I absolutely agree the problem is transmute. I’m not sure the best way to go about it but several methods could be attempted, such as the one you mention. Other options are raising the 10 transmute to 25 or increasing the transmute for vet (which in theory, rushers will die in vet… but that doesn’t always happen… that’s another subject though). Additionally, could increase ways of getting transmute like through arenas and trials.
Downside is that if less people run normals, the queue will be even longer for DPS. But I’ve found queue when you’re a low level is actually pretty fast so I wonder if the queue is just broken. Also, a better experience for new players is worth more than having to maybe wait longer I think.
Woodenplank wrote: »The Random Dungeon system has, in many cases, almost entirely taken the MMO experience out of MMO dungeons. It used to be about the challenge of needing teamwork to overcome a difficulty area, a cammeraderie of facing difficult foes and sticking together even after group wipes.
I truly, deeply wish that players would look to themselves rather than trying to fix something which is not broke. The random dungeon tool works fine as is and any 'problems' are solely created by having unrealistic expectations or just not understanding what the word 'random' really means. Form your own groups/guilds/zonechat and all those imaginary 'issues' just don't exist.
So, no thanks to fixing what ain't broke.
I truly, deeply wish that players would look to themselves rather than trying to fix something which is not broke. The random dungeon tool works fine as is and any 'problems' are solely created by having unrealistic expectations or just not understanding what the word 'random' really means. Form your own groups/guilds/zonechat and all those imaginary 'issues' just don't exist.
So, no thanks to fixing what ain't broke.
Woodenplank wrote: »I truly, deeply wish that players would look to themselves rather than trying to fix something which is not broke. The random dungeon tool works fine as is and any 'problems' are solely created by having unrealistic expectations or just not understanding what the word 'random' really means. Form your own groups/guilds/zonechat and all those imaginary 'issues' just don't exist.
So, no thanks to fixing what ain't broke.
I don't think people saying 'hi' is an unrealistic expectation in an MMO - yet in many runs I'm met with absolute silence when greeting the group.
I don't think showing your three fellow humans the minimal courtesy of asking if anyone needs gear from the place before leaving is an unrealistic expectation - but a great many people do exactly that; rush off without a moment's hesitation.
Of course, you're free to like it that way. I'm just saying why I don't, and why I would like things to change. Because I believe that while the devs can't control Player behaviour, they can nudge it in a given direction - like how the most feasible way to farm Transmutes is to rush through Normal Dungeons with random teams.
Woodenplank wrote: »I truly, deeply wish that players would look to themselves rather than trying to fix something which is not broke. The random dungeon tool works fine as is and any 'problems' are solely created by having unrealistic expectations or just not understanding what the word 'random' really means. Form your own groups/guilds/zonechat and all those imaginary 'issues' just don't exist.
So, no thanks to fixing what ain't broke.
I don't think people saying 'hi' is an unrealistic expectation in an MMO - yet in many runs I'm met with absolute silence when greeting the group.
I don't think showing your three fellow humans the minimal courtesy of asking if anyone needs gear from the place before leaving is an unrealistic expectation - but a great many people do exactly that; rush off without a moment's hesitation.
Of course, you're free to like it that way. I'm just saying why I don't, and why I would like things to change. Because I believe that while the devs can't control Player behaviour, they can nudge it in a given direction - like how the most feasible way to farm Transmutes is to rush through Normal Dungeons with random teams.
I truly, deeply wish that players would look to themselves rather than trying to fix something which is not broke. The random dungeon tool works fine as is and any 'problems' are solely created by having unrealistic expectations or just not understanding what the word 'random' really means. Form your own groups/guilds/zonechat and all those imaginary 'issues' just don't exist.
So, no thanks to fixing what ain't broke.
It absolutely is broken. Veteran does not have the issues normal does. In a normal dungeon you have new players, rushers, and questers in the same queue. Fake roles obliterate the dungeon or die trying. I call random normal “where the people who don’t like dungeons play”. It’s not a playground of learning for new players like it should be, it’s a speedfest that has upset me as a new player and angers me as an endgamer. The argument that people should form their own group does not work here… new players don’t know any better. They’re going to queue.
In Veteran, there is an expectation that everyone runs together, explains mechanics if needed, wait for people to grab quest if they’re going to, etc. It’s a MUCH nicer environment despite being random groups. But newbies don’t have access to this, they don’t have the skill yet and won’t be able to clear. So they never get to learn the fun of dungeons. You don’t learn in a normal except that other players don’t care about you.
Edit: Besides, awarding more transmute is a win/win. People don’t have to run as many dungeons. I don’t see how that is a problem. If anything, 10 transmute is a problem in itself. It takes 2.5 randoms to reconstruct one (1) piece of gear if you have the set entirely collected. I don’t see why anyone would want to keep that system.
I truly, deeply wish that players would look to themselves rather than trying to fix something which is not broke. The random dungeon tool works fine as is and any 'problems' are solely created by having unrealistic expectations or just not understanding what the word 'random' really means. Form your own groups/guilds/zonechat and all those imaginary 'issues' just don't exist.
So, no thanks to fixing what ain't broke.
It absolutely is broken. Veteran does not have the issues normal does. In a normal dungeon you have new players, rushers, and questers in the same queue. Fake roles obliterate the dungeon or die trying. I call random normal “where the people who don’t like dungeons play”. It’s not a playground of learning for new players like it should be, it’s a speedfest that has upset me as a new player and angers me as an endgamer. The argument that people should form their own group does not work here… new players don’t know any better. They’re going to queue.
In Veteran, there is an expectation that everyone runs together, explains mechanics if needed, wait for people to grab quest if they’re going to, etc. It’s a MUCH nicer environment despite being random groups. But newbies don’t have access to this, they don’t have the skill yet and won’t be able to clear. So they never get to learn the fun of dungeons. You don’t learn in a normal except that other players don’t care about you.
Edit: Besides, awarding more transmute is a win/win. People don’t have to run as many dungeons. I don’t see how that is a problem. If anything, 10 transmute is a problem in itself. It takes 2.5 randoms to reconstruct one (1) piece of gear if you have the set entirely collected. I don’t see why anyone would want to keep that system.
I really struggle to understand why people cannot or will not understand or recognise what the word 'random' really means.random adj.
1. Having no specific pattern, purpose, or objective: random movements. See Synonyms at chance.
2. Mathematics & Statistics Of or relating to a type of circumstance or event that is described by a probability distribution.
3. Of or relating to an event in which all outcomes are equally likely, as in the testing of a blood sample for the presence of a substance.
All these 'problems' described are fixed by forming your own group before using the grp finder thereby almost completely eliminating the random element from players. New players have to learn this the same as any other aspect of the game. Sure, it's not great if that epiphany comes from a crappy speed run where they've just fiddled about by the front door while the speed runners have already finished but it is what it is. It's no different from other things which new players have to deal with - 'node stealing', 'chest stealing', getting stomped on in <50 BG's by twinks or destroyed in cyro etc. And no, I'm not condoning these behaviours. Anyway, I'm pretty sure the normal queue is coded to match similar levels when possible (not cp, though) so I think there's a decent chance newer players will be with other lower levels. I've certainly noticed similar levels in groups when solo queuing if levelling a new character.
But I rarely queue for normal, usually vet if ever. I don't want the vet rewards increased because all those fakers etc referred to would just go vet with the result that players like me would stop solo queuing completely and just end up in exclusively closed groups. Or running solo (I'm not a great player but i don't have to run most base game dungeons in groups, I choose to do so and hopefully share the competence and knowledge which I gained from others).
I think a single 1/day random dungeon per account would kill the queue completely and would not change the way players currently behave other than that they'd do it 1/day rather than x-characters/day like now.
I think zos have set the transmute and other rewards to try to ensure a healthy population for the grp finder; I wouldn't be opposed to a boost for second and subsequent runs, though. Or, maybe, +1 transmutes for the undaunted delve dailies.
Incidentally, I usually say 'hi' and 'tyfg' and wait for questers and ask about 'all bosses'. Mentioning that just so this doesn't get derailed with me incorrectly labelled the poster-child for all the 'difficult' runs described.
I still think the grp finder tool ain't broke. People, though - well, that's another discussion.
No.@Soarora wrote:..I hope you don’t take this as an attack on you
chessalavakia_ESO wrote: »
Another option would be to shift rewards away from primarily being about rapid completion. Give the content that can be skipped a chance at providing transmutes/boss drops. Instead of giving a flat reward for completion give a reward based on the average duration of the dungeon with a bonus for if it takes a bit longer and another bonus for if the quest is completed by someone.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑