Cooperharley wrote: »Why are random normal dungeons rewarding the EXACT same thing as a random veteran dungeon?
While you can’t rely on your community to have “manners” and queue up for the roles their designed for, it is equally as important to have artificial guardrails in place or at least things to push you in the direction of your vision. What do I mean by that?
Because ESO is play how you want, you are able to queue up as a fake tank or fake healer because there’s nothing stopping you from doing so. But - why do people even do it? It’s absolutely not to give new players a terrible experience, even though that’s the primary side effect, it’s because it’s the most efficient way to get the primary reward of the activity - daily XP & transmutes. So here is the question:
After 10 years, WHY is the reward for doing a random veteran dungeon the EXACT same as doing a random normal dungeon? 10 transmutes & the SAME XP. I GUARANTEE you many people would do other stuff if it was more worth it. Outside of personal challenge, there’s not many enticing reasons to do a random vet.
WHY NOT make the rewards for a random vet 2.5x that of a random normal? You can get fungal grotto 1 for your random normal or vet lair of maarselok (with a PUG mind you…). The risk should be worth the reward here.
Cooperharley wrote: »Why are random normal dungeons rewarding the EXACT same thing as a random veteran dungeon?
While you can’t rely on your community to have “manners” and queue up for the roles their designed for, it is equally as important to have artificial guardrails in place or at least things to push you in the direction of your vision. What do I mean by that?
Because ESO is play how you want, you are able to queue up as a fake tank or fake healer because there’s nothing stopping you from doing so. But - why do people even do it? It’s absolutely not to give new players a terrible experience, even though that’s the primary side effect, it’s because it’s the most efficient way to get the primary reward of the activity - daily XP & transmutes. So here is the question:
After 10 years, WHY is the reward for doing a random veteran dungeon the EXACT same as doing a random normal dungeon? 10 transmutes & the SAME XP. I GUARANTEE you many people would do other stuff if it was more worth it. Outside of personal challenge, there’s not many enticing reasons to do a random vet.
WHY NOT make the rewards for a random vet 2.5x that of a random normal? You can get fungal grotto 1 for your random normal or vet lair of maarselok (with a PUG mind you…). The risk should be worth the reward here.
My opinion is that a lot of gamers are inherently lazy. Fastest and easiest path to the desired reward. Fake roles allow faster access to content, so less waiting. Normal dungeons allow for fast rewards. Shortcuts are not hard to understand. Skipping bosses that don't contribute to the goal, or make the dungeon longer, are also not hard to understand. Speed running ahead of the group because the player can solo the dungeon and only needs the group there for the group reward... also easy to understand. I am not saying that everyone is like that, but this is an observation that I happen to agree with.
This means that lazy gamers will do veteran content ONLY when there is a reason to not do normal content. Some special drop, or as you suggest, a larger reward.
The thing is that if the person is only looking to do one daily dungeon to get a particular reward, is it better to do a fast easy dungeon for less reward, or a longer harder dungeon for more reward. The reward would have to offset the easy nature.
Transmutes tend to collect over time, and if that is good enough to the point where the rate that they collect is less important than the time spent collecting them, the additional reward is not as much of an incentive. The player can be off doing other things, like writs, playing another game, or going outside (sorry, did not mean to scare anyone! ) rather than doing veteran dungeons.
Five minutes for a base game normal dungeon, like Fungal Grotto 1, is better than some DLC or veteran dungeon that may take more than 2.5x the time. I routinely see people in here say they drop from the group for certain types of dungeons, and I figure the reason they do this is that it is faster to queue for another attempt than it is to complete the dungeon that came up. I also see people ask for a way to exclude DLC dungeons from the group finder, and I think this is for the same reason.
So, my thought is that the reward needs to be significantly better. Not just 2.5x, but way better than that for veteran and WAY WAY better for DLC dungeons. Otherwise, people will just comment that it is nice that they did that, but could ZOS please push the 2.5x down to normal so they can benefit, too.
Edit: and of course, we eventually hit the arbitrary cap on transmutes, making the whole increased rewards moot.
Cooperharley wrote: »WHY NOT make the rewards for a random vet 2.5x that of a random normal? You can get fungal grotto 1 for your random normal or vet lair of maarselok (with a PUG mind you…). The risk should be worth the reward here.
While i'm all for them adding new ways to get transmutes, incentivizing doing random vets over random normals would likely have a negative impact on the community. At best it would end up splitting the player base, among people that can do vets consistently and the people that can't, increasing queue times for both activities. It would likely also cause random normals to become harder and longer since the more experienced players will be doing vets. It would also likely result in fake healers and tanks in random vet queues which would make random vets less enjoyable too.
Lazarus_Rising wrote: »A lot of people unfit to do veteran will queue and cause more drama than there is now. Rather have people wipe the whole dungeon and speedrun in normal. Its not optimal but at least everyone gets their reward. The kicking and leaving in vet will be insane if they increase the reward.
"Transmutes tend to collect over time, and if that is good enough to the point where the rate that they collect is less important than the time spent collecting them, the additional reward is not as much of an incentive. The player can be off doing other things, like writs, playing another game, or going outside (sorry, did not mean to scare anyone! ) rather than doing veteran dungeons."
tsaescishoeshiner wrote: »One benefit of random daily dungeons is that they reduce queue times for players who are trying to queue for specific dungeons.
If random daily veteran dungeons offered a separate reward, I see a few main impacts:
- People would spend more time failing content they're underprepared or undercoordinated for
- Really good players might spend less time blasting/fake-roling through normal dungeons
- People would instantly bail on veteran dungeons that are difficult to pug. This happens on normal, where things are way, way easier
Hostility is sort of common in random normal dungeons--it would be amplified in daily random veterans. I'm not saying this is a reason to NOT have a better reward for daily random veterans, I think it should maybe be encouraged differently. For example, maybe have a bonus reward only if you queue with a player from your guild or friendlist. (We're talking dungeons, so not considering solo players here)
Warhawke_80 wrote: »I know something has to happen because we were told that story mode dungeons are going to be a thing eventually...which means they have to restructure the gear for Normal and Veteran Dungeons
Right?
MudcrabAttack wrote: »When I que for a random vet, it tends to be kind of fun more often than not. If they bring up the daily reward it’s probably going to get way worse as lazy people join the que
Dagoth_Rac wrote: »Right now, Veteran Random is generally a nice gameplay experience precisely because the rewards are the same as normal. There is really no reason to queue for a random veteran unless you enjoy the challenge. And you tend to find yourself grouped up with other players who are both up to the challenge and accepting that it will be a challenge.
Adding enhanced rewards to veteran will just result in players queuing for random veteran that have no business being in a veteran dungeon, but hope to get carried to a shinier reward.
You get the monster helm. That's enough. Plus purple items. This makes gear attainable for everyone. You get the vet trophy and sometimes some achievement. And there is always HM for more. The rewards are just fine as they are.
Ishtarknows wrote: »You get the monster helm. That's enough. Plus purple items. This makes gear attainable for everyone. You get the vet trophy and sometimes some achievement. And there is always HM for more. The rewards are just fine as they are.
The monster helm is enough?
So after you've run the dungeon 3 times, then what? And the trophies are only for the first completion. Vet DLCs are longer, often have pug breaking mechs and are generally more unforgiving than normals. Why shouldn't there be incentives to repeat the content (while also speeding up someone else's queue time).
And regarding the achievements, nobody in their right mind is going into a pug queue to attempt a trifecta/ no death run.
Cooperharley wrote: »Why are random normal dungeons rewarding the EXACT same thing as a random veteran dungeon?
So here is the question:
After 10 years, WHY is the reward for doing a random veteran dungeon the EXACT same as doing a random normal dungeon? 10 transmutes & the SAME XP. I GUARANTEE you many people would do other stuff if it was more worth it. Outside of personal challenge, there’s not many enticing reasons to do a random vet.
WHY NOT make the rewards for a random vet 2.5x that of a random normal? You can get fungal grotto 1 for your random normal or vet lair of maarselok (with a PUG mind you…). The risk should be worth the reward here.
Cooperharley wrote: »Why are random normal dungeons rewarding the EXACT same thing as a random veteran dungeon?....
There was a comment by gilliamtherogue on twitch a few years back essentially echoing what many on forum have said: it's a non-problem. The random tool was provided to give access to group content(dungeons) and the rewards introduced to ensure the queues were filled and, in both regards, it has been, glitches aside, completely successful.Cooperharley wrote: »...Has this been discussed with the devs ever? I...