SilverBride wrote: »The bottom line is that many players do not want to run DLC dungeons. Why should these players be forced to run them anyway just so they can "fill in" for a group that does want to run them?
@SilverBride
No one is forcing them to run a DLC since no one is forcing anyone to queue for a random. That is the true bottom line.
No need to remove gameplay options. But splitting the queues will lead to significantly longer wait times for both groups, and that is never a good decision... to make things take longer.
licenturion wrote: »Random dungeon, is random dungeon. If you don't want a random one, you can select one or more from the list.
Seems all use cases are covered here... Unless you only play a dungeon for quick daily XP and you don't really want to play a dungeon or find a group eh...
Also never saw the problem here. I have been using dungeon finder for years and 99 percent of the time DLC dungeons in normal mode are not a problem to rush through. And when there is an issue I just give new players hints about the mechanics or how to get past an encounter and it takes a bit longer. But I get more enjoyment out of helping a new player then filling 3mm of my CP XP bar.
I do the randoms for transmute gems. I have been doing them for years but mostly as a dps. In most cases my DPS carries if needed. Saying you don't want to do DLC so don't do randoms does not apply here as it negates the associated rewards. Separating the queues helps experienced players to not get stuck with beginners that can't do the content and it helps beginner people to get into groups appropriate for their skill level. I do not understand why it's a bad thing?
SilverBride wrote: »No need to remove gameplay options. But splitting the queues will lead to significantly longer wait times for both groups, and that is never a good decision... to make things take longer.
Players only choosing non DLC dungeons will also take players out of the queue and create longer queue times. And what about players that just leave once they see they were put into a DLC dungeon, leaving the group short again? How are these options any more reasonable than just creating separate queues?
spartaxoxo wrote: »SilverBride wrote: »No need to remove gameplay options. But splitting the queues will lead to significantly longer wait times for both groups, and that is never a good decision... to make things take longer.
Players only choosing non DLC dungeons will also take players out of the queue and create longer queue times. And what about players that just leave once they see they were put into a DLC dungeon, leaving the group short again? How are these options any more reasonable than just creating separate queues?
Because most people will stick around specifically because they want the reward. The reward is a good payment for helping others because people who would otherwise do something else offer their assistance in exchange for payment for their time.
The vast majority of my normal dlc runs are completed, and most times by the original group. People wouldn't do them if they weren't being paid to be there. They are there because it's an easy way to get transmutes. They could do pvp or tales instead, but they want the ease of the dungeon for the transmute reward.
spartaxoxo wrote: »
Because DLC dungeons are already difficult to form groups for, and taking away the only thing that gets those groups made is not good for the health of those dungeons.
It's okay for there to be rewards for lending a helping hand. It's okay to have difficult content more rewarding than easier content.
There's nothing from the random bonus that can't be obtained elsewhere.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »No need to remove gameplay options. But splitting the queues will lead to significantly longer wait times for both groups, and that is never a good decision... to make things take longer.
Players only choosing non DLC dungeons will also take players out of the queue and create longer queue times. And what about players that just leave once they see they were put into a DLC dungeon, leaving the group short again? How are these options any more reasonable than just creating separate queues?
Because most people will stick around specifically because they want the reward. The reward is a good payment for helping others because people who would otherwise do something else offer their assistance in exchange for payment for their time.
The vast majority of my normal dlc runs are completed, and most times by the original group. People wouldn't do them if they weren't being paid to be there. They are there because it's an easy way to get transmutes. They could do pvp or tales instead, but they want the ease of the dungeon for the transmute reward.
No player should be obligated to queue for content they don't enjoy just to help someone who wants to run DLC dungeons fill their group. The rewards could easily be adjusted for DLC and non DLC queues, just like they are for Normal and Veteran. There is really no good reason not to do this.
And I will stress that they need to rethink making future Normal DLC dungeons more in line with the original zones. They would still have Veteran for those who want the challenge.
Nobody is obligated to queue for anything. You can pick and choose the dungeons you are comfortable to run each and every time.
Nobody is obligated to queue for anything. You can pick and choose the dungeons you are comfortable to run each and every time.
If i am a tank queuing for a specific dungeon, i am more likely to get a group of inexperienced players than not. Because the game will pull all the people queueing for a RANDOM and put them into my specific dungeon. So your argument does not hold water. Also, again, if i want 10 transmute gems and a nice exp bump, i am inclined to do a random.
SilverBride wrote: »No player should be obligated to queue for content they don't enjoy just to help someone who wants to run DLC dungeons fill their group.
spartaxoxo wrote: »
Because DLC dungeons are already difficult to form groups for, and taking away the only thing that gets those groups made is not good for the health of those dungeons.
It's okay for there to be rewards for lending a helping hand. It's okay to have difficult content more rewarding than easier content.
There's nothing from the random bonus that can't be obtained elsewhere.
Most veteran players do not queue because they get inexperienced players in the group and the run stretches from 15-20 minutes to well over an hour because you get fake tanks, fake heals, fake dps or sometimes all three. separating the queues will at least help veteran players have more competent groups which should help the queue not hurt it. How does it help if you get Shipwrights Regret dungeon and your dps can't pull 4k between them? how does that help anyone?
a tool designed to help you find other players to take on group content with.
spartaxoxo wrote: »a tool designed to help you find other players to take on group content with.
It says right there it's to help fill groups. And the reward is for not queuing for the specific dungeons you want. The reason that's a rewardable activity is because the finder puts you anywhere you're needed, it prioritizes filling groups.
They even call it the group finder.
SilverBride wrote: »It says "to help you find other players to take on group content with". That is not the same thing as helping others to fill in their groups.
SilverBride wrote: »ETA It doesn't even matter how they prioritize or fill groups, they would still do it the same way in a non DLC queue as they do in a queue that has both, the same way they do now with Normal and Veteran queues.
SilverBride wrote: »The dungeon guide mentions using the activity finder to queue for a dungeon. It says:
The most common way to join a group and take on a dungeon is to use the Group & Activity Finder, a tool designed to help you find other players to take on group content with.
Because you are not queuing for a specific unique dungeon, you will be offered a daily bonus premium reward upon completion that includes Undaunted Exploration Supplies and XP.
It does not say that the purpose is to help others fill their groups or that the rewards are given for helping others fill their groups.
https://www.elderscrollsonline.com/en-us/guides/dungeonsguide
spartaxoxo wrote: »This part is true. Separate queues wouldn't change the priority. The reason that it would be a problem is it would split the playerbase, and the dlc dungeons already have a population issue. People don't want to play them unless they are being bribed.
The simple fact is queuing for a random dungeon and a random group of players is a choice. No one is forcing anyone. Nothing in what you cited from the game suggests otherwise.
SilverBride wrote: »spartaxoxo wrote: »This part is true. Separate queues wouldn't change the priority. The reason that it would be a problem is it would split the playerbase, and the dlc dungeons already have a population issue. People don't want to play them unless they are being bribed.
And that is the problem. Players don't want to do the DLC dungeons. Instead of trying to "bribe" players into it, maybe stop making them longer and harder in the first place.
SilverBride wrote: »The simple fact is queuing for a random dungeon and a random group of players is a choice. No one is forcing anyone. Nothing in what you cited from the game suggests otherwise.
I never said anyone is being forced to queue. I said those who are queuing are forced into DLC dungeons whether they like it or not.
SilverBride wrote: »The bottom line is that many players do not want to run DLC dungeons. Why should these players be forced to run them anyway just so they can "fill in" for a group that does want to run them?
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »This part is true. Separate queues wouldn't change the priority. The reason that it would be a problem is it would split the playerbase, and the dlc dungeons already have a population issue. People don't want to play them unless they are being bribed.
And that is the problem. Players don't want to do the DLC dungeons. Instead of trying to "bribe" players into it, maybe stop making them longer and harder in the first place.
But, then the people who enjoy the hard things won't have stuff to do. Dungeons is meant to be where we get our challenge instead of Overland.
SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »This part is true. Separate queues wouldn't change the priority. The reason that it would be a problem is it would split the playerbase, and the dlc dungeons already have a population issue. People don't want to play them unless they are being bribed.
And that is the problem. Players don't want to do the DLC dungeons. Instead of trying to "bribe" players into it, maybe stop making them longer and harder in the first place.
But, then the people who enjoy the hard things won't have stuff to do. Dungeons is meant to be where we get our challenge instead of Overland.
There are veteran versions of all these dungeons and that wouldn't change, so those who want a challenge will still have it.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »This part is true. Separate queues wouldn't change the priority. The reason that it would be a problem is it would split the playerbase, and the dlc dungeons already have a population issue. People don't want to play them unless they are being bribed.
And that is the problem. Players don't want to do the DLC dungeons. Instead of trying to "bribe" players into it, maybe stop making them longer and harder in the first place.
But, then the people who enjoy the hard things won't have stuff to do. Dungeons is meant to be where we get our challenge instead of Overland.
There are veteran versions of all these dungeons and that wouldn't change, so those who want a challenge will still have it.
Vet is different and would also be separated most likely. They wouldn't get a challenge if there's nobody to play with because the queue is too long.
No one said to remove them from the rotation. The suggestion was to split the queue 4 ways instead of 2. The difference between modern dungeons and old school ones is too vast.
People will queue for all the random if the reward structure is figured out properly. I don't know why people are defending the current system that literally puts players in dungeons they can't complete.