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QOL toggles for random dungeons

RoCoL
RoCoL
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Box or boxes to check before queue for dungeon that indicate you are LFG type of "immersion" or "run and gun"

QOL toggles for random dungeons 37 votes

Yes.
56% 21 votes
No.
43% 16 votes
  • Skjoldur
    Skjoldur
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    Huge yes.

    Only recently I tried to do one of the dungeon quests on an alt and it was almost impossible because everyone else was just rushing through to, understandably, be done with the daily.
    I'm used to it, though I always make sure that people get their quests done, but for new players this is a horrible experience.

    Been saying two things for many, many years:
    1. We need a "story queue"
    2. The last player should not get kicked from the dungeon, so that they can turn in the quest, which sometimes isn't easily possible if everyone left, some rp started and / or they don't know where to go hand in the quest. Depending on the dungeon this can be confusing.

    Also, kicking people from the dungeon prevents them from running around and having a look, maybe find chests or just to familiarize themselves with the dungeon in case the group was too fast.

    It's weird, and sad, that ZOS has been ignoring such basic essential for years despite many, many requests and complains.
  • peacenote
    peacenote
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    If I wanted to slowly go through a dungeon and my guildies weren't around, I would use the new(ish) group finder tool. I have had great success with it.

    I kind of like how the dungeon finder is typically an "efficient" run while group finder can be used for story runs, training runs, etc. I don't see a need to also add additional functionality to the dungeon finder now that we have group finder, personally. Plus, if the dungeon finder queue was split into sub options, it definitely would increase the queue time which would make it less efficient... not a great trade off.
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  • Skjoldur
    Skjoldur
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    peacenote wrote: »
    If I wanted to slowly go through a dungeon and my guildies weren't around, I would use the new(ish) group finder tool. I have had great success with it.

    I kind of like how the dungeon finder is typically an "efficient" run while group finder can be used for story runs, training runs, etc. I don't see a need to also add additional functionality to the dungeon finder now that we have group finder, personally. Plus, if the dungeon finder queue was split into sub options, it definitely would increase the queue time which would make it less efficient... not a great trade off.

    True to some degree.

    While it might work, depending on day, time, dungeon etc. it's not guaranteed.

    But it's unnecessarily "complex" to use such a tool if one essentially accepts anyone without restrictions anyway, though an argument could be made for harder DLC dungeons, but there is no guarantee that it will work with a group of new players anyway. (Which touches on another topic: Separate queue for normal DLC dungeons)

    But most importantly, player psychology has to be taken into account: New players will, most of the time, shy away from a group finder, so this will never be a good solution for them.
  • Soarora
    Soarora
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    I voted no, here is why:
    Normal dungeons instead should be made soloable, as they cannot be buffed as that would make people angry. Allowing them to be soloable means people can truly go at their own pace since group questing in this game is broken anyways (I hate doing it because people skipping dialogue skips it for me too).

    Veteran dungeons, as long as the tank and a dps is there, trash can be cleared while the other 1-2 people read npc dialogue and then can get pulled into the boss fight once they’re done.
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  • Danikat
    Danikat
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    Isn't this exactly what the group finder is for?

    No it's not as simple as joining a queue and getting dumped in the first group with a space, but it also (mostly) avoids the problem of people who pay no attention to the settings and do whatever they want anyway. Considering the constant complaints about fake tanks and fake healers I think it's very likely you'd get people queuing up for whichever version they think will have the shortest queue then blasting through the dungeon anyway.
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  • Araneae6537
    Araneae6537
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    I would recommend creating a group in group finder if you want to do the quest. Most groups will wait if you say something, but I feel it inconsiderate to make others wait while going through all the dialogue (I would wait for someone doing this but would not feel comfortable making others wait if it was jot an agreed upon story run), and then some base dungeons are easy to break accidentally (Tempest Island, for example).

    I also think ZOS should get rid of the transmute reward for random dailies to remove the incentive to speedrun (nothing against a group that chooses to speedrun and I’ve had fun participating in such as well)
  • Skjoldur
    Skjoldur
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    Group finder is a workaround, not a solution, because new players will always be uncomfortable to use it, if not outright not use it.

    It's a useful tool to build groups with more complex requirements but using it for remarkably simple things is just a bad idea and design. -- Just like it would be if everyone trying to do the daily quickly would have to use the group finder.

    A dedicated story queue is a very simple solution to match players with the same goal as easily and quickly as possible and the only reason to be against it is being against minimally longer queue times for people who just want to rush through a dungeon for their daily and don't care about new players. -- Which would also be the case if all trying to do the quests used the group finder.
  • HatchetHaro
    HatchetHaro
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    Given how there's already a support drought in dungeon finder like all of the time, further splitting the queue will just mean that you'll never find a group as a dps.

    Besides, most players only ever want to (and get to) experience the story in each dungeon exactly once and never again; the rest of the time they have to hang back in a dungeon is on alt characters in older dungeons, waiting for quest objectives to appear. What this means is that practically no one will ever pick the "immersion" setting.

    For something so niche that will see so little use, plus a proven track record of dungeon finder stability (hint: it's not good), I doubt having an additional setting for the dungeon finder is worth the manpower needed to create and maintain it.

    Edited by HatchetHaro on June 4, 2024 2:38PM
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  • Skjoldur
    Skjoldur
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    Soarora wrote: »
    I voted no, here is why:
    Normal dungeons instead should be made soloable, as they cannot be buffed as that would make people angry. Allowing them to be soloable means people can truly go at their own pace since group questing in this game is broken anyways (I hate doing it because people skipping dialogue skips it for me too).

    Veteran dungeons, as long as the tank and a dps is there, trash can be cleared while the other 1-2 people read npc dialogue and then can get pulled into the boss fight once they’re done.

    I'd prefer ZOS to finally fix the quest progression for groups after 10 years.
    That part feels like they want players to play solo, because you never know how choosing an option would affect the grouped player, sometimes even some random player who is simply talking to the same NPC.
    LOTRO added a quest progress info to show which player was on which step of the quest and an even better solution had SWTOR, I think.

    As for Veteran dungeons, this isn't even part of the conversation: While long time players potentially skip normal dungeons and do quests on Veteran, this will not be the case for new players and any dedicated story queue should only be available for normal difficulty.
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