colossalvoids wrote: »There might be a reason for the pattern to occur don't you think? Exiting group exists for a reason, not all the experiences are what people are looking for and easy exit is a must.
People don’t leave dungeons “for no reason”. Based on the little context I see here, there’s not enough group damage to full burn 2nd boss. Most people don’t know the mechanics and rely on burning through that boss. If it’s actually before first boss even, then sounds like a fake tank situation. What role and setup are you using?
HoffmannTheBest wrote: »colossalvoids wrote: »There might be a reason for the pattern to occur don't you think? Exiting group exists for a reason, not all the experiences are what people are looking for and easy exit is a must.
If a player doesn't exit right away at the very beginning, but in the middle - this is a reason to think about why he goes to dungeons at all. Exiting a dungeon for no reason - prevents other players from playing. Those who need specific dungeons - can choose them, there is no need to go to a random one.
I went to the veteran dungeon 10 times for the Balorg mask, and all 10 times half of the group exited the dungeon before or after the first boss. What is the purpose of going to dungeons at all, if every time you have to stand in a long queue, play for 2 seconds until half of the group exits, and then stand in a long queue again.
Okay, let them come out, but the more often they come out, the bigger the penalty will be. 1st exit - as now the penalty, 2nd exit - 30 minutes penalty, 3rd exit - 1 hour penalty, 4th exit - 3 hours penalty, 5th exit - 6 hours penalty, 6th exit - 12 hours penalty
This will make players think about their destructive behavior that interferes with the game for other players, and so that they go to gather a group of their friends/acquaintances, and not go to random, since they do not know how to play to the end.
I also do not like a lot of things in dungeons, and I only came out once in all this time, when I got stuck in a hole in Selene's Web and did not know how to get out. Yes, I died many times, all my equipment was broken, I was annoyed by one-shot attacks of bosses, but I never came out of a dungeon or Trial until the whole group came out.
Stafford197 wrote: »Nah I don’t blame players for leaving.
ZOS created levels of difficulty with the Normal and Veteran sliders. They then intentionally created new dungeons which way more difficult and take way longer to complete than others, invalidating the purpose of difficulty setting. A total lack of dungeon balance is the entire reason for why people leave DLC dungeons so often.
Normal and Veteran should be standard across the entire game to the difficulty that we see in base game dungeons. Dungeon length should be reduced by removing a few unnecessary add pulls + the areas that you walk through to reach them. Bloodroot Forge and Lair of Maarselok are also prime examples of these issues.
I’ve done countless random dungeons and I’m telling you more than half of the time players will instantly leave when they see these dungeons.
Stafford197 wrote: »
Normal and Veteran should be standard across the entire game to the difficulty that we see in base game dungeons. Dungeon length should be reduced by removing a few unnecessary add pulls + the areas that you walk through to reach them.
colossalvoids wrote: »Stafford197 wrote: »
Normal and Veteran should be standard across the entire game to the difficulty that we see in base game dungeons. Dungeon length should be reduced by removing a few unnecessary add pulls + the areas that you walk through to reach them.
If the intention would be to get rid of people who are particularly playing the game because dungeons that would be the way indeed, but those are created for the specific audience who doing in strictly on vet+ and participate in power creep zos are introducing every year so difficulty should obviously rise with each of those spikes to offer a challenge still.
Normal can be whatever as that's the option for ones who do not enjoy it or care but want to get a skill point or gear. With soloable dungeons they've promised it would probably become a non issue whatsoever.
Stafford197 wrote: »colossalvoids wrote: »Stafford197 wrote: »
Normal and Veteran should be standard across the entire game to the difficulty that we see in base game dungeons. Dungeon length should be reduced by removing a few unnecessary add pulls + the areas that you walk through to reach them.
If the intention would be to get rid of people who are particularly playing the game because dungeons that would be the way indeed, but those are created for the specific audience who doing in strictly on vet+ and participate in power creep zos are introducing every year so difficulty should obviously rise with each of those spikes to offer a challenge still.
Normal can be whatever as that's the option for ones who do not enjoy it or care but want to get a skill point or gear. With soloable dungeons they've promised it would probably become a non issue whatsoever.
You can add difficulty via hard modes. Same goes for trials. I have every trifecta in the game and can tell you nothing should be as hard as Swashbuckler Supreme.
A Planesbreaker clear (Rockgrove trifecta) should be the peak of difficulty in my opinion. All content should be puggable, while achieving Hard Modes and Trifectas should be the prog.
Just my opinion though. I enjoy having a title on my server that less than 100 others have but I feel like it makes zero sense that this happens. Pushing score should be the super endgame that we currently consider certain trifectas to be.
MidniteOwl1913 wrote: »No, just no.
I'm sorry you can't seem to finish the dungeon, but you can't just keep people in content because you want to finish. Find a group of people who want what you want, guilds are a good source, and give that a try.
I assume you also mean 24 hours across the whole account? Because right now players can just log into another character to get around the 15 min timeout.
Cooperharley wrote: »No, this is extremely silly.
If i join a group and have a fake tank sprinting ahead being annoying, I'll usually leave. Same with a vet dungeon where a dps is pulling everything ahead of the group while I'm tanking. Why should i be punished for that?
colossalvoids wrote: »Stafford197 wrote: »
Normal and Veteran should be standard across the entire game to the difficulty that we see in base game dungeons. Dungeon length should be reduced by removing a few unnecessary add pulls + the areas that you walk through to reach them.
If the intention would be to get rid of people who are particularly playing the game because dungeons that would be the way indeed, but those are created for the specific audience who doing in strictly on vet+ and participate in power creep zos are introducing every year so difficulty should obviously rise with each of those spikes to offer a challenge still.
Normal can be whatever as that's the option for ones who do not enjoy it or care but want to get a skill point or gear. With soloable dungeons they've promised it would probably become a non issue whatsoever.
WuffyCerulei wrote: »That’s gonna be a hard no for me. I shouldn’t be punished for leaving a group I find toxic or not listening. I will leave groups if I’m tanking and the dps refuse to listen when I tell them to stop running ahead.
HoffmannTheBest wrote: »It seems to me that those who are against this, themselves like to leave the dungeon because they are bored or they feel that they are useless, and such a restriction will not give them such an opportunity.
HoffmannTheBest wrote: »Today is the sixth time I've tried to go get Balorg's helmet, and the sixth time the whole group leaves the dungeon on the second boss. I suggest limiting access to dungeons for those who leave them constantly for a day. Maybe at least they'll start thinking with their heads.
HoffmannTheBest wrote: »WuffyCerulei wrote: »That’s gonna be a hard no for me. I shouldn’t be punished for leaving a group I find toxic or not listening. I will leave groups if I’m tanking and the dps refuse to listen when I tell them to stop running ahead.
So, gather a group and go in a group, and don't get into random, since you can't take criticism addressed to you. Why should they suffer because of this?
I've never had any problems in dungeons, including veteran ones, and I haven't encountered any leavers with players who constantly leave for no reason. No one died, they dragged the bosses, there was a little bit left until the end - everyone left. Where's the logic?
Okay, you don't want a restriction on access to dungeons, then here's an option: all collected loot will have to be removed from the player's inventory if he didn't reach the end, but left. I think this is a completely fair punishment for leavers. Left early - left without loot.
Look, in Crossout, for leaving raids (analogous to dungeons) - the player does not receive a reward. Quite fair, what reward does he get if he did not finish the content?
HoffmannTheBest wrote: »Cooperharley wrote: »No, this is extremely silly.
If i join a group and have a fake tank sprinting ahead being annoying, I'll usually leave. Same with a vet dungeon where a dps is pulling everything ahead of the group while I'm tanking. Why should i be punished for that?
So don't go to random, gather a group and go in a group. I want to go to random, and why should I, like other players, suffer [snip]
HoffmannTheBest wrote: »Today is the sixth time I've tried to go get Balorg's helmet, and the sixth time the whole group leaves the dungeon on the second boss. I suggest limiting access to dungeons for those who leave them constantly for a day. Maybe at least they'll start thinking with their heads.
Aggrovious wrote: »HoffmannTheBest wrote: »Today is the sixth time I've tried to go get Balorg's helmet, and the sixth time the whole group leaves the dungeon on the second boss. I suggest limiting access to dungeons for those who leave them constantly for a day. Maybe at least they'll start thinking with their heads.
Terrible idea. Truth is, you need to find friends/guild members and form a group. You will never have success Vet runs 100 percent of the time. Players leave because they don't want their time wasted and the DPS probably wasn't there. It needs to be.
kyle.wilson wrote: »HoffmannTheBest wrote: »WuffyCerulei wrote: »That’s gonna be a hard no for me. I shouldn’t be punished for leaving a group I find toxic or not listening. I will leave groups if I’m tanking and the dps refuse to listen when I tell them to stop running ahead.
So, gather a group and go in a group, and don't get into random, since you can't take criticism addressed to you. Why should they suffer because of this?
I've never had any problems in dungeons, including veteran ones, and I haven't encountered any leavers with players who constantly leave for no reason. No one died, they dragged the bosses, there was a little bit left until the end - everyone left. Where's the logic?
Okay, you don't want a restriction on access to dungeons, then here's an option: all collected loot will have to be removed from the player's inventory if he didn't reach the end, but left. I think this is a completely fair punishment for leavers. Left early - left without loot.
Look, in Crossout, for leaving raids (analogous to dungeons) - the player does not receive a reward. Quite fair, what reward does he get if he did not finish the content?
The same thing could be said to you. If you want to group consistency , form your own group with friends
So, gather a group and go in a group, and don't get into random, since you can't take criticism addressed to you. Why should they suffer because of this?
Cooperharley wrote: »HoffmannTheBest wrote: »Cooperharley wrote: »No, this is extremely silly.
If i join a group and have a fake tank sprinting ahead being annoying, I'll usually leave. Same with a vet dungeon where a dps is pulling everything ahead of the group while I'm tanking. Why should i be punished for that?
So don't go to random, gather a group and go in a group. I want to go to random, and why should I, like other players, suffer [snip]
How is a do’s running ahead of me and pulling the entire vet dungeon and dying, while simultaneously annoying the rest of the group and souring the experience for everyone, an ego problem for me?
[snip]
[edited for flaming & to remove quote]