To me this idea seems like a win-win for every player type:
-Those who want to fake roles/speedrun(who basically run solo), can now run solo + three companions.
-Those who want to avoid the speedrunners/fake role players, can now run solo + three companions.
-Those who are no longer using the dungeon finder at all, can start doing so again with solo + three companions.
-Those who want to run storymode, can now run solo + three companions at their own pace.
-Those who want to play dungeons with other players, can still queue up to meet other players.
-Those who want to learn how the game works/new players, can now queue up both with other players and solo + three companions.
-Those who just want quick transmutes, can now run solo + three companions.
-Those who don't want to wait in queue, can now run solo + three companions.
-Those who want to farm a specific item/lead/something, can now easier do so with solo + three companions.
There does not seem to be any downside to me. And like I said above, those who still want to run dungeons with other players, still can and will do so. Solo + three companions would mostly take those who don't really want to queue with other players, out of the dungeonfinder.
prof-dracko wrote: »I think it'd slow people down a lot more if all (non secret) bosses were required to qualify for rewards. Go ahead, FG1 skippers, swim past those two mini-bosses. See where it gets you.
Well, ZOS does need to fix this issue fast.
In another thread I posted the suggestion to have a solo + three companion queue that grants transmutes as well, this way the rushers/fake roles can rush with their companions instead of negatively impacting many other players. To them it doesn't matter who is in there with them anyways.
Taken from the other thread:To me this idea seems like a win-win for every player type:
-Those who want to fake roles/speedrun(who basically run solo), can now run solo + three companions.
-Those who want to avoid the speedrunners/fake role players, can now run solo + three companions.
-Those who are no longer using the dungeon finder at all, can start doing so again with solo + three companions.
-Those who want to run storymode, can now run solo + three companions at their own pace.
-Those who want to play dungeons with other players, can still queue up to meet other players.
-Those who want to learn how the game works/new players, can now queue up both with other players and solo + three companions.
-Those who just want quick transmutes, can now run solo + three companions.
-Those who don't want to wait in queue, can now run solo + three companions.
-Those who want to farm a specific item/lead/something, can now easier do so with solo + three companions.
There does not seem to be any downside to me. And like I said above, those who still want to run dungeons with other players, still can and will do so. Solo + three companions would mostly take those who don't really want to queue with other players, out of the dungeonfinder.
Edit: To point out the other side's arguments: some player(s) disagreed with me. As they feel a solo + companion queue would leave the regular dungeon queue with too few players still queueing up.
prof-dracko wrote: »I think it'd slow people down a lot more if all (non secret) bosses were required to qualify for rewards. Go ahead, FG1 skippers, swim past those two mini-bosses. See where it gets you.
Well, ZOS does need to fix this issue fast.
In another thread I posted the suggestion to have a solo + three companion queue that grants transmutes as well, this way the rushers/fake roles can rush with their companions instead of negatively impacting many other players. To them it doesn't matter who is in there with them anyways.
prof-dracko wrote: »I think it'd slow people down a lot more if all (non secret) bosses were required to qualify for rewards. Go ahead, FG1 skippers, swim past those two mini-bosses. See where it gets you.
Skipping is a problem when you are X bosses away from the rusher. Just because they could roll-dodge all the mobs and mini-bosses. And you don't get the loot.AlterBlika wrote: »Skipping is no problem. People skip and rush because they don't want to "enjoy" (there's no joy after doing it hundreds of times) the content. Making content worse for players is not a solution.
Drammanoth wrote: »Skipping is a problem when you are X bosses away from the rusher. Just because they could roll-dodge all the mobs and mini-bosses. And you don't get the loot.
My example - we were doing Tempest Island. We were at Yalorasse the Speaker. Suddenly "ACTIVITY COMPLETE" pops up, and one player leaves the group. By the time we reached Stormreeve Neidir, we could not have collected the loot.
AlterBlika wrote: »Drammanoth wrote: »Skipping is a problem when you are X bosses away from the rusher. Just because they could roll-dodge all the mobs and mini-bosses. And you don't get the loot.
My example - we were doing Tempest Island. We were at Yalorasse the Speaker. Suddenly "ACTIVITY COMPLETE" pops up, and one player leaves the group. By the time we reached Stormreeve Neidir, we could not have collected the loot.
Then rush like everyone else?
Vonnegut2506 wrote: »I don't mind running dungeons quickly, but I have a problem with rushers who actually make the dungeon take longer. Instead of killing trash packs that take 5 seconds, we spend 30 seconds running like molasses because we are in combat the whole way. That's the infuriating part to me. If you want to do the dungeon quickly, then actually make it quicker and dragging trash packs for half the dungeon isn't always the quickest.
Drammanoth wrote: »I know little can be done to prevent sprinters from finishing the dungeon where the rest of the group is half way.
So maybe, instead of the above, could you make the time after group disbandment last 180 sec - to have the time to collect all the loot from chest, and perhaps return to be able to collect the loot from the boss that was killed way before us?
And no, don't tell me "choose a group you will like" because this is not a solution. I too would like to do the do the dungeon relatively fast, BUT not to the point of ignoring others.
No. You can tp out of the instance, but you have to remain in the group. And only a handful of thoughtful players will actually even BOTHER to consider this - can't blame them though...BXR_Lonestar wrote: »I thought this was already fixed so that if everyone leaves the instance, you can still stay in to complete quests/collect loot, ect.?Drammanoth wrote: »I know little can be done to prevent sprinters from finishing the dungeon (...), BUT not to the point of ignoring others.
I don’t mind skips and such but yeah running ahead of people to the point of soloing the dungeon is a problem. Here’s my proposal: doors only open when n-1 are in front of them (so 3/4 people in a full group in case 1 persons doing inventory management or had to go afk).
prof-dracko wrote: »I can't control others, but when I'm in a random group and we get to the end of a dungeon I always ask if anyone needs to turn in a quest or just wants to explore a bit before I disband. No harm to me staying grouped for a while if it lets someone else have a poke around after the rushers are gone.
AlterBlika wrote: »Drammanoth wrote: »Skipping is a problem when you are X bosses away from the rusher. Just because they could roll-dodge all the mobs and mini-bosses. And you don't get the loot.
My example - we were doing Tempest Island. We were at Yalorasse the Speaker. Suddenly "ACTIVITY COMPLETE" pops up, and one player leaves the group. By the time we reached Stormreeve Neidir, we could not have collected the loot.
Then rush like everyone else?
WhiteCoatSyndrome wrote: »prof-dracko wrote: »I can't control others, but when I'm in a random group and we get to the end of a dungeon I always ask if anyone needs to turn in a quest or just wants to explore a bit before I disband. No harm to me staying grouped for a while if it lets someone else have a poke around after the rushers are gone.
I’ve done this too, and then I found out you can leave the instance without leaving the group, so now I do that. Most of the time by the time the load screen clears I’m alone anyway, but if not I can go fix my gear, browse a trader or whatever while the remainder finish their quest.
made bold by DrammanothRecently I have had to take very low level ,NEW players ,through dungeons.They can't manage to complete in random normals due to runners. Also New players deserve to experience the story of the dungeon.
Lets Boil it down to this:
If you que for a random normal it implies that you complete the entire dungeon from start to finish in the role you queued as.
If you do not , due to selfish needs , then you defraud others and waste their time. How can you argue with following the set standards? What are the core values here? Deception (scams) are not tolerated so what is the differences? We just call them fake as a euphemism.
This is a blight on the community especially in the eyes of NEW players.
And NO , lagers , AFK , and people just mulling around should also not be tolerated either. But when dealing with a public situation(non custom group) a NON-selfish approach mixed with patience is the best option. ZOS should step in here.
WhiteCoatSyndrome wrote: »I don’t mind skips and such but yeah running ahead of people to the point of soloing the dungeon is a problem. Here’s my proposal: doors only open when n-1 are in front of them (so 3/4 people in a full group in case 1 persons doing inventory management or had to go afk).
I like this plan, but what about the dungeons with no doors (Fungal Grotto I has IIRC a grand total of one door, with the most-skipped bosses being behind it)? …maybe the bosses are invincible until at least part of the group catches up?
Recently I have had to take very low level ,NEW players ,through dungeons.They can't manage to complete in random normals due to runners. Also New players deserve to experience the story of the dungeon.
Lets Boil it down to this:
If you que for a random normal it implies that you complete the entire dungeon from start to finish in the role you queued as.
If you do not , due to selfish needs , then you defraud others and waste their time. How can you argue with following the set standards? What are the core values here? Deception (scams) are not tolerated so what is the differences? We just call them fake as a euphemism.
This is a blight on the community especially in the eyes of NEW players.
And NO , lagers , AFK , and people just mulling around should also not be tolerated either. But when dealing with a public situation(non custom group) a NON-selfish approach mixed with patience is the best option. ZOS should step in here.