stewhead2ub17_ESO wrote: »I think your anger is misplaced. This isn't a ZOS problem, it's a player issue. Frustrating to be sure, but I've found finding a comfortable guild with like minded players or simply advertising in chat for a group that wants to run the story can alleviate the frustration. Also, I've had great success merely greeting the party and mentioning that you need the story when using the GF. Hang in there.
stewhead2ub17_ESO wrote: »I think your anger is misplaced. This isn't a ZOS problem, it's a player issue. Frustrating to be sure, but I've found finding a comfortable guild with like minded players or simply advertising in chat for a group that wants to run the story can alleviate the frustration. Also, I've had great success merely greeting the party and mentioning that you need the story when using the GF. Hang in there.
stewhead2ub17_ESO wrote: »I think your anger is misplaced. This isn't a ZOS problem, it's a player issue. Frustrating to be sure, but I've found finding a comfortable guild with like minded players or simply advertising in chat for a group that wants to run the story can alleviate the frustration. Also, I've had great success merely greeting the party and mentioning that you need the story when using the GF. Hang in there.
What a wierd idea.
As an aging D&D GM I just dont get it.
What is the point of a dungeon without a story? How do you even write it or design it?
You may as well just populate tamriel with Arenas and put all the gear lying around on the floor and call the game something else like Mortal Doom Quake Combat .
Luke_Flamesword wrote: »I think it's poor design choices. When you make content for game, you must consider how this content is played by players. Dungeons are highly repeatative content, often played very quickly so design choices should consider that facts. Most players plays in PUGs and it feels very uncomfortable to delay other for reading dialogues. It's not players fault, but devs who put players in such conditions.
Design choice is that dungeons are for story, farming gear, daily rewards, etc. Ant these goals encourage to different approach (story is low pace and reading dialogues, farming is about faster, repetative expierience). There are conficts betweent players, because at most basic level it mixes purposes of dungeons and approaches to them. It's 100% on devs.