Not if you add slaughterfish they can't. What content, anyway, fighting the same bosses for the 100th time?
Edit: If you don't want to skip, ask your groupmates not to skip. Run with guildies or other people who will agree to your request. What you're suggesting is a heavy handed approach that will only benefit the few.
I don't know if you're aware of this, but the game is being offered for free right now in epic games. the chances are that it's bringing new people into the game. When you do your random normals.. when you see low-level characters... perhaps one of them is new... don't have a guild and has never done fungal grotto before. Just because you did it 100 times doesn't mean that everyone else did it too.
The problem comes from having multiple objectives in the same content. Rewards for solo play and different ones for group play in the same dungeon are what makes this an issue. ZOS need to remove the incentives to treat dungeons as anything but group content. Transmutes, daily endeavors, don’t belong there.
SilverBride wrote: »What does it matter if some players prefer to rush through a dungeon they have probably done a gazillion times before?
If someone doesn't like to play that way then they can form their own group and fill it with like minded players. But asking ZoS to force their play style on others is not reasonable.
Rishikesa108 wrote: »Boring you say... But if you're so end-game, why are you running Fungal Grotto I ? If you killed those bosses 1000 times, why do you still enter FG? Dedicate yourself to more difficult contents and leave these basic contents to new players who want/need to go through them without haste, killing all the mobs both to gain more experience and for simple fun. I would like ZOS to come up with a clever method to prevent serial skippers from being able to do what they want to the detriment of new players. Slaughterfish or other smarter methods... everything would be fine to favor those who would like to be able to play with less fury and rush
I hate this “you should have to kill everything” suggestion that keeps popping up as threads. It’s not going to happen. Removing the fg1 skip would be an extremely unpopular idea. People aren’t going to kill every single obsidian ghost thing in fg2. Ruins of mazzatun has its own achievement for killing the entire dungeon. March of sacrifices gets a lot longer when you have to hunt down all the spread out trash packs. Most DLC dungeons require killing everything for speedrun/no death. Farm runs would take longer, thus mask and motif pages would probably go up in price. Maybe the premade group thing will help people find what they’re looking for without advocating to rip how the majority plays away from us.
Yes because every single NPC inside dungeons drops XP when they die.. This helps low-level players to level up during a random normal. when you start skipping mobs you're losing out on XP, and you're not helping the team to level up their characters. Sometimes you gotta think about other people rather than yourself. Not everyone wants to level up their characters by dolmen farming in Alik'r desert.
prof-dracko wrote: »I hate this “you should have to kill everything” suggestion that keeps popping up as threads. It’s not going to happen. Removing the fg1 skip would be an extremely unpopular idea. People aren’t going to kill every single obsidian ghost thing in fg2. Ruins of mazzatun has its own achievement for killing the entire dungeon. March of sacrifices gets a lot longer when you have to hunt down all the spread out trash packs. Most DLC dungeons require killing everything for speedrun/no death. Farm runs would take longer, thus mask and motif pages would probably go up in price. Maybe the premade group thing will help people find what they’re looking for without advocating to rip how the majority plays away from us.
Not every mob, but I think every boss should be required for pledges. Already is in the dungeons released between IC and I believe Waking Flame when they introduced the hidden puzzle bosses (which I think it's fair to skip as they require group co-ordination). Worst case it's a three minute detour and some extra loot. A group can almost trivially burn through them, so why not besides wanting to save an insignificant amount of time?
I hate this “you should have to kill everything” suggestion that keeps popping up as threads. It’s not going to happen. Removing the fg1 skip would be an extremely unpopular idea. People aren’t going to kill every single obsidian ghost thing in fg2. Ruins of mazzatun has its own achievement for killing the entire dungeon. March of sacrifices gets a lot longer when you have to hunt down all the spread out trash packs. Most DLC dungeons require killing everything for speedrun/no death. Farm runs would take longer, thus mask and motif pages would probably go up in price. Maybe the premade group thing will help people find what they’re looking for without advocating to rip how the majority plays away from us.
Why would farm runs take longer? With farm runs you aren't looking for dungeon completion. When I say I would like to see all critters and evil doers die for completion that means to get the daily random reward or the pledge reward you would need to kill everything. If all you want is gear drop then skip content all you want. Be considerate of others though and preform a farming group. Most times it is quick to fill the group, they will run multiple times saving time and are more likely to share gear they don't need.
Rishikesa108 wrote: »SilverBride wrote: »What does it matter if some players prefer to rush through a dungeon they have probably done a gazillion times before?
If someone doesn't like to play that way then they can form their own group and fill it with like minded players. But asking ZoS to force their play style on others is not reasonable.
In life as in play, the weakest people are the ones who deserve the most protection. And it is assumed that the new players are weaker and therefore need more protection from ZOS. Those who feel bored and very experienced can avoid playing the basic contents, or can adjust the pace to beginners. Those who want to rush in the basic content can agree with other guilders to do so, but cannot impose their own fast pace on beginners. Let's learn respect, please.
SilverBride wrote: »What does it matter if some players prefer to rush through a dungeon they have probably done a gazillion times before?
If someone doesn't like to play that way then they can form their own group and fill it with like minded players. But asking ZoS to force their play style on others is not reasonable.
Rishikesa108 wrote: »Boring you say... But if you're so end-game, why are you running Fungal Grotto I ? If you killed those bosses 1000 times, why do you still enter FG? Dedicate yourself to more difficult contents and leave these basic contents to new players who want/need to go through them without haste, killing all the mobs both to gain more experience and for simple fun. I would like ZOS to come up with a clever method to prevent serial skippers from being able to do what they want to the detriment of new players. Slaughterfish or other smarter methods... everything would be fine to favor those who would like to be able to play with less fury and rush
Not if you add slaughterfish they can't. What content, anyway, fighting the same bosses for the 100th time?
Edit: If you don't want to skip, ask your groupmates not to skip. Run with guildies or other people who will agree to your request. What you're suggesting is a heavy handed approach that will only benefit the few.
I don't know if you're aware of this, but the game is being offered for free right now in epic games. the chances are that it's bringing new people into the game. When you do your random normals.. when you see low-level characters... perhaps one of them is new... don't have a guild and has never done fungal grotto before. Just because you did it 100 times doesn't mean that everyone else did it too.
Had a couple lowbies with me in Fungal Grotto the day before yesterday; no Arcanists either, and the way they played, they were definitely new to the game. I'm CP 2000+, and they were all level 15 or lower.
Was a ton of fun. Went slow for them, let them clean up the first wave of mobs, then I helped them for the second. Helped them with the first boss, and basically just supported for the second to get them used to it. No boss skipping needed.
Similar thing happened a week or two ago. Myself, CP 2000+. we had another CP 2000+, but the other two were under CP 300. We got Ruins of Mazatun. The CP 2000 ran ahead, skipping mobs while one guy said "brb" right away. Me and the other waited, the 2000 didnt, so we kicked him. I carried the two of them through the dungeon and it was also a ton of fun!
Course there are a ton of people that would just run ahead, whenever I get a base game dungeon I check the party and their levels, and play to them. I don't like the mentality of rushing through a dungeon. I don't mind doing it when I duo dungeons with my wife, it can be fun if that's what you're trying to do. But this is a game, not a race to finish all your dailies so you can then log out. If you're playing with other people, you should play to what they want. If everyone runs ahead, sure. but if there's even 1 that isn't, I won't run ahead. Had a couple occasions where I whispered the non-runner, and then quit the party, formed one with them, and then just queued again even after the queue cooldown. It just isn't great a lot of the time.
Lapin_Logic wrote: »
If you want to fight every boss and trash, solo it with Isobel on easy, You could probably sleep and she would complete it for you.
If you want to trifecta it, ask Guild.
90% of players do this for the "complete 1 dungeon" endeavour as quick as possible for the pittiful amount of endeavour points we get.
The change with DLC dungeons to only require the final boss kill to get completion for a pledge was the right direction to take pledge requirements and really should be implemented across all dungeons.
The problem with everyone's suggestion of needing to kill every boss for completion, including the absurd idea that side bosses should somehow become required bosses, means that no one will use the random dungeon finder for risk of getting dumped into a dungeon after bosses have been killed, and subsequently being forced to run the dungeons again. It's bad enough that this happens already for base game dungeons. No one is going to want to run Lair of Marselok twice because they got queued into the dungeon to replace a group member after the first boss died.
Requiring side bosses also basically breaks functionality of a number of dungeons if a group is unlucky enough to not get a replacement in the queue but are capable of completing the dungeon with only 3 players. For example, any side boss that requires all 4 players to trigger.
Your suggestions would actually harm the game. Far more than players skipping bosses in literally the easiest and quickest dungeon in the game.
The change with DLC dungeons to only require the final boss kill to get completion for a pledge was the right direction to take pledge requirements and really should be implemented across all dungeons.
The problem with everyone's suggestion of needing to kill every boss for completion, including the absurd idea that side bosses should somehow become required bosses, means that no one will use the random dungeon finder for risk of getting dumped into a dungeon after bosses have been killed, and subsequently being forced to run the dungeons again. It's bad enough that this happens already for base game dungeons. No one is going to want to run Lair of Marselok twice because they got queued into the dungeon to replace a group member after the first boss died.
Requiring side bosses also basically breaks functionality of a number of dungeons if a group is unlucky enough to not get a replacement in the queue but are capable of completing the dungeon with only 3 players. For example, any side boss that requires all 4 players to trigger.
Your suggestions would actually harm the game. Far more than players skipping bosses in literally the easiest and quickest dungeon in the game.
Wouldn´t it be more logical to fix it so no one are able to join a run in progress ? Unless someone gets a direct invite and lenting a helping hand.
Also being a nice fella should not bring anyone in a situation, where no credit is given, if someone will join a run in progress give them full credit.
Why do full clear work in other Mmo´s and not ESO ? It´s not a question aimed at you. It´s aimed a Zos.
What´s going on in dungeons now is right out harmful. Powerful player´s dictating new and less powerful player´s on how a dungeons is run.
No we dont´have time for your questing find a guild or like minded
Blood_again wrote: »Sorry, I will be a Devil's Advocate a bit. I have things to tell to esperienced players.
As an experienced one, I could agree with those nice ideas to make own group, running GD solo etc. BUT try to wear shoes of newcomer.
This week I spoken with lots of them, saw lots of situations in zones and groups. Today I'm convinced that all your nice ideas "how to act" are for you, not for them.
Because lots of 10-15 level newcomers I saw:It is just the begining of the list. And it is OK for newcomers to not have all these knowledge and skills.
- don't know how to answer PM
- don't know how to write to "that orange chat"
- don't know how to invite people to group
- don't know how to leave group after that
- don't have friends
- don't have guild with dungeon ready mates
- don't know how to solo even delve
- can't find a way into dungeon although the whole zonechat helped them
- don't know how many people should be in group for that or another activity
- don't know which roles they should invite
Honestly, it is very lucky or pre-experienced (like from other mmo) newcomer if they know at least third of it.
The change with DLC dungeons to only require the final boss kill to get completion for a pledge was the right direction to take pledge requirements and really should be implemented across all dungeons.
The problem with everyone's suggestion of needing to kill every boss for completion, including the absurd idea that side bosses should somehow become required bosses, means that no one will use the random dungeon finder for risk of getting dumped into a dungeon after bosses have been killed, and subsequently being forced to run the dungeons again. It's bad enough that this happens already for base game dungeons. No one is going to want to run Lair of Marselok twice because they got queued into the dungeon to replace a group member after the first boss died.
Requiring side bosses also basically breaks functionality of a number of dungeons if a group is unlucky enough to not get a replacement in the queue but are capable of completing the dungeon with only 3 players. For example, any side boss that requires all 4 players to trigger.
Your suggestions would actually harm the game. Far more than players skipping bosses in literally the easiest and quickest dungeon in the game.
Wouldn´t it be more logical to fix it so no one are able to join a run in progress ? Unless someone gets a direct invite and lenting a helping hand.
Also being a nice fella should not bring anyone in a situation, where no credit is given, if someone will join a run in progress give them full credit.
Why do full clear work in other Mmo´s and not ESO ? It´s not a question aimed at you. It´s aimed a Zos.
What´s going on in dungeons now is right out harmful. Powerful player´s dictating new and less powerful player´s on how a dungeons is run.
No we dont´have time for your questing find a guild or like minded
So, break dungeon finder then. Guess if you get paired with a tank who literally cannot do their job in the dungeon, you have to start over from the beginning, rather than just kicking the tank and getting a new one from the queue.
Too bad for the groups that have players who start harrassing their teammates. If you kick them you gotta start the dungeon over again.
Somehow, you think this will be a better experience for new players. Just absolutely delusional and defeats the actual purpose of the dungeon finder.
Almost all of that is something that every player in the game should know.
The problem is that ZOS is absolutely trash at teaching new players how to play their game.
It should be absolutely basic knowledge how to use the chat, the grouping tool and what composition is needed for what, but it just isn't taught anywhere in the game.
Also barely anyone would have a problem doing something like a delve solo if they actually needed to use any form of build in overland and questing content instead of being able to do everything with light attacks and white gear.
Obviously they're gonna have problems in content that isn't brain dead easy.