All DLC dungeons have been nerfed a lottttttt ... and CP are so much powerful than before , nothing hard beside the HM ...
Some of you may don't know the real difficulty when the DLC dungeons just released
e.g.
MHK final boss , chained dog , they lost control when you passed the combat timer , 1 dog jump on you and it one shot non tank , no 1 shot now
MHK werewolf bleeding effect , was really strong before , I barely can tank 3 WW , what now ... I can tank 6 easily ...
LOM Azureblight Cancroid , Stranglers start pop from 2nd cycle , it's dps check in the past , you cannot finish this boss with low dps , b/c you will get over 8 stranglers then you all wipe , what now ? rare to see over 4 , healer is not required in fact
No reason you leave if you get into DLC dungeons tbh
1. OP already noted the problem with the first suggestion, it would take too much labor and time to rework every dungeon so they take a similar time, and it would also have to be a similar challenge.
2. The second suggestion is also problematic. Increasing the reward for completing a DLC dungeon means those who do not sub or own the DLC dungeons would be left out and probably call it P2W even though it is not.
3. Increasing the penalty is probably the best suggestion. There is a good chance they are just swapping characters and queueing again so an account-wide penalty will mean they cannot touch the GF for dungeons or BGs or even enter Cyrodil until the timer rounds out for the account. They can still do their crafting writs or enjoy catching up with the latest DLC zone story.
1. OP already noted the problem with the first suggestion, it would take too much labor and time to rework every dungeon so they take a similar time, and it would also have to be a similar challenge.
2. The second suggestion is also problematic. Increasing the reward for completing a DLC dungeon means those who do not sub or own the DLC dungeons would be left out and probably call it P2W even though it is not.
3. Increasing the penalty is probably the best suggestion. There is a good chance they are just swapping characters and queueing again so an account-wide penalty will mean they cannot touch the GF for dungeons or BGs or even enter Cyrodil until the timer rounds out for the account. They can still do their crafting writs or enjoy catching up with the latest DLC zone story.
Number 3 is the best suggestion, but it's still not a great one. Make the penalties too great and you punish players who leave for viable reasons, such as the dungeon bugging or having a rude group. Plus, leaving the lengthier DLC dungeons would still be better for time even if the punishment was increased.
#2 is probably more viable. People already call having DLC giving you access to sets P2W. ZoS lets them there. No reason not to let 'em do the same here.
Bug - You que , you got a group , then you blue screen , usually you will be removed by the group member when you back to the game .
So , you have to pay 20 mins penalty , suggest longer and account wide , really ?
colossalvoids wrote: »Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.
Or you could go another route incentivize people to queue for specific DLC dungeons offering specific rewards for each dungeon that change daily for example:
3 DLC dungeons each day get a completion bonus separate from the random dungeon rewards, encouraging people to queue for those specific dungeons increasing the number of people actually wanting to run those dungeons.
Rewards could be transmute stones, extra weapon/jewelry drops, a guaranteed motif drop, undaunted keys, etc.. mix and match the rewards give people a reason to go back to those specific dungeons make them worth the extra time it takes to complete them.
While keeping it to a set number of dungeons a day rather then all of them offering rewards at once so people can't just pick an easy DLC dungeon to do over and over for the rewards alone tie the quantity of the rewards to the difficulty of the dungeons with higher rewards for Vet and HM clears.
Exclude the base game dungeons from the extra reward rotation.
NoxiousBlight wrote: »I know this will be unpopular but...
But you will never get me to run Lair of Maarselok on a daily random no matter how much you punish me. I will quit it every single time. And if the punishment is extreme like "no dungeons for 24 hours" then I will just stop playing ESO for the next 24 hours.
Right now they use the random queue to fill missing spots for people who want to run those awful dungeons. Instead of forcing randoms in there, they should just do a bonus for dungeons. For example, one DLC dungeon a day gets the "bonus" marker and if you queue directly for that dungeon you get double drops the first time you run it or something like that.
They try to do this with pledges but I don't think it is enough to incentivize people.
They keep making dungeons longer and harder with more secret bosses and all this additional junk. I hate it. It just makes having ESO+ worse with every new dungeon pack they release.
TL;DR: Get rid of DLC dungeons from the random queue, make one DLC dungeon a day the "bonus" DLC dungeon where you get double drops. That way people who need to work on their DLC dungeons will always have a chance.
Bug - You que , you got a group , then you blue screen , usually you will be removed by the group member when you back to the game .
So , you have to pay 20 mins penalty , suggest longer and account wide , really ?
This is not a case of the player quitting the group and it is not extremely common. Sure, things happen but a DC or a crash is rare.
chessalavakia_ESO wrote: »I'd suggest a carrot and a stick approach.
Allow players to deselect some dungeons and still get random normal credit.
Increase the rewards on the the dungeons that generally take longer/are deselected.
Increase the rewards for running repeated random normals.
Gradually scale up the penalties for leaving and make them account wide. I'd suggest going after the rewards instead of going for account actions. If you leave enough in a period of time, your transmute rewards across the entire game will be reduced and your loot drops from bosses will diminish until you complete enough without leaving.
Finally, I'd suggest adding a system where once per day you can Commend or Censure a player that is matched with you.
If you were Commended, you will be notified that someone Commended you and you might occasionally get a minor reward for it and if you are Censured you will not know but, it will be marked down for data analysis.
The only thing that needs fixing, and it needs it badly, is for them to fix whatever the hell is wrong with their group finder tool that only works when you queue solo or with 4 for dungeons.
When someone leaves a dungeon the group finder goes into "2 or 3 queued together" mode and takes forever to find a replacement. It's obviously bugged, has been that way for months now and no one who can fix it seems to care.
The only thing that needs fixing, and it needs it badly, is for them to fix whatever the hell is wrong with their group finder tool that only works when you queue solo or with 4 for dungeons.
When someone leaves a dungeon the group finder goes into "2 or 3 queued together" mode and takes forever to find a replacement. It's obviously bugged, has been that way for months now and no one who can fix it seems to care.
Bug - You que , you got a group , then you blue screen , usually you will be removed by the group member when you back to the game .
So , you have to pay 20 mins penalty , suggest longer and account wide , really ?
This is not a case of the player quitting the group and it is not extremely common. Sure, things happen but a DC or a crash is rare.
I think the main problem is that people stopped playing the game, and are only "earning rewards". That is why they rush through dungeons, leave those that are longer, que with fake roles, run like crazy from dolmen to dolmen and so on. They just want this thing at the end, with the least cost possible.
I think that in the end they are cheating themselfes. If you que for random dungeons just for rewards, you're littelary wasting some of your life for those xp and transmutes. If you que to have fun and play the game, then whatever you find in this random que will suite you.
What I have noticed, is that it's mostly tanks that leave, and the tanks are "nearly" impossible to obtain when qeueu'ing
I also see you joined relatively recently. I assure you that once you’ve been here the better part of a decade and done the content that long, and leveled over ten characters to 50 that you may have a different approach to some of it and the speed with which you wish to traverse it 🙂
SilverBride wrote: »One problem is that players who spent money for ESO+ and/or also spent money purchasing DLC's are being forced into content that they do not enjoy, while those who didn't spend any money get to skip it.
Another is the fact that they continue to make DLC dungeons more difficult and time consuming even though Rich Lambert himself stated that players will do the thing that is the most efficient for their time. They know this isn't what players want yet they continue to do it.
Punishing players for not wanting to spend an hour or more in one dungeon that they don't even enjoy is not reasonable. These players are not doing anything wrong for wanting to enjoy content that they choose.