own money, then it is pay to lose no matter what is the experience of any other player.
I can't speak for all ESO+ players obviously, but I would not notice the removing of DLC dungeons from the subscription, I haven't been in any such dungeon for a year and a half at least.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
It is already managed by not paying, and that is a win-win situation both from the financial and entertainment points of view.
It isn't. That is only defined by a player's own tastes and personal goals, which has nothing to do with P2W or P2L.
Just as there paid players that may decide that some DLC is not to their tastes. There are also unpaid players that would like to do those DLC so they can't maybe get their Kinra's gear or Zaan helm or whatever. But because they don't own the content, they don't get to do those dungeons as part of their farming and will have to wait for however many days or nights it takes them to get access, if they are able to do so at all.
What is actually happening is ZOS is restricting access to content people don't own instead of giving it away for free when other people paid for it. I doubt ESO+ players would be okay with all those dungeons being given out for free either. As we saw with the absolute meltdown this place had when Murkmire and Fargrave were given out for free.
They just want to pay for the additional perk of choosing what they want to do in a system where they pay you for not choosing what you want to do.
If a player is making his own gameplay experience worse by investing his own money, then it is pay to lose no matter what is the experience of any other player.
I can't speak for all ESO+ players obviously, but I would not notice the removing of DLC dungeons from the subscription, I haven't been in any such dungeon for a year and a half at least.
P2W and P2L are defined by player's own goals or experiences because that would be so broad as to basically make every cash purchase one of those things. Basically every additonal purchase can make a person's experience more or less enjoyable. They are defined by the win conditions the game sets out.
spartaxoxo wrote: »
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
It is already managed by not paying, and that is a win-win situation both from the financial and entertainment points of view.
It isn't. That is only defined by a player's own tastes and personal goals, which has nothing to do with P2W or P2L.
Just as there paid players that may decide that some DLC is not to their tastes. There are also unpaid players that would like to do those DLC so they can't maybe get their Kinra's gear or Zaan helm or whatever. But because they don't own the content, they don't get to do those dungeons as part of their farming and will have to wait for however many days or nights it takes them to get access, if they are able to do so at all.
What is actually happening is ZOS is restricting access to content people don't own instead of giving it away for free when other people paid for it. I doubt ESO+ players would be okay with all those dungeons being given out for free either. As we saw with the absolute meltdown this place had when Murkmire and Fargrave were given out for free.
They just want to pay for the additional perk of choosing what they want to do in a system where they pay you for not choosing what you want to do.
If a player is making his own gameplay experience worse by investing his own money, then it is pay to lose no matter what is the experience of any other player.
I can't speak for all ESO+ players obviously, but I would not notice the removing of DLC dungeons from the subscription, I haven't been in any such dungeon for a year and a half at least.
P2W and P2Lare not defined by player's own personal goals or experiences because that would be so broad as to basically make every cash purchase one of those things. Basically every additonal purchase can make a person's experience more or less enjoyable. They are defined by the win conditions the game sets out.
spartaxoxo wrote: »
spartaxoxo wrote: »
Buyers remorse is when someone makes a purchase and they dont feel good about it. That is different than making a purchase in good faith only to find out the purchase is trash/junk/broken/badly designed etc and then feel upset with the purchase.
EDIT: Most of the time, buyers remorse comes from being "sold" an item, something you were not really expecting to purchase, but did so due to some sales hype mechanic through advertising or a sales person.
Factors that affect buyer's remorse may include: resources invested, the involvement of the purchaser, whether the purchase is compatible with the purchaser's goals, feelings encountered post-purchase that include regret.
the1andonlyskwex wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »"Help a random stranger with a dungeon that they need, that you qualify to do rather than something specific you want to do."
If the only way to manage qualification is by not paying, otherwise the qualification is above the requested level, then it is pay to lose.
The qualification is explicitly NOT managed. That is the entire point of it for all players. You are specifically saying that you will NOT pick and choose. That is the agreement.
It is already managed by not paying, and that is a win-win situation both from the financial and entertainment points of view.
It isn't. That is only defined by a player's own tastes and personal goals, which has nothing to do with P2W or P2L.
Just as there paid players that may decide that some DLC is not to their tastes. There are also unpaid players that would like to do those DLC so they can't maybe get their Kinra's gear or Zaan helm or whatever. But because they don't own the content, they don't get to do those dungeons as part of their farming and will have to wait for however many days or nights it takes them to get access, if they are able to do so at all.
What is actually happening is ZOS is restricting access to content people don't own instead of giving it away for free when other people paid for it. I doubt ESO+ players would be okay with all those dungeons being given out for free either. As we saw with the absolute meltdown this place had when Murkmire and Fargrave were given out for free.
They just want to pay for the additional perk of choosing what they want to do in a system where they pay you for not choosing what you want to do.
If a player is making his own gameplay experience worse by investing his own money, then it is pay to lose no matter what is the experience of any other player.
I can't speak for all ESO+ players obviously, but I would not notice the removing of DLC dungeons from the subscription, I haven't been in any such dungeon for a year and a half at least.
P2W and P2Lare not defined by player's own personal goals or experiences because that would be so broad as to basically make every cash purchase one of those things. Basically every additonal purchase can make a person's experience more or less enjoyable. They are defined by the win conditions the game sets out.
It is extremely rare that an additional purchase will make a person's experience less enjoyable. At the very least, most games let you avoid, disable, or uninstall undesirable (paid) content. The ESO random dungeon finder is one of very few exceptions to that rule, and that's what people have a problem with.
Furthermore, the problem is exacerbated by the fact that when the undesirable content is acquired through ESO+ it can be disabled by terminating the subscription.
spartaxoxo wrote: »spartaxoxo wrote: »
Buyers remorse is when someone makes a purchase and they dont feel good about it. That is different than making a purchase in good faith only to find out the purchase is trash/junk/broken/badly designed etc and then feel upset with the purchase.
EDIT: Most of the time, buyers remorse comes from being "sold" an item, something you were not really expecting to purchase, but did so due to some sales hype mechanic through advertising or a sales person.Factors that affect buyer's remorse may include: resources invested, the involvement of the purchaser, whether the purchase is compatible with the purchaser's goals, feelings encountered post-purchase that include regret.
If you purchase something and then realize it may conflict with personal goals, it's buyer's remorse.
The product isn't faulty. It is giving you exactly what it says will, access to the dungeons.
spartaxoxo wrote: »spartaxoxo wrote: »
Buyers remorse is when someone makes a purchase and they dont feel good about it. That is different than making a purchase in good faith only to find out the purchase is trash/junk/broken/badly designed etc and then feel upset with the purchase.
EDIT: Most of the time, buyers remorse comes from being "sold" an item, something you were not really expecting to purchase, but did so due to some sales hype mechanic through advertising or a sales person.Factors that affect buyer's remorse may include: resources invested, the involvement of the purchaser, whether the purchase is compatible with the purchaser's goals, feelings encountered post-purchase that include regret.
If you purchase something and then realize it may conflict with personal goals, it's buyer's remorse.
The product isn't faulty. It is giving you exactly what it says will, access to the dungeons.
It's not about conflicting with personal goals, its about the realization that what you purchased is not as advertised, or broken.
The product is faulty, because its not mentioned anywhere that those dungeons are going to be a royal pain with fake tanks and people who are not ready for the content.
As I said previously, people make the purchase in good faith. The mindset of a good faith purchase does not lead to buyers remorse unless the product if faulty. You can't know if a product is faulty until you use it. This is why lemon laws exist.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
Buyers remorse is when someone makes a purchase and they dont feel good about it. That is different than making a purchase in good faith only to find out the purchase is trash/junk/broken/badly designed etc and then feel upset with the purchase.
EDIT: Most of the time, buyers remorse comes from being "sold" an item, something you were not really expecting to purchase, but did so due to some sales hype mechanic through advertising or a sales person.Factors that affect buyer's remorse may include: resources invested, the involvement of the purchaser, whether the purchase is compatible with the purchaser's goals, feelings encountered post-purchase that include regret.
If you purchase something and then realize it may conflict with personal goals, it's buyer's remorse.
The product isn't faulty. It is giving you exactly what it says will, access to the dungeons.
It's not about conflicting with personal goals, its about the realization that what you purchased is not as advertised, or broken.
The product is faulty, because its not mentioned anywhere that those dungeons are going to be a royal pain with fake tanks and people who are not ready for the content.
As I said previously, people make the purchase in good faith. The mindset of a good faith purchase does not lead to buyers remorse unless the product if faulty. You can't know if a product is faulty until you use it. This is why lemon laws exist.
It advertises you will help a random stranger, and that's precisely what happens. There is no reasonable expectation that zos will pull a random stranger that meets your criteria.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
Buyers remorse is when someone makes a purchase and they dont feel good about it. That is different than making a purchase in good faith only to find out the purchase is trash/junk/broken/badly designed etc and then feel upset with the purchase.
EDIT: Most of the time, buyers remorse comes from being "sold" an item, something you were not really expecting to purchase, but did so due to some sales hype mechanic through advertising or a sales person.Factors that affect buyer's remorse may include: resources invested, the involvement of the purchaser, whether the purchase is compatible with the purchaser's goals, feelings encountered post-purchase that include regret.
If you purchase something and then realize it may conflict with personal goals, it's buyer's remorse.
The product isn't faulty. It is giving you exactly what it says will, access to the dungeons.
It's not about conflicting with personal goals, its about the realization that what you purchased is not as advertised, or broken.
The product is faulty, because its not mentioned anywhere that those dungeons are going to be a royal pain with fake tanks and people who are not ready for the content.
As I said previously, people make the purchase in good faith. The mindset of a good faith purchase does not lead to buyers remorse unless the product if faulty. You can't know if a product is faulty until you use it. This is why lemon laws exist.
It advertises you will help a random stranger, and that's precisely what happens. There is no reasonable expectation that zos will pull a random stranger that meets your criteria.
No, it advertises that a group will work together to play the content, and there is a reasonable expectation that the group will be able to finish the content, in fun not headaches and frustration.
But having a random party for a random experience does not preclude being able to finish the content. World of Warcraft has a gear score check before you can enter such content. That game studio working on that project realized the problem long ago and found the solution. What people are doing here, is trying to get this game studio to understand this problem exists. Hopefully ZOS realizes the game could be better and make changes to do so.spartaxoxo wrote: »
No. It doesn't. It literally lets you know that it's a random experience.
What tool does ZOS give the player/group who gets a fake tank and rushes Fungal Grotto I before the new low level player can even read the quest? Party kick? So that group can wait another 35 minutes for a tank? That is not very confidence inspiring.spartaxoxo wrote: »ESO does it's part to ensure you have a good experience by giving you the tools you need to deal with problem players and to ensure you can find a group.
You keep asserting that this is "my" personal criteria when its not. Its a reasonable expectation for anyone queuing that their party members will be able to perform their roles. Again, as I said a couple paragraphs up, other game companies have realized this is a problem and made changes to solve that issue.spartaxoxo wrote: »It allows you make your own group with people you can place expectations on.
Or join a group of random strangers, who you can't reasonably expect to meet your personal criteria.
and wait another 35 to 45 minutes in queue. By then most groups dissolve and you are back to square one. Sometimes, because of a fake tank and a dissolved group you are punished by not being able to queue again for 15 minutes.spartaxoxo wrote: »They do however give you the tools to manage your own experience with these people, you can remove them from group or leave and try your hand at a new group.
This has nothing to do with how "I" want to play, this has everything to do with set expectations that are not being met due to bad design.spartaxoxo wrote: »It is unreasonable to expect ZOS to force everyone to play the way you want them to play. It is reasonable to expect them to give you the tools you need to find a group that can meet your goals, and they do.
Players actions in game are directly tied to the design of the game. The design of the game allows for the abuse that happens right now, that ruins a lot of gameplay for many folks.spartaxoxo wrote: »They incentivize strangers to play the dungeon with you (RND daily), they give you the ability to form your own group, and they give you the tools to manage any problems that may arise. That's all that can be reasonably expected from them.