hell no, i want them to go and help themselves in normal mode then come do random vets like a normal person, or even better after normal mode or please johny and sally go full guild mode (because its safe) in vet first have some fun with people they trust then come vet randoms and that way the exp person in the grup does not always have too run around worrying about any toxic fools
SilverBride wrote: »DenverRalphy wrote: »SilverBride wrote: »A Random Base Dungeon queue and a Random DLC Dungeon queue would still fill groups in need. Separating them would not stop that. The only difference is that players will ALL get placed where they want to be.
Queueing for specific dungeons to avoid DLCs would completely invalidate the rewards for queueing random so that is not a solution.
I don't understand why there is a problem with separate queues. We already have separate ones for normal and veteran dungeons, so why not this?
Because it increases the chances of longer wait times.
Using simple numbers lets say there are an average of 10 "Helpers" in the Base Game queue at any given time, and 1 Helper in the DLC queue. The Base Game queue can continue to keep the queue moving. Meanwhile, the poor schlubs in the DLC queue stand around forever if any of their groups needs more than 1 spot filled. And vice-versa if DLC has a steady supply of helpers while base game does not.
If the "Helpers" were all in the same queue, then everything moves along.
This is an issue because many players do not want to run DLC dungeons yet they are being forced to so that those that want DLC dungeons can have shorter wait times. This is not fair.
Having separate queues will greatly increase player satisfaction.
Demalb16_ESO wrote: »I didn't expect so many reply, but:
1) The random daily is to fill group in the DLC dungeons.... A Lot of people don't have dlc, they (until now) got the ability to switch them on or off with eso plus. So the argument that "it's for filling it's really without base. If you think that with the random daily you will fill the DLC places I think you are wrong. as the population who wanto do do normal and dlc is different is also different by the same size (because people who want to do normal don't buy dlc and use eso+) the people that doesn't own dlc and so don't queque for them (like me).
2)The reward for normal should be less, no the reward for dlc should be more like they did with the key. fi you with the new model force me to do dlc instead of normal you sould double the xp that you get. If it was a short dungeons I could understand but for xp farming (i'm farming to bring all classes to 50 for multiclassing) the time consumed is too much. Some dungeon is half an hour and you don't know with who you will be paired so in the worst case scenario you could not finish it. possible huge waste of time with no reward!!
So for me there should be different queques for dlc and normal with different level of rewards.
frogthroat wrote: »CP tells you one thing and one thing only: approximately how many hours they have spent on this account. I can assure you I am ready for vGD on my CP295 alt account. I just can't get to vet DLC dungeons via dungeon finder yet so when I farmed Zaan at CP260 (since Slimecraw nerf, and Zaan being useful as a full set, I chose Zaan as my 1pc crit) I had to travel there manually.A cp300 player is not ready for a graven deep vet, if anyone think so they are not living in the real world.
I've seen low triple digit players having the top dps in vet trials, and I have seen CP2000+ needing a carry in normal dungeons.
Sure, in general you can guesstimate low CP equals inexperienced and high CP equals experience, but do not get surprised if you guesstimated wrong.
Current random dung is outdated, and everytime a new player says how bad of an experience it is, they are told not to use random dung, i dont know of any other games where this is the case.
SilverBride wrote: »Why did they start making dungeons longer and harder in the first place? That is the real issue here. There should not be such a large difference in a base game dungeon and a DLC dungeon but there is.
This has been causing conflict for a long time now and it needs to be addressed.
SilverBride wrote: »DenverRalphy wrote: »SilverBride wrote: »A Random Base Dungeon queue and a Random DLC Dungeon queue would still fill groups in need. Separating them would not stop that. The only difference is that players will ALL get placed where they want to be.
Queueing for specific dungeons to avoid DLCs would completely invalidate the rewards for queueing random so that is not a solution.
I don't understand why there is a problem with separate queues. We already have separate ones for normal and veteran dungeons, so why not this?
Because it increases the chances of longer wait times.
Using simple numbers lets say there are an average of 10 "Helpers" in the Base Game queue at any given time, and 1 Helper in the DLC queue. The Base Game queue can continue to keep the queue moving. Meanwhile, the poor schlubs in the DLC queue stand around forever if any of their groups needs more than 1 spot filled. And vice-versa if DLC has a steady supply of helpers while base game does not.
If the "Helpers" were all in the same queue, then everything moves along.
This is an issue because many players do not want to run DLC dungeons yet they are being forced to so that those that want DLC dungeons can have shorter wait times. This is not fair.
Having separate queues will greatly increase player satisfaction.
DenverRalphy wrote: »DLC dungeons haven't necessarily been made longer so much as they've just been made more mechanically challenging to account for power creep. Which is a good thing. Base game dungeons are absurdly easy today compared to when they were new, so they're easy to just fly right through.
DenverRalphy wrote: »DLC dungeons haven't necessarily been made longer so much as they've just been made more mechanically challenging to account for power creep. Which is a good thing. Base game dungeons are absurdly easy today compared to when they were new, so they're easy to just fly right through.
SilverBride wrote: »Why did they start making dungeons longer and harder in the first place? That is the real issue here. There should not be such a large difference in a base game dungeon and a DLC dungeon but there is.
This has been causing conflict for a long time now and it needs to be addressed.
SilverBride wrote: »DenverRalphy wrote: »DLC dungeons haven't necessarily been made longer so much as they've just been made more mechanically challenging to account for power creep. Which is a good thing. Base game dungeons are absurdly easy today compared to when they were new, so they're easy to just fly right through.
That is exactly the point. There is a noticeable difference.
While some players may enjoy the longer more mechanically challenging dungeons, many do not which is evident by these threads popping up. Many players prefer easy dungeons they can fly through, especially when running the random daily can be seen as a chore. No one wants to spend an hour on a chore.
Regardless of how we feel about it I think we can all agree that this is an issue that needs addressed.
We need more sources of transmute and a nondlc / dlc queue split. I’ve said it in a previous thread about it and I’ll say it again, there’s not much stopping ZOS from TRYING a queue split to see how it would affect the queue times. Why must we shoot the idea down before even attempting it?
SilverBride wrote: »Why did they start making dungeons longer and harder in the first place? That is the real issue here. There should not be such a large difference in a base game dungeon and a DLC dungeon but there is.
This has been causing conflict for a long time now and it needs to be addressed.
We need more sources of transmute and a nondlc / dlc queue split. I’ve said it in a previous thread about it and I’ll say it again, not much stopping ZOS from TRYING a queue split to see how it would affect the queue times. Why must we shoot the idea down before even attempting it?
(Heck, I’ve also said it before but if we for some reason can’t have split random queues at least give us a “queue all nondlc” and “queue all dlc” button!)
SilverBride wrote: »Why did they start making dungeons longer and harder in the first place? That is the real issue here. There should not be such a large difference in a base game dungeon and a DLC dungeon but there is.
This has been causing conflict for a long time now and it needs to be addressed.
Lots of reasons here, but at the core of it, many asked for it.
SilverBride wrote: »SilverBride wrote: »Why did they start making dungeons longer and harder in the first place? That is the real issue here. There should not be such a large difference in a base game dungeon and a DLC dungeon but there is.
This has been causing conflict for a long time now and it needs to be addressed.
Lots of reasons here, but at the core of it, many asked for it.
And by the frequency of these threads, many don't want it.
spartaxoxo wrote: »We need more sources of transmute and a nondlc / dlc queue split. I’ve said it in a previous thread about it and I’ll say it again, not much stopping ZOS from TRYING a queue split to see how it would affect the queue times. Why must we shoot the idea down before even attempting it?
(Heck, I’ve also said it before but if we for some reason can’t have split random queues at least give us a “queue all nondlc” and “queue all dlc” button!)
They don't try features. Once they're in, then it is permanent. People would be angry and maybe even quit if something they wanted for a long time was given to them and then taken away because it caused too much harm to dlc players. They'd also lash out at those dlc players and blame them as well.
The amount of harm that split queues can cause is huge. It could mean tons of people never get to use the product they paid for ever again. That's a far too great a risk to please a group of players who want the reward for content they're unwilling to do. Players aren't being punished because they miss out on rewards for things they didn't want to do. That's not a real issue. They might be annoyed such a good reward comes from something they don't like doing. So, they'll make threads about it from time to time. See also PvE Cyrodiil. But, that doesn't make it an issue that needs to be solved.
All customers being able to use the content they paid for is a real issue though. And that's precisely why the activity finder exists. So that all players can run the dungeons they want to run regardless if they have the social network to field a full group when they wan to run one. Encouraging us to join those players is reason for the reward's existence. No solution should destroy the reason for a piece of content to exist.
Remember doing fungal grotto back at launch, I was not level 20, we wiped on first trash as in the goblins in the starting chamberSilverBride wrote: »Why did they start making dungeons longer and harder in the first place? That is the real issue here. There should not be such a large difference in a base game dungeon and a DLC dungeon but there is.
This has been causing conflict for a long time now and it needs to be addressed.
Before One Tamriel, the dungeons had levels and their difficulty/length progressed with the levels they had from Fungal Grotto to The Vaults of Madness and then into the Veteran versions of the dungeons.
With One Tamriel and the introduction of normal/vet versions of every dungeon (and the renaming of the original Vet dungeons to II) that sense of progression sort of disappeared.
Now, not all DLC dungeons are longer than non-DLC dungeons (unless you are doing some of the side challenges). Red Petal Bastion, Moonhunter Keep and Bloodroot Forge can be run as fast as Arx Corinium, for example. But the baby dungeons (FG, SC and BC) are noticeably shorter as they are the first dungeons people would encounter.
I remember standing outside of Fungal Grotto back in the day to find a group, not even knowing how to be a proper healer and the tank I found didn't realize he didn't have a taunt until half way through the dungeon. Those were the good times!
There is one huge thing: players.there’s not much stopping ZOS from TRYING a queue split
SilverBride wrote: »DenverRalphy wrote: »DLC dungeons haven't necessarily been made longer so much as they've just been made more mechanically challenging to account for power creep. Which is a good thing. Base game dungeons are absurdly easy today compared to when they were new, so they're easy to just fly right through.
That is exactly the point. There is a noticeable difference.
While some players may enjoy the longer more mechanically challenging dungeons, many do not which is evident by these threads popping up. Many players prefer easy dungeons they can fly through, especially when running the random daily can be seen as a chore. No one wants to spend an hour on a chore.
Regardless of how we feel about it I think we can all agree that this is an issue that needs addressed.
I simply think the core problem is the long queue times for DPS roles. Perhaps immediately entering CoA2 is a better experience than waiting 20 minutes for FG1 (though I prefer to immediately enter FG1 lol).
It's a loose idea, but for example, how about sending 4 DPS players who have been waiting for over 10(or whatever) minutes to a non-DLC dungeon?