Maintenance for the week of November 25:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

Boss Camping Has To Be Dealt With

  • IronMaiden_burnout
    IronMaiden_burnout
    ✭✭✭
    The only ones that exploit them are the botters. we players may stick around for a few kills for a little loot, maybe some more than others. I do not see what is wrong with this and why so many frown on it.
    You all want a mega server these are the things you have to deal with. Not everyone plays the same and this is even more so when there is 10 's of thousands of people on the same server.
  • Zarec
    Zarec
    ✭✭✭
    The only ones that exploit them are the botters. we players may stick around for a few kills for a little loot, maybe some more than others. I do not see what is wrong with this and why so many frown on it.
    You all want a mega server these are the things you have to deal with. Not everyone plays the same and this is even more so when there is 10 's of thousands of people on the same server.

    I think if people stuck around for maybe 10 to 15 min (considering the boss respawn timer is as low as 30-60 sec and as high as 120 sec that I've ran into (anyone else stop watching these also?) that is usually plenty of time to get quite a few kills in. Unfort we have people and bots staying for hours at the same boss. At that point when I see that same guy killing that boss four hours later, I have to wonder if he's a bot. Might not be but does beg the question....

    I like the idea of a debuff or heck diminishing returns would fix this quite easily and would be easy to code with timer reset upon boss kill so once you get to the point you have no loot table...you keep killing him resets your timer.
    Edited by Zarec on April 13, 2014 11:35AM
  • UrielX
    UrielX
    Talmet 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.

    You are correct, ZOS will make tweaks.

    But the comments about how MMOs work, are not meaningless.

    Whether you like it or not, this is an MMO. I know that many people didn't like the idea that they made the next TES game into a MMO. They wanted to continue their single player experiences from arena/daggerfall/morrowind/oblivion/skyrim. That is understandable, but in their infinite wisdom, the game devs made the next TES game a MMO. Complain, whine, whatever you want...this is their game, not yours. The game dev's made many design decisions during the creation that aren't going to change (i.e. redoing every dungeon into a private group instance as someone suggested in this thread, is not going to happen.)

    Being a MMO, means that certain things have to happen in the game, and some people who never played MMOs before may not like them. i.e. In beta there were some threads started because people were complaining that mobs respawned in the open world. Mobs must respawn in MMOs, in other TES games you could clear a dungeon/keep/fort/etc...you can't do that in an MMO.

    People farming for mats/loot/gold/xp/etc...that is going to happen in an MMO (and truth be told, the option to farm for those things existed in every TES game as well.) Complain if you want, but there is no way to remove farmers in MMOs...and if ZoS is thinking long term, they won't want to anyway. Farming is what keeps a MMO going, people doing the same things over and over farming up mats/loot/gold/faction points/xp/whatever. Those of you that played any TES games for over a few hundred hours, you farmed in those games as well.

    I agree with what you're saying 100%, but I don't even think it's an MMO type issue. It's a problem ( I don't even see it as a problem )of non-instanced content, which a vast majority of current gamers have never experienced. Community loot/non-tagged mobs makes it even more trivial.

    People in here calling this griefing.... I'd love to be a fly on the wall and see them get PKed or trained in one of the older games.
  • Rytfield
    Rytfield
    ✭✭✭
    Whenever I ran in a campfest like this I stick a round a little while and Fiery Grip the boss a couple of times. They love it!
  • natalia76
    natalia76
    Rytfield wrote: »
    Whenever I ran in a campfest like this I stick a round a little while and Fiery Grip the boss a couple of times. They love it!

    you do know you make the thing even worse for players who just want to finish the quest when you do that to, I have seen it happen and it is annoy as hell, and only thing I wanted to do then was to finish the quest, then again 2hander templar whit charge worked wonders.

  • Cogo
    Cogo
    ✭✭✭✭✭
    Now with the game in full swing for a week the usual gamers have slithered their way into ESO. Every dungeon has a group of clowns camping the boss. It takes away from players having a satisfying boss fight experience, and even takes a few tries in order to get the dungeon completion because you can't even get a hit off.

    Suggestion: Make it so that once you kill a boss a timer kicks in. So for example, once a boss is killed by a player, that same player cannot kill it again for an hour. Instead of having it glow red make it glow yellow for an hour before reset (do not change respawn time for sake of other players running through). This will deter campers and keep them moving along.

    Edit: This can also be applied to deter the issue of werewolf/vampire camping and then selling bites to other players for gold.

    Very good idea!

    Zenimax, look at this one!
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • JohnG
    JohnG
    ✭✭✭
    We should be able to manually farm the bosses, mobs, or anything else we damn well please in this game. That is standard MMO behavior. It does sometimes get out of control though but that is more about a flawed game system then anything else. The two ideas I have seen that seem like they would fix the issue is to either increase the boss difficulty based on the # of players in the area or cutting the limit on the number of players per instance of the public dungeons. Right now it seems to be about 20 or 30, would think about 10 would be a better number.

    The idea of banning farming would be a very dark road to start going down so early in and mmo. Bots are one thing, but manually farming/grinding should never be banned.
  • Savinder
    Savinder
    ✭✭✭
    A solution for World and Public Dungeon bosses could be that a player is allowed to kill them only a couple of times in a row.
    After that, a boss being camped will become immune to damage when its health drops under a certain threshold and the players that were camping stop getting any rewards until a long cooldown (say 4 hours?) has passed.

    The idea is that this way a player that has already killed a boss can stick around and help another player that hasn't, but won't be able to kill the boss or get anything more out of it for a while.
    Edited by Savinder on April 13, 2014 2:48PM
    Var var var
  • Zarec
    Zarec
    ✭✭✭
    UrielX wrote: »
    Talmet 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.

    You are correct, ZOS will make tweaks.

    But the comments about how MMOs work, are not meaningless.

    Whether you like it or not, this is an MMO. I know that many people didn't like the idea that they made the next TES game into a MMO. They wanted to continue their single player experiences from arena/daggerfall/morrowind/oblivion/skyrim. That is understandable, but in their infinite wisdom, the game devs made the next TES game a MMO. Complain, whine, whatever you want...this is their game, not yours. The game dev's made many design decisions during the creation that aren't going to change (i.e. redoing every dungeon into a private group instance as someone suggested in this thread, is not going to happen.)

    Being a MMO, means that certain things have to happen in the game, and some people who never played MMOs before may not like them. i.e. In beta there were some threads started because people were complaining that mobs respawned in the open world. Mobs must respawn in MMOs, in other TES games you could clear a dungeon/keep/fort/etc...you can't do that in an MMO.

    People farming for mats/loot/gold/xp/etc...that is going to happen in an MMO (and truth be told, the option to farm for those things existed in every TES game as well.) Complain if you want, but there is no way to remove farmers in MMOs...and if ZoS is thinking long term, they won't want to anyway. Farming is what keeps a MMO going, people doing the same things over and over farming up mats/loot/gold/faction points/xp/whatever. Those of you that played any TES games for over a few hundred hours, you farmed in those games as well.

    I agree with what you're saying 100%, but I don't even think it's an MMO type issue. It's a problem ( I don't even see it as a problem )of non-instanced content, which a vast majority of current gamers have never experienced. Community loot/non-tagged mobs makes it even more trivial.

    People in here calling this griefing.... I'd love to be a fly on the wall and see them get PKed or trained in one of the older games.

    Lineage and lineage 2 were really fun to sit and pk players. Specially if they dropped some of their nice gear.
  • SkerX
    SkerX
    Savinder wrote: »
    A solution for World and Public Dungeon bosses could be that a player is allowed to kill them only a couple of times in a row.
    After that, a boss being camped will become immune to damage when it's health drops under a certain threshold and the players that were camping stop getting any rewards until a long cooldown (say 4 hours?) has passed.

    The idea is that this way a player that has already killed a boss can stick around and help another player that hasn't, but won't be able to kill the boss or get anything more out of it for a while.

    there is even a more simplistic solution to this , if people really are trolling this nonsense about not camping bosses , developers can easily make 2 loot tables ,for each boss in those dungeons , first time you kill the boss you get good loot / achievement / exp , then if you kill it again the 2nd loot table comes in with diferent loot that can be less rewarding , so there wont be any reason for people/botters to farm them.
  • ImmortalElensar
    ImmortalElensar
    Soul Shriven
    I'm gonna be honest, when I'm out adventuring as the only way that I've seen thus far for getting myself some Soul Gems seems to come from killing bosses. So naturally when I do enter into a dungeon I figure may as well stick around for a handful of kills before moving on as it restocks my supply.

    I do agree that something needs to be done, however I would aim at the actual bots vs an actual human being. Some people do chat in there and if you stuck around you would see that as well. Only time it gets to be a real big deal is when you hit the boss and that hit doesn't count in which case logging into another phase is sometimes helpful.
  • Savinder
    Savinder
    ✭✭✭
    SkerX wrote: »
    Savinder wrote: »
    A solution for World and Public Dungeon bosses could be that a player is allowed to kill them only a couple of times in a row.
    After that, a boss being camped will become immune to damage when it's health drops under a certain threshold and the players that were camping stop getting any rewards until a long cooldown (say 4 hours?) has passed.

    The idea is that this way a player that has already killed a boss can stick around and help another player that hasn't, but won't be able to kill the boss or get anything more out of it for a while.

    there is even a more simplistic solution to this , if people really are trolling this nonsense about not camping bosses , developers can easily make 2 loot tables ,for each boss in those dungeons , first time you kill the boss you get good loot / achievement / exp , then if you kill it again the 2nd loot table comes in with diferent loot that can be less rewarding , so there wont be any reason for people/botters to farm them.
    Yes, that would be simpler to implement, but I was thinking of the issue that you could get at times when there are so many spawncampers (especially when they are bots) that you might not be able to even get a hit in: by preventing those farming from being able to deal damage after a certain point, a player new to the dungeon will have the guarantee that he will be able to fight and finish off the boss.

    And a player that has already killed that boss a few times and is still waiting for the timer to expire can chip in somewhat if he's helping a friend clear out that dungeon.
    Edited by Savinder on April 13, 2014 2:54PM
    Var var var
  • crowfl56
    crowfl56
    ✭✭✭✭✭
    easy fix for this, once u have killed the boss for your quest in dungeon you will never get loot for any other time you kill the boss, stops all camping.
  • Vladish
    Vladish
    ✭✭
    crowfl56 wrote: »
    easy fix for this, once u have killed the boss for your quest in dungeon you will never get loot for any other time you kill the boss, stops all camping.

    diminishing returns on a timer on boss loot would be a better, simpler solution than just deny people loot altogether. That's a bit much. Just make it so that after two or three kills you have to wait 3 hours before looting that boss again, unless you are on a quest and need him, but rules re-apply as soon as you fulfill that particular condition.
  • Desdemonte
    Desdemonte
    ✭✭✭
    I have to /sign for diminishing returns on boss camping, or making them non-interactable after first kill. I love this game but really hate some of the open world concepts of it. Boss camping is one of them. Loot and soul gems can be acquired easily in other ways.
  • Publius_Scipio
    Publius_Scipio
    ✭✭✭✭✭
    ✭✭✭
    Talmet 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.

    You are correct, ZOS will make tweaks.

    But the comments about how MMOs work, are not meaningless.

    Whether you like it or not, this is an MMO. I know that many people didn't like the idea that they made the next TES game into a MMO. They wanted to continue their single player experiences from arena/daggerfall/morrowind/oblivion/skyrim. That is understandable, but in their infinite wisdom, the game devs made the next TES game a MMO. Complain, whine, whatever you want...this is their game, not yours. The game dev's made many design decisions during the creation that aren't going to change (i.e. redoing every dungeon into a private group instance as someone suggested in this thread, is not going to happen.)

    Being a MMO, means that certain things have to happen in the game, and some people who never played MMOs before may not like them. i.e. In beta there were some threads started because people were complaining that mobs respawned in the open world. Mobs must respawn in MMOs, in other TES games you could clear a dungeon/keep/fort/etc...you can't do that in an MMO.

    People farming for mats/loot/gold/xp/etc...that is going to happen in an MMO (and truth be told, the option to farm for those things existed in every TES game as well.) Complain if you want, but there is no way to remove farmers in MMOs...and if ZoS is thinking long term, they won't want to anyway. Farming is what keeps a MMO going, people doing the same things over and over farming up mats/loot/gold/faction points/xp/whatever. Those of you that played any TES games for over a few hundred hours, you farmed in those games as well.
    I think your defense is misplaced. NO ONE SAID FARMING NEEDS TO GO AWAY. THE OTHERS GAME EXPERIENCE NEEDS TO BE CONSIDERED AND THE RIGHT TWEAK APPLIED TO THE GAME.

    ESO is not another MMO, so all this EQ and WOW talk etc is meaningless. And ZOS doesn't need to follow in the direct footsteps of Blizzard or EA or whomever else. Also I am certain ZOS created every last square inch of the virtual world of ESO to be enjoyed by all.

    I think the issue is here that if ZOS implements a tweak that allows the rest of us to enjoy the dungeon and subsequent boss fight, farming will no longer be as easy or quick to do as it currently is. That I think is the underlying issue here. It's the ease of it for you guys to go into these dungeons and bodyslam bosses in seconds and having that loot quickly.
    Edited by Publius_Scipio on April 13, 2014 4:10PM
  • Brucas
    Brucas
    Public dungeons are a joke at the moment; unless you're playing in the middle of the night, the players are going to outnumber the mobs five to one at the least, nevermind the bosses. The only challenge is getting to quest mobs and the bosses before anyone else does. Whatever happened to phasing and all those other fine things we were supposed to see?

    Has there been a ZOS response to this thread yet?
  • Blu3d0gd3m0cr8ts
    Blu3d0gd3m0cr8ts
    ✭✭✭
    Now with the game in full swing for a week the usual gamers have slithered their way into ESO. Every dungeon has a group of clowns camping the boss. It takes away from players having a satisfying boss fight experience, and even takes a few tries in order to get the dungeon completion because you can't even get a hit off.

    Suggestion: Make it so that once you kill a boss a timer kicks in. So for example, once a boss is killed by a player, that same player cannot kill it again for an hour. Instead of having it glow red make it glow yellow for an hour before reset (do not change respawn time for sake of other players running through). This will deter campers and keep them moving along.

    Edit: This can also be applied to deter the issue of werewolf/vampire camping and then selling bites to other players for gold.

    There is nothing wrong with Boss camping, quit being so jelly about the riches other peeps get in the game.
  • Daemoneyes
    Daemoneyes
    ✭✭
    JohnG wrote: »
    We should be able to manually farm the bosses, mobs, or anything else we damn well please in this game. That is standard MMO behavior. It does sometimes get out of control though but that is more about a flawed game system then anything else. The two ideas I have seen that seem like they would fix the issue is to either increase the boss difficulty based on the # of players in the area or cutting the limit on the number of players per instance of the public dungeons. Right now it seems to be about 20 or 30, would think about 10 would be a better number.

    The idea of banning farming would be a very dark road to start going down so early in and mmo. Bots are one thing, but manually farming/grinding should never be banned.

    It should also be bannable behavier if you grief other players doing it.
    If you do not let me get in a few hits to finish my quest and do not react to chat i will report you over and over again for griefing till your sorry arse gets banned.
  • Publius_Scipio
    Publius_Scipio
    ✭✭✭✭✭
    ✭✭✭
    Now with the game in full swing for a week the usual gamers have slithered their way into ESO. Every dungeon has a group of clowns camping the boss. It takes away from players having a satisfying boss fight experience, and even takes a few tries in order to get the dungeon completion because you can't even get a hit off.

    Suggestion: Make it so that once you kill a boss a timer kicks in. So for example, once a boss is killed by a player, that same player cannot kill it again for an hour. Instead of having it glow red make it glow yellow for an hour before reset (do not change respawn time for sake of other players running through). This will deter campers and keep them moving along.

    Edit: This can also be applied to deter the issue of werewolf/vampire camping and then selling bites to other players for gold.

    There is nothing wrong with Boss camping, quit being so jelly about the riches other peeps get in the game.
    Was this your serious response to this thread?
  • Cassus
    Cassus
    @‌ZOS_JessicaFolsom Thanks for the response. The biggest issue with pub dungeon boss farming is that you don't get ANY loot/xp/credit unless you do a big amount of damage to the boss. This is fine in instanced dungeons, but in pub dungeons with people farming bosses, it's next to impossible to do enough damage to get kill credit. If credit was assigned for even the slightest damage done, then this problem would be solved.
  • JohnG
    JohnG
    ✭✭✭
    Daemoneyes wrote: »
    JohnG wrote: »
    We should be able to manually farm the bosses, mobs, or anything else we damn well please in this game. That is standard MMO behavior. It does sometimes get out of control though but that is more about a flawed game system then anything else. The two ideas I have seen that seem like they would fix the issue is to either increase the boss difficulty based on the # of players in the area or cutting the limit on the number of players per instance of the public dungeons. Right now it seems to be about 20 or 30, would think about 10 would be a better number.

    The idea of banning farming would be a very dark road to start going down so early in and mmo. Bots are one thing, but manually farming/grinding should never be banned.

    It should also be bannable behavier if you grief other players doing it.
    If you do not let me get in a few hits to finish my quest and do not react to chat i will report you over and over again for griefing till your sorry arse gets banned.

    If your not capable of doing the minimal amount of damage required to get credit that's your problem. I'm usually nice enough to back off though when someone can't get there hits in to finish, unless ofcourse they act like a *** like you just did.
    Edited by JohnG on April 14, 2014 12:56AM
  • Talmet
    Talmet
    ✭✭✭
    I think your defense is misplaced. NO ONE SAID FARMING NEEDS TO GO AWAY. THE OTHERS GAME EXPERIENCE NEEDS TO BE CONSIDERED AND THE RIGHT TWEAK APPLIED TO THE GAME.

    ESO is not another MMO, so all this EQ and WOW talk etc is meaningless. And ZOS doesn't need to follow in the direct footsteps of Blizzard or EA or whomever else. Also I am certain ZOS created every last square inch of the virtual world of ESO to be enjoyed by all.

    I think the issue is here that if ZOS implements a tweak that allows the rest of us to enjoy the dungeon and subsequent boss fight, farming will no longer be as easy or quick to do as it currently is. That I think is the underlying issue here. It's the ease of it for you guys to go into these dungeons and bodyslam bosses in seconds and having that loot quickly.

    Actually, quite a few people in this thread have said that farming needs to go away (and one person in particular said that farming was a form of exploiting the game, though they have since denied that they ever said that.).

    WoW never had public dungeons...so, you are correct, ZOS shouldn't follow their footsteps.

    If I remember correctly, EQ only let the person who landed the last blow loot the corpse (or maybe only the person who did the most damage? It's been awhile). So, yes, I completely agree. ZOS DO NOT FOLLOW EQ'S FOOTSTEPS!

    Hmm...I'd disagree about ZOS creating everything to be enjoyed equally by everyone. They did not create public dungeons to be enjoyed by people who hate PvE and are only playing ESO for the PvP, for example.

    As for killing bosses quickly, you realize that some builds will always kill bosses quickly right? My main character got bugged on the main quest, which makes him unable to progress into veteran content. So, I made a nightblade assassin...Solo, I have killed bosses in public dungeons in less than the 4 second stun I get from the stealthed opener. It doesn't take a group of people to kill a boss fast, it just takes someone who can do a crap ton of burst damage.

    The "boss" fights in public dungeons are not even bosses, they are named mobs which generally have MAYBE one additional ability & have less HP than the bosses you find in the open world under the skull & crossbones. They were never designed to be actually hard fights (I know this, because even solo, none of them are remotely hard fights, whereas the skull & crossbones can be quite difficult sometimes.)

    People in this thread keep complaining because the "boss" fights are made easy...they were easy to begin with, and if you removed the farmers, they would still be easy. It is possible to come across the named guys when you are alone, it doesn't happen often but it does happen. Fight them solo, they take like zero skill & die extremely fast. The named mobs are generally easier than fighting a group of 3 normal mobs. You are looking for difficulty in the wrong place, and then complaining about it not being there. If you want difficulty, go to group public dungeons & try to solo those...
    Edited by Talmet on April 14, 2014 4:47AM
  • wayfarerb14_ESO
    wayfarerb14_ESO
    ✭✭✭
    I think the main thing being brushed off in this thread is that those of us who find boss camping irritating find it so because we want a challenging fight. I know it is very easy to get the one hit in, as long as you can get into position (it took me three tries the other night). But we don't want easy. We want a good fight, the kind that you can /fistpump after.

    I think the best idea I heard in this thread is to make the boss fights harder depending on how many people are present.

    And not all public dungeons are easy-peasy (even though the bosses are because of the campers). Have you been to the dungeon with the swarms of ghosts or the one with the gargoyles? I came back to fight a gargoyle when I was 5 levels over it just to see if a new skill I unlocked would make the fight any easier to solo, and I still wasn't able to do it alone.

    Like I said, it's the challenge the rest of us are looking for. I don't mind that some people like to manually farm the dungeons for loot. I personally like to run through them several times when my friends aren't online because we promised we wouldn't do any quests unless we were together. I find it's a great tool for practicing new techniques while earning some loot along the way. But if it's too easy, I get bored and move on, lol.
  • Publius_Scipio
    Publius_Scipio
    ✭✭✭✭✭
    ✭✭✭
    I think the main thing being brushed off in this thread is that those of us who find boss camping irritating find it so because we want a challenging fight. I know it is very easy to get the one hit in, as long as you can get into position (it took me three tries the other night). But we don't want easy. We want a good fight, the kind that you can /fistpump after.
    Exactly. I want someone, anyone, to give any proof at all that ZOS is ok with the current state of things as it relates directly to this thread topic. I'd also love to know if ZOS intended the feedback to their dungeons being 1.) frustrating players 2.) sissy bosses 3.) camping and farming capital of Tamriel.

    I'm pretty confident some change will be rolling down the pipeline.
  • Deddarus
    Deddarus
    came across this the other day. got to the end of the dungeon and the boss was killed within 0.1 seconds of spawning. I hung around for a few goes after getting my 1st hit in (took a few tries) simply because i wanted to see what the boss looked like alive.

    ESO pve has been sold on bosses having unique tactics and the player needing to figure out the best way to engage them. This simply doesn't happen when a boss is camped... i saw none of the boss's AI, didnt have to consider strategy, solve puzzles, or even frantically dodge around while managing my pools ... the only challenge was hitting the button fast enough to get a hit in.

    ruined the dungeon/quest for me tbh
  • audrieltheelf
    audrieltheelf
    ✭✭✭
    JohnG wrote: »
    Daemoneyes wrote: »
    JohnG wrote: »
    We should be able to manually farm the bosses, mobs, or anything else we damn well please in this game. That is standard MMO behavior. It does sometimes get out of control though but that is more about a flawed game system then anything else. The two ideas I have seen that seem like they would fix the issue is to either increase the boss difficulty based on the # of players in the area or cutting the limit on the number of players per instance of the public dungeons. Right now it seems to be about 20 or 30, would think about 10 would be a better number.

    The idea of banning farming would be a very dark road to start going down so early in and mmo. Bots are one thing, but manually farming/grinding should never be banned.

    It should also be bannable behavier if you grief other players doing it.
    If you do not let me get in a few hits to finish my quest and do not react to chat i will report you over and over again for griefing till your sorry arse gets banned.

    If your not capable of doing the minimal amount of damage required to get credit that's your problem. I'm usually nice enough to back off though when someone can't get there hits in to finish, unless ofcourse they act like a *** like you just did.

    If this is seriously your response then you're quite callous and have no realization that not everyone is a veteran mmo'er. This is my first MMO and while I understand that people want loot, I also want to experience this game as it was intended. Which means that when I run into a dungeon and there are crowds of 30+ rallied in one area I spam every button possible without a single hit due to their idiocy and camping. It has nothing to do with the loot for me, it has everything to do with the fact that I've had issues getting a single hit on these bosses and completing the dungeon.
    PC/NA/AD
    Alaudria - v16 Altmer Sorc
    Teleia Opisthia - v16 Imperial Templar (Tank)
    Fionna Dark-Heart - v16 Imperial DK (Tank)
    Katniss Never Seen - v16 Bosmer NB
    Stilettos and a Lava Whip - v16 Dunmer DK
    Kerasi Moro - v16 Breton Templar
    Kyria Lathraia - v16 Imperial NB
  • RockSolidWiff
    RockSolidWiff
    ✭✭
    I agree, they need to do something about the boss camping. Have run into it, and it makes it harder to complete the dungeon.
    Instance based experience would mean to get full XP again you would need to leave the instance and re-enter would help.
    Could also make the spawn location variable, this would make it less profitable.
    Could make the spawn itself variable, so he may come with some adds.
    Farming is part of the game, botting should not be.
    I picked up the sword and raced into battle, died.
    I again, raced into battle wielding the sword, died.
    Once again, died.
    It was only then that I considered maybe the pointed end should face out.
    - Why mages should not wield swords
  • dazzle999b16_ESO
    My issue is that this won't end. Lets say you get your way here. People looking to farm will then find a high density area to farm. These will likely be mobs needed for a quest of one type or another. The complaints will continue and nothing will change but location. This is an mmo people farm, they need to farm because there is a grind factor in all mmo's that last. Complaining about the farming gets no where. Ban botters, ban dupers, ban any other type of exploiter, but realize that actual farming is a core mechanic in all mmo's.
    by farming u go out and collect nodes like the logs and plants, not slap the same mob in a dungeon for hours on end to gather your materials. the fact that people actually defending this just makes me sad..

Sign In or Register to comment.