cultmethod wrote: »So, again, why can't the game just ask the player what kind of experience they want?
cultmethod wrote: »So, again, why can't the game just ask the player what kind of experience they want?
RubyTigress wrote: »cultmethod wrote: »So, again, why can't the game just ask the player what kind of experience they want?
@ cultmethod
You are asking for double the work to be done in creating each and every one of these instances, with it's own set of resource and balance issues. That's assuming you only account for two playstyles.
As practical solutions go, I'm afraid this is very much not one.
cultmethod wrote: »RubyTigress wrote: »cultmethod wrote: »So, again, why can't the game just ask the player what kind of experience they want?
@ cultmethod
You are asking for double the work to be done in creating each and every one of these instances, with it's own set of resource and balance issues. That's assuming you only account for two playstyles.
As practical solutions go, I'm afraid this is very much not one.
Queuing users into lower/higher population density instances based on a single boolean doesn't exactly sound like double the work to me, in fact, that sounds like the definition of practical.
Do you mind highly populated dungeons?
Yes > Send to low density instance
No > Send to high density instance
Problem solved.
Not sure where you're getting balance issues from, as the only thing that would require development hours would be whatever logic exists controlling population density and queuing upon dungeon entry. And I have no idea what you mean by "creating each and every one of these instances". They are already created. That's what an instance is.
RubyTigress wrote: »@ cultmethod
You are asking for double the work to be done in creating each and every one of these instances, with it's own set of resource and balance issues. That's assuming you only account for two playstyles.
As practical solutions go, I'm afraid this is very much not one.
cheeser123 wrote: »Actually, only a very tiny percent of people who play, ever visit the forums. Most people who play video games, spend their time actually...playing video games, not posting in the forums about them. And most who visit the forums, never post, but instead just come on to read dev posts/patch notes/server status.
Good job re-discovering the rediscovery of power-law distributions.
As for your comment, it's a red herring. There's no reason to believe the people on the forums are more or less inclined to be against griefing and other nonsense than the larger population. You can't just assume "I don't care about this problem, and even though 100 people on the forums are complaining, me plus the 10,000 who have not commented outnumber them" because those 10,000 might not be happy either.
The only point of these dungeons is for players to work together, run through the dungeon, get the skyshard on the way and then kill the named pushover in the end that you couldn't even tell different from the other mobs if it didn't have a different name. Then you get the achievement and it's over.
They are not there to provide a challenging single player experience. There's plenty of fights in the game elsewhere that you can and have to do solo. Here's a definition of public dungeons:
Such areas are called Public Dungeons or instances. Players get together and try to kill bosses and loot something cool. Top weapon, amour and other items can be looted there.
kilarahrhb16_ESO wrote: »In a game with broken questlines stopping all progress, people who can't even log in properly and bugs like the bank getting deleted, this non-issue (in comparison to the real issues) has 12 pages!...
How is this an issue at all, i've never once failed to get a hit on a boss, never. Guess why, because there's nothing hard about it.
Now if this thread was about getting rid of the bots that do this and many other things i'd be completely behind it, but it's shocking to see it being about something so trivial.
ZOS_JessicaFolsom wrote: »Hi folks,
...The act of manually farming these bosses, while possibly not very courteous of others who are trying to have a shot at the content too, is not against our Terms of Service.
cheeser123 wrote: »Actually, only a very tiny percent of people who play, ever visit the forums. Most people who play video games, spend their time actually...playing video games, not posting in the forums about them. And most who visit the forums, never post, but instead just come on to read dev posts/patch notes/server status.
Good job re-discovering the rediscovery of power-law distributions.
As for your comment, it's a red herring. There's no reason to believe the people on the forums are more or less inclined to be against griefing and other nonsense than the larger population. You can't just assume "I don't care about this problem, and even though 100 people on the forums are complaining, me plus the 10,000 who have not commented outnumber them" because those 10,000 might not be happy either.
re-discovering? I didn't discover it, or re-discover it. I posted it because apparently people in this thread never heard of it, and were using some really faulty logic.
As for my comment which you claim is a red herring. You are complete correct, it is impossible to take the data from this thread & form the conclusion that they are in the minority. It is also impossible to take the data from this thread and form the conclusion that they are in the majority. The data is faulty, therefore no conclusions can be reached.
You appear to have at least some education on statistical modeling. So you should be aware that from a self-selected sample of people, no valid conclusions can be reached. The people who post in this thread, are biased either one way or another. There is no random element in the selection, therefore the data from this thread is completely unusable.
cultmethod wrote: »RubyTigress wrote: »cultmethod wrote: »So, again, why can't the game just ask the player what kind of experience they want?
@ cultmethod
You are asking for double the work to be done in creating each and every one of these instances, with it's own set of resource and balance issues. That's assuming you only account for two playstyles.
As practical solutions go, I'm afraid this is very much not one.
Queuing users into lower/higher population density instances based on a single boolean doesn't exactly sound like double the work to me, in fact, that sounds like the definition of practical.
Do you mind highly populated dungeons?
Yes > Send to low density instance
No > Send to high density instance
Problem solved.
Not sure where you're getting balance issues from, as the only thing that would require development hours would be whatever logic exists controlling population density and queuing upon dungeon entry. And I have no idea what you mean by "creating each and every one of these instances". They are already created. That's what an instance is.
Slow down your game progression. Do something else for awhile
My opinion is: the whole idea of publich dungeons is bad, and the way this dungeons are implemented is bad. It is not fun to do 90% of pub dungeons (except for those harder ones with more mobs and more bosses) because you always run into train of other people running through it, getting to the box, instagibbing him and either moving along or staying to farm. Not to mention most of the dungeons have the same layout, I'd expect to have more variety. But in my opinion problem is not the whole "farm of the boss is revarding", but the ammount of people allowd in same instance of the dungeon. I would lower it to 4 max and crenked the dificulty of mobs up a fair bit, so the dungeon doesn't fill like a walk in the park.
jdkorreckpreub18_ESO wrote: »Ban botters, let farmers do what they want. As long as you are at the keyboard and killing what they're doing is not wrong, it's a normal part of mmo's.
jdkorreckpreub18_ESO wrote: »Ban botters, let farmers do what they want. As long as you are at the keyboard and killing what they're doing is not wrong, it's a normal part of mmo's.
I don't understand why this is a thread. Mob camping has been around since MMO's were invented. Who cares if you get the loot, most bosses drop the same thing regular mobs do in public dungeons with the exception of maybe one shiny piece of gear. To get the kill, all you have to do is smack it once or twice for the credit. Stand there for the next spawn and spam your fastest attack a couple of times, done. I haven't seen one public dungeon boss' loot that would hinder your progression by not having their drop.
As someone else said, this thread seems to stem from someone who doesn't have a lot of MMO experience.
Publius_Scipio wrote: »Many of you have forgotten that @ZOS_JessicaFolsom said that this thread brings up very legitimate concerns that ZOS will look into.
This thread had absolutely nothing to do with violations of the terms of service. And I personally haven't reported any player. ZOS built the game for all to enjoy and as it stands right now the camping and farming has deteriorated the game experience for other players. This has nothing to do with the "one swing get the dungeon completion" nonsense some of you have brought up. To the rest of us our enjoyment doesn't include making dungeons a chore, a dash to the end for a open faucet of loot.
I made a suggestion in the OP that I feel would keep the game flowing and still give everyone the same fair shot at loot. And anyone can come here and feel free to drop any and all suggestions.
Many of you have defended the current status of things without any regard to the other players game experience. We all pay the same subscription fee. All the lengthy comments about other MMOs and "camping the boss has been around since the Big Bang" are meaningless.
ZOS will make tweaks to the game as they see fit and that benefit all. It's been that way since day one as they have said countless times now.