I'd have to estimate about 90% of the DLC dungeons I get on random normals, someone quits at the very beginning. Then we end up in queue to replace them the entire run, usually three manning the dungeon without the role that quit. If we're lucky, we'll get a replacement by the last boss on the longer dungeons. Even DPS replacements probably won't be replaced by the end of the run. It's like we get put in the back of the queue or something.
Just now, we got Moonhunter keep and the DPS quit. Then the healer logs off. Leaving me and the remaining DPS just deciding to quit and take our 15 minute punishment since that seems to be the thing to do.
AvalonRanger wrote: »Simplest solution here.
Divide random queue non DLC and DLC. Then it solved.
But the other side of the argument is that much of the time people que for a random normal just to use up their enlightenment and aren't interested in spending 30 minutes to do it. They're looking for a non-DLC dungeon they can complete in 5-10 minutes. And, occasionally, the player gets disconnected while entering the dungeon and they just walk away from the computer to cool down over the frustration.
El_Borracho wrote: »How about this:Not perfect, but I know these would keep me interested with a group that struggles but shows promise. Plus, under #3, you get a real reward instead of more transmutes, XP, or gold, which most experienced players do not need.
- Absolutely no players under CP 300 are allowed in DLC dungeons. I know the game says this exists, but we all know it does not. Make a hard wall that prevents the super lowbies from entering the dungeon. For all of the times I have seen a sub-CP 300 be able to run a DLC, there are 10 who could not. While high CP is not a guarantee of success, low CP is typically an indicator of inexperience and a squishy build.
- If a group repeatedly fails on a boss, members are allowed to leave without a penalty. Thinking 3 times is the baseline. If the group wants to continue, they can, but people shouldn't be punished by a fake/bad tank who can't handle the first boss of MOS by getting the quitter penalty or by kicking the tank and having to find/wait for a replacement
- Allow anyone who made it all the way through the dungeon from the beginning to choose the loot they want from the final boss. You want the Nirn daggers in Falkreath, you get them. With one caveat, you have to have been one of the original 4 who started the dungeon and you can not trade the loot you choose at the end, so you don't encourage the loot sellers or kicking someone right before the last boss to get someone guaranteed loot.
Necrotech_Master wrote: »El_Borracho wrote: »How about this:Not perfect, but I know these would keep me interested with a group that struggles but shows promise. Plus, under #3, you get a real reward instead of more transmutes, XP, or gold, which most experienced players do not need.
- Absolutely no players under CP 300 are allowed in DLC dungeons. I know the game says this exists, but we all know it does not. Make a hard wall that prevents the super lowbies from entering the dungeon. For all of the times I have seen a sub-CP 300 be able to run a DLC, there are 10 who could not. While high CP is not a guarantee of success, low CP is typically an indicator of inexperience and a squishy build.
- If a group repeatedly fails on a boss, members are allowed to leave without a penalty. Thinking 3 times is the baseline. If the group wants to continue, they can, but people shouldn't be punished by a fake/bad tank who can't handle the first boss of MOS by getting the quitter penalty or by kicking the tank and having to find/wait for a replacement
- Allow anyone who made it all the way through the dungeon from the beginning to choose the loot they want from the final boss. You want the Nirn daggers in Falkreath, you get them. With one caveat, you have to have been one of the original 4 who started the dungeon and you can not trade the loot you choose at the end, so you don't encourage the loot sellers or kicking someone right before the last boss to get someone guaranteed loot.
in my experience, most people who are running random dungeons are doing it explicitly for the transmutes or xp lol
El_Borracho wrote: »Necrotech_Master wrote: »El_Borracho wrote: »How about this:Not perfect, but I know these would keep me interested with a group that struggles but shows promise. Plus, under #3, you get a real reward instead of more transmutes, XP, or gold, which most experienced players do not need.
- Absolutely no players under CP 300 are allowed in DLC dungeons. I know the game says this exists, but we all know it does not. Make a hard wall that prevents the super lowbies from entering the dungeon. For all of the times I have seen a sub-CP 300 be able to run a DLC, there are 10 who could not. While high CP is not a guarantee of success, low CP is typically an indicator of inexperience and a squishy build.
- If a group repeatedly fails on a boss, members are allowed to leave without a penalty. Thinking 3 times is the baseline. If the group wants to continue, they can, but people shouldn't be punished by a fake/bad tank who can't handle the first boss of MOS by getting the quitter penalty or by kicking the tank and having to find/wait for a replacement
- Allow anyone who made it all the way through the dungeon from the beginning to choose the loot they want from the final boss. You want the Nirn daggers in Falkreath, you get them. With one caveat, you have to have been one of the original 4 who started the dungeon and you can not trade the loot you choose at the end, so you don't encourage the loot sellers or kicking someone right before the last boss to get someone guaranteed loot.
in my experience, most people who are running random dungeons are doing it explicitly for the transmutes or xp lol
I guess that's true, but upping them from 10 to 20 isn't going to make me stick around with a dud group.
Necrotech_Master wrote: »El_Borracho wrote: »Necrotech_Master wrote: »El_Borracho wrote: »How about this:Not perfect, but I know these would keep me interested with a group that struggles but shows promise. Plus, under #3, you get a real reward instead of more transmutes, XP, or gold, which most experienced players do not need.
- Absolutely no players under CP 300 are allowed in DLC dungeons. I know the game says this exists, but we all know it does not. Make a hard wall that prevents the super lowbies from entering the dungeon. For all of the times I have seen a sub-CP 300 be able to run a DLC, there are 10 who could not. While high CP is not a guarantee of success, low CP is typically an indicator of inexperience and a squishy build.
- If a group repeatedly fails on a boss, members are allowed to leave without a penalty. Thinking 3 times is the baseline. If the group wants to continue, they can, but people shouldn't be punished by a fake/bad tank who can't handle the first boss of MOS by getting the quitter penalty or by kicking the tank and having to find/wait for a replacement
- Allow anyone who made it all the way through the dungeon from the beginning to choose the loot they want from the final boss. You want the Nirn daggers in Falkreath, you get them. With one caveat, you have to have been one of the original 4 who started the dungeon and you can not trade the loot you choose at the end, so you don't encourage the loot sellers or kicking someone right before the last boss to get someone guaranteed loot.
in my experience, most people who are running random dungeons are doing it explicitly for the transmutes or xp lol
I guess that's true, but upping them from 10 to 20 isn't going to make me stick around with a dud group.
for me i would rather help carry an inexperienced group through than play with a speedster lol
El_Borracho wrote: »Necrotech_Master wrote: »El_Borracho wrote: »Necrotech_Master wrote: »El_Borracho wrote: »How about this:Not perfect, but I know these would keep me interested with a group that struggles but shows promise. Plus, under #3, you get a real reward instead of more transmutes, XP, or gold, which most experienced players do not need.
- Absolutely no players under CP 300 are allowed in DLC dungeons. I know the game says this exists, but we all know it does not. Make a hard wall that prevents the super lowbies from entering the dungeon. For all of the times I have seen a sub-CP 300 be able to run a DLC, there are 10 who could not. While high CP is not a guarantee of success, low CP is typically an indicator of inexperience and a squishy build.
- If a group repeatedly fails on a boss, members are allowed to leave without a penalty. Thinking 3 times is the baseline. If the group wants to continue, they can, but people shouldn't be punished by a fake/bad tank who can't handle the first boss of MOS by getting the quitter penalty or by kicking the tank and having to find/wait for a replacement
- Allow anyone who made it all the way through the dungeon from the beginning to choose the loot they want from the final boss. You want the Nirn daggers in Falkreath, you get them. With one caveat, you have to have been one of the original 4 who started the dungeon and you can not trade the loot you choose at the end, so you don't encourage the loot sellers or kicking someone right before the last boss to get someone guaranteed loot.
in my experience, most people who are running random dungeons are doing it explicitly for the transmutes or xp lol
I guess that's true, but upping them from 10 to 20 isn't going to make me stick around with a dud group.
for me i would rather help carry an inexperienced group through than play with a speedster lol
LOL. I guess it depends. I'll speed through FG1 any day but it is fun carrying a decent but inexperienced group through a place like Frostvault
@peacenote
Interesting thoughts.
I completely agree with you, that splitting queues wouldn't solve the issue at all, but even worsen the experience for those, which are looking forward to run a specific dlc-dungeon or simply want to do a truly random run, while at the same time reward those which are causing those problems in the first place. So, that's clearly out of the question.
I also agree, that older DLC dungeons should be available for non-subscribers. The most important thing needed for healthy queues is a big enough number of participants, so that's almost a "no-brainer" imo. I've no idea tho, how to connect this move to their sales strategy, but thankfully that's not my job.
Finally I want to adress the elephant in the room: Currently the rewards aren't properly tied to the content, because regardless of dungeon we always get the very same reward. That's exactly what should be changed.
While some of your ideas are definitely charming imo (I especially like the addition of new bosses to older dungeons of course, as I enjoy running them anyways.), there is a far simpler solution: Tie the amount of earned transmutes to the average length of the corresponding dungeon. So, getting (and playing) FG 1 as rnd would earn the participants 3-5 transmutes, while running MoS under the same conditions grant for example around 15 transmutes.
I'm quite sure, that would do the trick and only the farmers, which are currently abusing the system had a reason to complain.
El_Borracho wrote: »How about this:
Allow anyone who made it all the way through the dungeon from the beginning to choose the loot they want from the final boss. [/b] You want the Nirn daggers in Falkreath, you get them. With one caveat, you have to have been one of the original 4 who started the dungeon and you can not trade the loot you choose at the end, so you don't encourage the loot sellers or kicking someone right before the last boss to get someone guaranteed loot.
@peacenote
Interesting thoughts.
I completely agree with you, that splitting queues wouldn't solve the issue at all, but even worsen the experience for those, which are looking forward to run a specific dlc-dungeon or simply want to do a truly random run, while at the same time reward those which are causing those problems in the first place. So, that's clearly out of the question.
I also agree, that older DLC dungeons should be available for non-subscribers. The most important thing needed for healthy queues is a big enough number of participants, so that's almost a "no-brainer" imo. I've no idea tho, how to connect this move to their sales strategy, but thankfully that's not my job.
Finally I want to adress the elephant in the room: Currently the rewards aren't properly tied to the content, because regardless of dungeon we always get the very same reward. That's exactly what should be changed.
While some of your ideas are definitely charming imo (I especially like the addition of new bosses to older dungeons of course, as I enjoy running them anyways.), there is a far simpler solution: Tie the amount of earned transmutes to the average length of the corresponding dungeon. So, getting (and playing) FG 1 as rnd would earn the participants 3-5 transmutes, while running MoS under the same conditions grant for example around 15 transmutes.
I'm quite sure, that would do the trick and only the farmers, which are currently abusing the system had a reason to complain.