ArtemisAiden wrote: »@ZOS_JessicaFolsom in regards to public dungeon boss loot timers, I first of applaud you guys for listening to feedback and recognize that the botters and people endlessly camping the spawn (to a lesser extent as I do not see camping a reliable source for crafting mats as much as a problem) are causing a major problem here. However I feel you are really missing the mark on the solution. I for one enter every public dungeon with 2 things in mind. First, I need to find the skyshard. Second, I need to kill the boss until I get his until I get the blue drop off him. Once this happens I generally leave the dungeon, but this is my primary source of blue gear on my Nightblade. It is nearly impossible to get instanced dungeon runs without waiting 30 minutes or more to find a group, so now you are denying my character the shot at blue pieces of gear from public delves now too? This also completely ignores the fact that public dungeons are the only reliable place other than instanced dungeons to farm potions and soul shards. I sincerely hope you reconsider this change or at least adjust the implementation to only trigger the timer after you get the unique item off the boss or something along those lines to prevent this from absolutely screwing over the players who are legitimately trying to keep up with the game while working within the systems that you created.
TL;DR: I like the idea of addressing the issues in public dungeons, but feel the proposed solution hurts legitimate players more than it solves the problem.
derpmonster wrote: »Wouldn't it make more sense to make the boss monsters somewhat harder to kill so they aren't insta-gibbed instantly when they spawn? Increase their health/damage/resistance based on how many people are near? The proposed changes won't fix the actual problem just make it more tedious getting the blue item we want from them.
Wouldn't that be a less negative way of fixing them problem?
ragamerb16_ESO wrote: »Clearly you do not know how that works... No amount of 'Teleport to Player' is going to put you in a phase where the boss is alive if your completion is set to make the boss appear dead. This already affects several major quest areas. And people have been frustrated by it.
Read my edit (You posted while I was explaining the other "phasing")... Those aren't generalized and I have helped a good bunch of ppl like that as tank... If you found a private instance like that, report it because it's not the default behaviour (On early access we got a problem in Eborhart with the Balreth questline... Specifically on its private phase... That was solved later making it behave normally when ppl in different states of the questline entered together as group).
In any case I fail to see how all this relates to a loot timer to encourage ppl to not kill the same public boss on, a public instance over and over and over... If you are just helping a friend, does it matter if you get loot?
You miss the point, you can get loot without farming for loot
I'll state again that IMO the best way to thwart gold spammers and maintain the economy and value of crafted items is to instance the bosses:
Come to the end of the dungeon, kill the boss, popped out into another instance where the boss has been killed. and that's it. you get whatever loot you got from that boss, time to move on and ACTUALLY PLAY THE GAME.
People are already frustrated with phasing as it is. I get it. You want the boss to be good and dead for immersion and to curb farming/ botting. What happens when your friend/ little brother/ guildmate needs help killing that boss that you killed a few hours ago? You being a nice person say, 'Sure I'll help ya'. You get there and you're in different phases. You can't heal him/ her. You can't help attack. Is this going to be one big single player game except for Cyrodiil?
pmn100b16_ESO wrote: »
Timers on bosses - this isn't even a bandaid on a fleshwound, it's sprinkling unicorn farting dusts on a infected fleshwound. This dosn't solve any issue at all, and here's why:
Bots: Will not care about a timer, they will still stand there and farm the bosses repeatedly, The thing with bots is that they are automated, so it dosnt matter if it takes 1min or 30min for them to get loot again.
No, because hopefully ZOS will have the sense to make the timer several hours or a day long, for both loot and xp. Not a few minutes as most people seem to be imagining. Bots will not employ resources in an area where they get no gain all day.
You do realize that this timer affects all dungeons and delves...everywhere in every zone right. Are you (as a normal explorer) really going to take a complete break from every single dungeon in the game because you've already done your one for the day? I really hope ZOS doesn't take you up on your suggestion.
I don't like that people in support of this change to non-instanced dungeons seem to think that because they only care about the achievement, naturally only "depraved farmers and botters" care about the loot. This is simply not true. Some care about the achievement. Some care about the loot. Some care about both. Some care about neither and just want to explore. Why does any playstyle have to be punished simply because it's not your playstyle?
Because it utterly destroys immersion to have the most challenging, capstone encounter in a dungeon be one that lasts seconds and has a huge pile of corpses. There are areas where the normal opponents drop decent gear. Go around and attack those over and over and over if you want to get a lot of drops. Make the bosses actually challenging and interesting encounters.
I don't like that people in support of this change to non-instanced dungeons seem to think that because they only care about the achievement, naturally only "depraved farmers and botters" care about the loot. This is simply not true. Some care about the achievement. Some care about the loot. Some care about both. Some care about neither and just want to explore. Why does any playstyle have to be punished simply because it's not your playstyle?
Because it utterly destroys immersion to have the most challenging, capstone encounter in a dungeon be one that lasts seconds and has a huge pile of corpses. There are areas where the normal opponents drop decent gear. Go around and attack those over and over and over if you want to get a lot of drops. Make the bosses actually challenging and interesting encounters.
You are completely missing my point and actually proving it in doing so. You are assuming because I care about the loot that I am automatically a farmer looking to get rich. I'm actually rather poor right now since I spend much of my time crafting, reading lorebooks, and searching for treasure maps (not b/c of their loot but b/c they're fun...the loot is actually pretty crap). But go ahead and just assume that b/c I care about getting something other than 2 gold and an Iron Dagger from a Dungeon Boss that I'm a greedy scumsucking goldseller who sets up botters when I'm not busy scamming ppl with my farming ways. You assume that no playstyle other than your own is a valid one. The problem here is that in trying to target the botters which are a legitimate problem, you and ZOS have targeted the players whom you somehow believe are just as bad.
djenairapreeb18_ESO wrote: »Thinking on the loot limitations, there is an awful lot of discussion on a mechanic that isn't even implemented right now. We do not yet know how it will work, so the doomsaying is kind of premature.
A way this could work very well: You are "permitted" to loot 10 public dungeon/delve bosses within a 24h period. Whether you do it 10 times in a row or distributed over the 24h is up to you. Whether you do it in one dungeon (to get that one elusive blue/purple piece you're keen on) or in 10 different ones (to get credits for finishing them), is up to you.
You can even do it to get several blue drops to vendor them for your mount. But after the 10 times loot, you have to wait for 24h to try again.
This limits the amount of loot you can get in a short period of time, does not inhibit progress for the human player, allows for limited farming in order to support your monetary needs (in a way that should be, if not suitable then at least not bothersome for the normal player) while limiting botters in their exaggerated farming.
Now make the 10 times limit character based and add an account wide limit accommodating for 3 or 4 characters, and it should be acceptable for most people until the botting issue is resolved on a more base level.
The numbers I picked above are just used to explain the idea, not necessarily those that I would like to see implemented.
I don't like that people in support of this change to non-instanced dungeons seem to think that because they only care about the achievement, naturally only "depraved farmers and botters" care about the loot. This is simply not true. Some care about the achievement. Some care about the loot. Some care about both. Some care about neither and just want to explore. Why does any playstyle have to be punished simply because it's not your playstyle?
ZOS_JessicaFolsom wrote: »We’ll be pushing a new patch during our regularly scheduled maintenance time tomorrow. The full patch notes will be available during the maintenance period, but we wanted to share the highlights with you now since they were a direct result of your feedback:
The full patch notes are already out http://forums.elderscrollsonline.com/discussion/78407/patch-notes-v1-0-3Waiting anxiously on the full patch notes. as stated.ZOS_JessicaFolsom wrote: »We’ll be pushing a new patch during our regularly scheduled maintenance time tomorrow. The full patch notes will be available during the maintenance period, but we wanted to share the highlights with you now since they were a direct result of your feedback:
DigitalStorm wrote: »I was fully unaware that public dungeons had loot.... I did them for the achievements because there were always so many bots there I'd be lucky to get a hit in. I'm stoked for new patch sounds like a lot is gonna be goin on
If you're saying that bosses should have nice one time drops, I agree. If you're saying that they should be unlimited sources of blue drops, potions, and soul gems - with no challenge at all except your willingness to stand in one place repeating something - I disagree. The latter can't possibly be working as intended, and MMOs always correct for these sorts of things with tweaks when they are discovered.
In this case, what Brank and I are suggesting would happen is that, after being popped out into another instance where the boss has been killed, when you flip the exit switch, the dungeon is reset and you're back in a phase where the boss can spawn. Then you're in a phase where you can help your friend/brother/guildmate kill the boss.
If you're saying that bosses should have nice one time drops, I agree. If you're saying that they should be unlimited sources of blue drops, potions, and soul gems - with no challenge at all except your willingness to stand in one place repeating something - I disagree. The latter can't possibly be working as intended, and MMOs always correct for these sorts of things with tweaks when they are discovered.
I agree. I don't think bosses should be loot piñatas. I would prefer a challenging fight followed up by decent loot, which is part of what makes the overworld bosses more fun. However, neither of those things are in place right now and the timer does not correct either. The boss will still roll over and die. When it does, you may get disappointing loot and have to wait a potentially long time before killing another disappointing boss for equally disappointing loot. I would much rather see dungeon boss health and damage buffed and their named drop being made unique and bound. Having their stats scale based on players around them would be the best solution. Furthermore, if the fight were actually challenging, we wouldn't even be having this discussion about 'farming' because those drops would be earned. I haven't seen anyone accuse someone who repeats an anchor of farming it.
I'm even more concerned about how this will affect public dungeons with several named elites. If I kill one elite in the public dungeon, will I now receive no loot on the others within the same dungeon. They're technically dungeon/ delve bosses.
ZOS_JessicaFolsom wrote: »
Public Dungeon & Delve Boss Monsters – Also based on feedback, we will be placing a timer on how often you can get loot from public dungeon and delve boss monsters. This timer is shared across all boss monsters in public dungeons and delves.
There are other great mmo's that have zero issues with bots, gold sellers and boss farmers. There are systems that will fix these issues and end this argument, its upto Zenimax to stand up, be brave and make their game hard as nails.. so what if the average player has to work hard for his loot or his gold! thats part of the fun right?
Stop gear drops from bosses, these guys are old and more often dead or from another plane of existence.. why do they even carry these random items anyway? drop a token or fragment of something that we then have to barter for gear of our choice!
Make the dungeon a daily thing.. killed 'King Blowhard III! today..Great, come back tomorrow and try for another token.. i dunno, it could work
Rather than introduce a token system like so many other games, I would prefer if the boss drop a quest item that actually has something to do with the game. For example, a Wamasu scale could be taken to a woodworker or blacksmith NPC who then crafts you an item of your choice using that scale. Another example could be the broken blade of an ancient Draugr king could be reforged into a blade of your choice. Instead of turning it into another game of a thousand currencies, make the damned thing an actual role-playing game with some depth.
Public Dungeon & Delve Boss Monsters – Also based on feedback, we will be placing a timer on how often you can get loot from public dungeon and delve boss monsters. This timer is shared across all boss monsters in public dungeons and delves. This will not impact loot timers for quest-specific monsters or overworld group bosses. Watch the patch notes for news on when this change will go live.