Grizzbeorn wrote: »That wouldn't happen when running with a pre-made.
Choose to group with John J. Rando, you get what you get.
But I get it, you don't get transmutes running with pre-mades.
Choices, choices...
NoticeMeArkay wrote: »This perfectly express the utterly selfish approach a far to large portion of the playerbase presents when joining group content, baring the exact mark of an infamous lack of empathy and consideration me and many others are met with nowadays when joining the random dungeon queue. In no relation to our characterlevel or expertise.
Let's blame the people who are open to playing with others, those who don't bother anyone and ask to do exactly what this game feature claims to offer. Not those that mistreat the queue as a "Serve-Yourself-Only" kinda thing and behave irrationally agressive when being called out. Making their best attempt to exploit the queue to quickly enter a dungeon and drop 3 more people who patiently waited for their turn as soon as the loading screen ends.
Oh boy, I simply can't wait for Zenimax to do something about it. I'm incredibly tired of this.
ForzaRammer wrote: »
When you have people keep pushing “pug means 0 expectations” message, nothing will change, and you also have the hypocrites with “expectations for supports but not dd” nonsense
ZOS_Hadeostry wrote: »Greetings,
After further review we have decided to move this thread to a category we think is more appropriate for this topic, as it's about dungeon groups.
Thank you for your understanding
The limitation already exists. The key here is that the final boss died, which meant that the activity had completed, so that it's no longer an Activity Finder group. At this point, they can disband, kick, invite a 5th player, etc., at will.Blood_again wrote: »For LFG-tool group - yes please. Leader of such group has limited permissions - can't kick members by will. So why allowed to disband?
We can see that limitation feature exists here. Just limit one more action.
Disband does not work with Group Finder groups... until after the dungeon has been completed (final boss defeated).
Once the dungeon has been completed, it's no longer a GF group and regular grouping rules apply. FG1 is a bit of an exceptional cases; in most dungeons, you can't skip bosses, or if you do, joining encounter in progress will pull the rest of the group to the final boss. FG1 is a bit of a rare exception where you can skip to the last boss and there's no joining encounter.
For the vast majority of dungeons, this would be a non-issue.
BTW, the problem isn't the disband, it's that they ran ahead and killed the final boss. You should've followed thm instead of staying behind to fight the side bosses, because they just killed the last boss without you being there for the kill, so you lose out on the loot from the final boss kill. So even if they weren't allowed to disband, you just lost the arguably most important final boss loot.
Disband does not work with Group Finder groups... until after the dungeon has been completed (final boss defeated).
You should've followed them instead of staying behind to fight the side bosses.
Thy_Game_Is_Over wrote: »Disband does not work with Group Finder groups... until after the dungeon has been completed (final boss defeated).
You should've followed them instead of staying behind to fight the side bosses.
No. no we shpuldn't. And one person should not be allowed to force the other three who don't want to skip to be required to skip.
Dagoth_Rac wrote: »Many early dungeons have optional bosses. Fungal Grotto, Wayrest Sewers, Darkshade Caverns, Elden Hollow. Probably a few more I am forgetting. And many DLC dungeons have optional bosses. Graven Deep, Black Drake Villa, Unhallowed Grave. Lots more. I have never seen anyone do an optional boss in a pug run without being explicit from the start that they wanted to do the optional bosses. And I have never heard a complaint about it in any dungeon except Fungal Grotto.
I think ZOS got too cute with the Super Mario Bros style jumping games in FG. They should add some rope bridges or something to make those optional bosses in FG1 (and they are quite clearly designed as optional, based on the pledge quests, which only ever need required bosses) easier to bypass. Let people skip them in the same way they skip the rat guy in Wayrest or the alit in Elden Hollow or the dwemer sphere in Darkshade, or any of the million optional bosses in DLC dungeons. It is not as intuitive in FG1 which bosses are required and which are optional, compared to other dungeons.
Basically, I don't think it is reasonable to get mad at people for skipping optional content. Expecting a pug group to only do the required parts of the activity should be the standard. If you want to do extra, optional content, ask at beginning of dungeon. However, ZOS should make it easier to bypass the optional content and more obvious what is required versus optional, especially in FG1.
Thy_Game_Is_Over wrote: »well in this case 3 of the 4 people in the group clearly wanted the full dungeon
Thy_Game_Is_Over wrote: »well in this case 3 of the 4 people in the group clearly wanted the full dungeon
Then a vote-kick was clearly the solution.
NoticeMeArkay wrote: »ForzaRammer wrote: »
When you have people keep pushing “pug means 0 expectations” message, nothing will change, and you also have the hypocrites with “expectations for supports but not dd” nonsense
At this point I'm willing to believe that those aren't expectations anymore, but mere excuses used to their own ego. In an awful attempt to keep a good looking profile while being an utterly [Not Forum Appropriate Term] in queue.
F.e. I actually am happy that players aren't able to teleport outside a dungeon during an active run anymore. Why?
Because in late august last year me and my friends stopped using the random queue entirely as every single day, at the exact same time at which we'd do our runs, we'd befall victim to the same player over and over again.
He, who refuses to run anything else but Fungal Grotto but doesn't want to be bothered with the penalty timer when leaving. Also conveniently playing the Tank, so he simply teleports outside and holds everybody hostage until one gives in and kicks him from the group. Remaining for another hour or longer in queue in hopes of finding a new tank.
Only to end up with the same exact [Not Forum Appropriate Term] as before. I hope that guy stubs his toe every morning on the way to his computer. He literally bullied two of my friends out of the dungeon queue forever by keeping this up for 5 months straight. No sign of zos, no matter how many tickets regarding him exploiting the queue mechanic we had send.
Thy_Game_Is_Over wrote: »Thy_Game_Is_Over wrote: »well in this case 3 of the 4 people in the group clearly wanted the full dungeon
Then a vote-kick was clearly the solution.
the vote kick is not the solution. the solution is to not allow 1 person to decide to disband the group. That's the op message and i stand by it.
Thy_Game_Is_Over wrote: »Thy_Game_Is_Over wrote: »well in this case 3 of the 4 people in the group clearly wanted the full dungeon
Then a vote-kick was clearly the solution.
the vote kick is not the solution. the solution is to not allow 1 person to decide to disband the group. That's the op message and i stand by it.
I don't know why you're hung up about the disband. By the time the disband happened, you had already been screwed out of the final boss kill. And the disband was possible only because the final boss had been killed. Again, the problem isn't that he disbanded the group. The problem is that he killed the final boss and completed the dungeon without you. Disbanding is a red herring.
Disband does not work with Group Finder groups... until after the dungeon has been completed (final boss defeated).
Once the dungeon has been completed, it's no longer a GF group and regular grouping rules apply.