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.
Speed runners etc are NOT a problem with GROUP dungeons. If you choose to stay in a random group after a vote-kick has failed and you are unhappy with the way a dungeon is run, that's a 'you' problem.
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.
spartaxoxo wrote: »Speed runners are definitely an issue for some dungeons. As they can cause quests to fail and loot to be missed.
ZOS should address this by modernizing those quests so that they succeed even if a player moves past that dialogue, and also they should despawn all non-boss enemies and extend the timer before removing everyone when the final boss is killed. This would allow players both the time and ability to go back and picked things up they missed when the runner forced everyone past it.
They should also implement a story mode that doesn't give any group drops (no undaunted keys, no monster helmets, no transmute crystals, no pledge progress, no gear sets) so that people who want to hear the story can do so at their own pace.
Joining encounter in progress was a good step in addressing this issue, but there's still a bit more to go.
spartaxoxo wrote: »They should also implement a story mode that doesn't give any group drops (no undaunted keys, no monster helmets, no transmute crystals, no pledge progress, no gear sets) so that people who want to hear the story can do so at their own pace.
BXR_Lonestar wrote: »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.
I thought this was already fixed so that if everyone leaves the instance, you can still stay in to complete quests/collect loot, ect.?
JanTanhide wrote: »BXR_Lonestar wrote: »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.
I thought this was already fixed so that if everyone leaves the instance, you can still stay in to complete quests/collect loot, ect.?
Only for a few minutes.
Erickson9610 wrote: »I was once kicked from a group because I queued for Direfrost Keep specifically, and I skipped past the bosses to get to the pressure plates, which require a second player to activate. I told the group members that I was looking for a Hulking Draugr bow (which can only drop from chests and the final boss), and so I left the other bosses alone so the others could kill them on their own time while I waited on the pressure plates for them.
The group ended up vote kicking me, which is how they should've handled the situation. I wasn't trying to ruin the experience for them, but they didn't agree with me rushing ahead, and they happened to outnumber me. I would've farmed this dungeon solo (not with the queue) if it was possible to get past the pressure plates with my Companion, but that wasn't an option. Those group members told me to find my own group to farm that dungeon with, but I had no one else.
There are tools in place already to deal with people who don't want to run dungeons your way. That said, I would've only soloed that dungeon if it was possible to complete solo — not all dungeons in the game are soloable, and not all players have available group members to run with.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Erickson9610 wrote: »I would've farmed this dungeon solo (not with the queue) if it was possible to get past the pressure plates with my Companion, but that wasn't an option.
Erickson9610 wrote: »I was once kicked from a group because I queued for Direfrost Keep specifically, and I skipped past the bosses to get to the pressure plates, which require a second player to activate. I told the group members that I was looking for a Hulking Draugr bow (which can only drop from chests and the final boss), and so I left the other bosses alone so the others could kill them on their own time while I waited on the pressure plates for them.
The group ended up vote kicking me, which is how they should've handled the situation. I wasn't trying to ruin the experience for them, but they didn't agree with me rushing ahead, and they happened to outnumber me. I would've farmed this dungeon solo (not with the queue) if it was possible to get past the pressure plates with my Companion, but that wasn't an option. Those group members told me to find my own group to farm that dungeon with, but I had no one else.
There are tools in place already to deal with people who don't want to run dungeons your way. That said, I would've only soloed that dungeon if it was possible to complete solo — not all dungeons in the game are soloable, and not all players have available group members to run with.
What you're describing is one of the absolutely worst, slowest ways to get through any content. Rather than stick with the group to expedite their arrival to the obligatory co-op mechanic, you selfishly ran ahead and made them 3-man everything up to that point, prolonging both the time that you had to wait and the time that they had to spend fighting.
If you want to actually make random normal runs go faster, put together a Void Bash DPS setup with a taunt and queue as a tank.
AlterBlika wrote: »Erickson9610 wrote: »I would've farmed this dungeon solo (not with the queue) if it was possible to get past the pressure plates with my Companion, but that wasn't an option.
You can skip plates by using gap closer on a troll behind the door you open after killing that boss. You'll travel through it. There are videos on youtube for this.
ClowdyAllDay wrote: »the worst case with speed runers is when they are the group leader and no one icks them. they run ahead finish the last boss and disband the group such that no one can do any other content. um yeah see you next tuesday and thanks for treating us like we dont matter. n that case we need the disband group function removed from the menu.
Remove transmutes from random normal (but keep for random vet) and drastically reduce the XP bonus from random normal but keep same amount for random vet. This will remove most of the dungeon rushing.
boi_anachronism_ wrote: »Remove transmutes from random normal (but keep for random vet) and drastically reduce the XP bonus from random normal but keep same amount for random vet. This will remove most of the dungeon rushing.
This has been suggested. The outcome would simply be more folks unprepared for vet dungeons, especially dlcs, ending up in groups where they cant effectively fulfill their rolls. You see it already with people looking for monster helms.it usually just ends with a disbanded group for dlcs. I see it constantly.
boi_anachronism_ wrote: »Remove transmutes from random normal (but keep for random vet) and drastically reduce the XP bonus from random normal but keep same amount for random vet. This will remove most of the dungeon rushing.
This has been suggested. The outcome would simply be more folks unprepared for vet dungeons, especially dlcs, ending up in groups where they cant effectively fulfill their rolls. You see it already with people looking for monster helms.it usually just ends with a disbanded group for dlcs. I see it constantly.
You are not wrong. But how long would that be (honest question)?
Rewards are only gained by succeeding in the content they are tied to.
Players wouldn't earn a single transmute and only a minor amount of xp for disbanding the group. So they are left with the choice to either play properly (namely team-oriented and aware of the content's mechanics) or waive the rewards.
I think after a few harsh initial weeks the queues would in fact become more healthy. Rvd got more capable players while rnd got rid of most speedrunners.
boi_anachronism_ wrote: »This has been suggested. The outcome would simply be more folks unprepared for vet dungeons, especially dlcs, ending up in groups where they cant effectively fulfill their rolls. You see it already with people looking for monster helms.it usually just ends with a disbanded group for dlcs. I see it constantly.