El_Borracho wrote: »I am constantly amazed at the hubris of some players who demand an entire game be changed so they can run a quest on a base dungeon on a Level 45 alt, but absolutely refuse to even attempt to gather 3 friends to accomplish that
Lets put all this different player style/type run aside for a second.
The fact that every dungeon has monsters, and they are ALL skipped to run from boss to boss, is insane. Why even call it a dungeon anymore. The thought that trash mobs and bosses die in a dungeon is the whole basis of a dungeonrun in MMO's. Otherwise ZOS could just place three bosses in adjoining rooms and be done with it.
ZOS needs to fix dungeons so they are actually dungeons again, so they are actually dungeonruns again. As it is now, the MMO part of ESO is beyond broken, and it is incredibly harmful for the game. Especially to new players and players who have expectations/experiences with and from other MMO's.
It isn't even about the group itself, it is about one player being able to push their agenda without any way to stop them. Neither the game nor the players have effective safegaurds in place to prevent abuse of other players. And make no mistake, speedrunners and fake role players are abusing other players and wasting those players their time(in most cases).
thegreeneso wrote: »This is a big reason why I dislike doing dungeons in this game. Instead of a group working together to achieve a goal, the dungeon experience feels like 4 players trying to solo the dungeon on their own. There's no teamwork at all, you never have to rely on another team member. Dungeons are essentially big delves.
El_Borracho wrote: »I am constantly amazed at the hubris of some players who demand an entire game be changed so they can run a quest on a base dungeon on a Level 45 alt, but absolutely refuse to even attempt to gather 3 friends to accomplish that
The_Boggart wrote: »Twice recently l PUGged my tank , entered the dungeon and was kicked from the group with no explanation before even moving from the entrance . It was my *** (tank in training) .
Lets put all this different player style/type run aside for a second.
The fact that every dungeon has monsters, and they are ALL skipped to run from boss to boss, is insane. Why even call it a dungeon anymore. The thought that trash mobs and bosses die in a dungeon is the whole basis of a dungeonrun in MMO's. Otherwise ZOS could just place three bosses in adjoining rooms and be done with it.
What does this tell you about how people feel about trash mobs? Dungeon trash is just an arbitrary barrier to what people really want — set drops from bosses. Trash mobs are just annoying. Few people want to waste time on them, especially when they provide so little in return for the time spent killing them.
If dungeon designers want players to actively engage with trash mobs, then said mobs either need to have a random chance to drop set gear, or there needs to be far fewer of them.
Forcing players to kill X number of trash mobs before they can access the boss, or making them tougher to bypass, or anything like that would simply increase general player dislike for this tired, dated MMO feature.
The groups goal, the main goal for all four players, was to complete the daily pledge. Gear drops were not mentioned in the OP.
Even then, gear drops from trash mobs is very low as others have pointed out. In any MMORPG trash mobs are not the focus and it would not make sense to try to make them the focus.
I was simply talking about common reasons why people skip trash mobs (whether they’re running pledges, doing dailies for transmute stones, or farming gear). Killing them is usually a waste of time. The amount of XP they provide is minuscule compared to the XP earned from completing multiple RND on multiple characters as quickly as possible.
Dax_Draconis wrote: »El_Borracho wrote: »I am constantly amazed at the hubris of some players who demand an entire game be changed so they can run a quest on a base dungeon on a Level 45 alt, but absolutely refuse to even attempt to gather 3 friends to accomplish that
I'm constantly amazed at the hubris of some players who demand the group speed along behind them through dungeons, like their goal is the only one that matters, but absolutely refuse to even attempt to gather 3 friends to accomplish that.
Dragonnord wrote: »
thegreeneso wrote: »This is a big reason why I dislike doing dungeons in this game. Instead of a group working together to achieve a goal, the dungeon experience feels like 4 players trying to solo the dungeon on their own. There's no teamwork at all, you never have to rely on another team member. Dungeons are essentially big delves.
MidniteOwl1913 wrote: »
Ok, but at the end of that time, I would have a group that *wants* to do the content, not merely put up with the content race to the end just for the reward. My time wouldn't be wasted.
MikeSkyrim333 wrote: »If I speedrun the dungeon, I kill all mobs and bosses as fast as I can. If a speedrunner skip a lot of enemies, its not a good dungeon etiquette
Today I was on a level 45 ult account, trying to do my pledges.
As it happens I have not completed the quest for Banished Cells 1. So upon starting the run I grouped messaged that I was doing the quest and expected the group to just wait so I could collect it...but oh no.... here we go the 1600+ cp run off..
Speed running isn't new player friendly at all and unfortunately, that's the only mode you will most likely ever get while queuing for a dungeon solo. And this is a terrible experience for new players.
New players and even players doing for quest should have the option to queue for a normal progression mode where bosses aren't skippable, simply by placing an invisible wall after each boss, some games do this.
Players who speed run to farm gear can queue for the regular dungeons.
Random queues should satisfy both queues because you're trying your luck. As of now random queues just only go the way speed running whether you like it or not. Would be nice for players to have this choice.
It is completely inconsiderate to speedrun in a beginner dungeon like Banished cells or Fungal Grotto and not expect that at least one player is there for the quest.
If you can type "just leave" then you can also type "anyone questing?" and maybe just leave yourself, if someone says 'yes'.Dragonnord wrote: »
IF I LEAVE VOLUNTARILY from a a dungeon where 3 other individuals choose NOT to act as a team (dungeons are a team event with prescribed roles) and I choose not to participate then:
I AM FORCED BY ZOS to wait 10 minutes before I can even queue again. Then I need to wait in the queue again.
Your argument that 'they are not forced to do anything' is just wrong.
The whole speed-running of dungeons, particularly base-level dungeons; and the subsequent, lame arguments put up here in the forums by people who feel that their own bad behaviour should be excused on 'technicalities' is the applied definition of bullying.
You all want other people to play YOUR WAY, instead of playing in a way that includes all four people who queued for whatever reason to play with other players in something that is different from other overland experiences. These dungeons are the precursor to other team events, Veteran Dungeons and Trials. All with varying levels of difficulty for skilled players to test themselves.
The simplest answer to this problem would be for ZOS to remove the Transmute Crystal reward from base-level dungeons.
PapaTankers wrote: »Speed running isn't new player friendly at all and unfortunately, that's the only mode you will most likely ever get while queuing for a dungeon solo. And this is a terrible experience for new players.
New players and even players doing for quest should have the option to queue for a normal progression mode where bosses aren't skippable, simply by placing an invisible wall after each boss, some games do this.
Players who speed run to farm gear can queue for the regular dungeons.
Random queues should satisfy both queues because you're trying your luck. As of now random queues just only go the way speed running whether you like it or not. Would be nice for players to have this choice.
This is a terrible idea. The ques are already taking ages.
You are suggesting to split up ques even more.
PapaTankers wrote: »Speed running isn't new player friendly at all and unfortunately, that's the only mode you will most likely ever get while queuing for a dungeon solo. And this is a terrible experience for new players.
New players and even players doing for quest should have the option to queue for a normal progression mode where bosses aren't skippable, simply by placing an invisible wall after each boss, some games do this.
Players who speed run to farm gear can queue for the regular dungeons.
Random queues should satisfy both queues because you're trying your luck. As of now random queues just only go the way speed running whether you like it or not. Would be nice for players to have this choice.
This is a terrible idea. The ques are already taking ages.
You are suggesting to split up ques even more.
The bulk majority are random queues for transmutes and xp bonus aka speedrunners, having both options will have minimal effect on queue times for this majority and those queueing for regular mode. Those queue for progression mode will likely have a longer wait but I reckon is worth the tradeoff to play at their pace and get to complete achievements or dungeon quests.
The main drawback I see is those who queue random for speedrunner, who may not want to get filled into a progression mode run, but random queue is a mechanic to fill groups while giving player a chance for a faster queue pop so serving both modes will still be it's intended purpose.
This speedrunning thing has always been a toxic positivity/virtue signaling thing, the right to speedrun supercedes any other player's right to anything else, since the other party has no choice but to run along or forfeit xp and loot from kills. With any such abuse of power from a player capable of solo speedrunning vs others low cp and new players at their mercy, there should be a governing body which needs ZOS to review and set some rules or alternative option.