An easy fix = after you get the achievement (and you get that after killing the boss the first time, right?) you wont get any more loot from the boss in that dungeon!
now... patch please!!!
griogal16_ESO wrote: »The Boss farming really because a problem like when it makes it impossible for other to complete the dungeon. Like yesterday one boss was by one player and a suspiciously closely bunched up group that is was nearly impossible to get a hit in. In the end I just went to stand on the spawn spot and spam my basic hit, at which point the farmer said "Calm down stupid". Managed to my hit in for the achievement this way...before reporting said player.
Actually should have reported him twice...for exploiting and verbal abuse.
Yes, this have to be dealt with soon.. or else the in-game economy will be totally ruined !
Was this meant to be like this? Didnt they understand this would become a huge huge problem?
To me ESO is MMO like WOW or StarWar etc. It is all about getting better gear and fight harder bosses. If you want roleplay, i think SIM is a better game than ESO.
Publius_Scipio wrote: »You farmers ruin dungeons for the rest of us ok. So I hope ZOS implements my suggestion or something similar so that this ends. If you want mats go around the world exploring and collect.jdkorreckpreub18_ESO wrote: »What you call camping, I call legitimate farming for items to break down for crafting mats and trait research. As long as you are at the keyboard there is no problem killing a mob repeatedly in an open world environment.
That would make sense to me too. Although just phasing out of the "live" layer once the boss is dead until you return to the entrance would still alleviate the problem without removing the openness of these dungeons.I've played MMOs as well as single player games, and as far as I can tell, in neither of the ones I played there was such an issue with the small dungeons as in TESO.
In my opinion, best solution would be having every dungeon instanced, like in DDO for example.
- Farmers can farm - they go in, kill stuff, get out, reset. Go in, kill stuff, get out, reset. Go in, kill stuff, get out, reset...
- Roleplayers can roleplay - they go in, take their time, they can even sit there for one hour if they want to and talk with others in their party, kill boss, move on.
- People who come here from single player games also have fun - they go in alone, kill the boss, get loot, move on.
And this way you also have additional interaction with other people - for example you tried it on your own, died, then you ask poeple at the entrance if they can help, have some social interaction. I mean it is a multiplayer game, right? As it is now, it's like a bunch of people running together but everyone individually, noone even saying a word.
Publius_Scipio wrote: »Mostly single, have played some MMO's. I see what you are saying but my suggestion allows the circulation of players. Campers won't stand around waiting to kill a boss for long periods of time.jdkorreckpreub18_ESO wrote: »Publius_Scipio wrote: »Special NPC's should be protected like my suggestion would provide. For example, if a quest has you clear out a pack of wolves, protect those wolves from spawn camping. Don't protect random wolves out in the field no one particularly needs. Want to camp those wolves be my guest.jdkorreckpreub18_ESO wrote: »Ok I'll try to explain again, because you aren't understanding. So lets say you get what you want and that suggestion happens. Farmers then find a high mob density area. Areas of high mob density usually have a quest associated with those mobs for killing the mobs. So then instead of thread titles of "End Boss Camping" you get thread titles of "End (quest mob x) farming in (zone name here)". You don't fix anything, you just move the spot that people are farming to somewhere else, and this continues over and over again.Publius_Scipio wrote: »I appreciate your insight and opinion but I am failing to understand what you are trying to explain. If you kill a boss and a timer kicks in and you can't kill it again for an hour or more those players will move on. Everyone will have a turn as far as I can see it panning out.jdkorreckpreub18_ESO wrote: »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.Publius_Scipio wrote: »I don't understand what the issue is here with you. My suggestion keeps the game open for all and allows the movement of players so that everyone gets their fair shot without the circus standing around the boss spawn. You enter the dungeon kill the boss (can't kill him for another hour) so you move along. Same will go for me and everyone else.jdkorreckpreub18_ESO wrote: »Mob density needs to be greatly increased for this. But a good bump to mob density would fix it. But you'd then have everyone complaining that the game was to hard.Publius_Scipio wrote: »You farmers ruin dungeons for the rest of us ok. So I hope ZOS implements my suggestion or something similar so that this ends. If you want mats go around the world exploring and collect.jdkorreckpreub18_ESO wrote: »What you call camping, I call legitimate farming for items to break down for crafting mats and trait research. As long as you are at the keyboard there is no problem killing a mob repeatedly in an open world environment.
With the grind factor in mmo's that will kill the game and send it f2p because you'll be trying to keep people from farming.
Honest question are you primarily a single player gamer before now?
ladywillow15 wrote: »What really bothers me is that there are achievements for killing these dungeon bosses. But then, I go into a dungeon and there are dudes 10 levels higher than the boss camping it, killing it in one or two hits. I can't even get a hit on it to tag it so I'll get any credit.
I just had to relog about 10 times to get an instance where that wasn't happening so I could kill that damn big bug in the Kwama Mine in Grahtwood and get my achievement.
When farmers are causing that level of disruption... I have a problem with it.
ZOS_JessicaFolsom wrote: »Hi folks,
We are looking at addressing the concerns expressed in this thread and others about public dungeon boss farming, from the development side. 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. (Purposefully griefing is another story, entirely.) That said, there are some very valid concerns here, and we are looking at ways we can improve upon how public dungeons and the bosses in them work.
If we make any changes to public dungeons and bosses, we'll call them out in patch notes.
So I was correct in saying players were not getting in trouble for farming but getting in trouble for refusing to allow other players in accessing the content (as well as botting). Good to know.
Clarification: If you refuse to allow another player who needs to kill the boss for achievement/quest progression that is considered griefing (hence what i mean by refusing to allow other players to access content). So players need to communicate and if they refuse or don't respond (you have a botter and a case of griefing both of which you should prob report).
Now when I make my healer that will change as it will be my second play through really not looking forward to this headache at that time.