nerevarine1138 wrote: »How is that mean-spirited?
The dungeons were designed, from the beginning, for groups of four people. The developers never intended for them to be beaten by any less than that, regardless of how much you overlevel the content
nerevarine1138 wrote: »You can still do dungeons for the fun and the story (the same reason many people did them prior to scaling), but now you'll have to actually do them with a full group. Surely you and your friend can stand the addition of two more people.
Mandatory group dungeon scaling messes over me and my friends who happily pay for this otherwise excellent game. Why? Because we roll with small groups of real-life friends who don't like to optimize but who do want to have a great time playing a co-op game. We do not want a game that punishes us for having a chill time in our own instance where we aren't bothering anyone or taking away from their experience.
I mostly play with my wife. Duo is the perfect power level for us: roaming the overland areas with a backup means world bosses are tough-but-survivable, trash mobs are trash, and Dark Anchors are a legit challenge. Delves are just about right, with a partner who can back you up when the bosses get in those lucky hits. But group dungeons are now completely impossible with the mandatory scaling. That awesome time we had going back to Fungal Grotto every 5 levels, again and again, gaining in confidence and skill each time, just to see when we could finally get high enough level to make it through to the end with just two players? We can say goodbye to that and I can say goodbye to getting a chance to level up my Undaunted so that I can get some of those sweet group skills I've been looking forward to.
We played DDO for years because they did dungeon scaling right: giving you a choice of how hard you wanted it to be, and you traded ease for worse loot and less XP. Give us a choice, ZOS. You know, like we were adults.
leandro.800ub17_ESO wrote: »Well we invite a VR we want to level de dungeon then enter then change leader then kick VR then we go as 4 VR14 in a VR level we want.
So if we can do this why not just a button to avoid all the fuzz ??
leandro.800ub17_ESO wrote: »Well we invite a VR we want to level de dungeon then enter then change leader then kick VR then we go as 4 VR14 in a VR level we want.
So if we can do this why not just a button to avoid all the fuzz ??
Interesting. Another case of players finding the solution before ZOS even acknowledges there is a problem. Kudos to you.
adriant1978 wrote: »leandro.800ub17_ESO wrote: »Well we invite a VR we want to level de dungeon then enter then change leader then kick VR then we go as 4 VR14 in a VR level we want.
So if we can do this why not just a button to avoid all the fuzz ??
Interesting. Another case of players finding the solution before ZOS even acknowledges there is a problem. Kudos to you.
No! Don't let them know that we know.
Watch out for "group dungeons will now re-scale when the group leader changes" coming in the next update.
kelly.medleyb14_ESO wrote: »adriant1978 wrote: »leandro.800ub17_ESO wrote: »Well we invite a VR we want to level de dungeon then enter then change leader then kick VR then we go as 4 VR14 in a VR level we want.
So if we can do this why not just a button to avoid all the fuzz ??
Interesting. Another case of players finding the solution before ZOS even acknowledges there is a problem. Kudos to you.
No! Don't let them know that we know.
Watch out for "group dungeons will now re-scale when the group leader changes" coming in the next update.
As it should. Doing dungeons designed for 4 ppl with 2 goes against the spirit of the design of the game and should not be allowed.
adriant1978 wrote: »nerevarine1138 wrote: »How is that mean-spirited?
The dungeons were designed, from the beginning, for groups of four people. The developers never intended for them to be beaten by any less than that, regardless of how much you overlevel the content
It's mean-spirited because they took away an option, albeit an unintended one, which was there and hurting nobody. It wasn't an exploit. It wasn't unbalancing the game. As I said we got no loot, no XP, and a trash reward for our trouble. Who exactly were we disadvantaging by being able to play like that?nerevarine1138 wrote: »You can still do dungeons for the fun and the story (the same reason many people did them prior to scaling), but now you'll have to actually do them with a full group. Surely you and your friend can stand the addition of two more people.
Maybe we are shy and lack the confidence to group up with two complete strangers. Maybe we run sub-optimal "roleplay" builds which would get laughed out of a serious raid group. Maybe we think our characters have a particular synergy which would be spoiled by involving someone else. Maybe we are just anti-social.
My point is that nothing was being damaged by the ability to play this way, and there are clearly others who enjoyed it too or this thread wouldn't exist, so the developers explicitly trying to squash it feels mean-spirited to me.
adriant1978 wrote: »nerevarine1138 wrote: »How is that mean-spirited?
The dungeons were designed, from the beginning, for groups of four people. The developers never intended for them to be beaten by any less than that, regardless of how much you overlevel the content
It's mean-spirited because they took away an option, albeit an unintended one, which was there and hurting nobody. It wasn't an exploit. It wasn't unbalancing the game. As I said we got no loot, no XP, and a trash reward for our trouble. Who exactly were we disadvantaging by being able to play like that?nerevarine1138 wrote: »You can still do dungeons for the fun and the story (the same reason many people did them prior to scaling), but now you'll have to actually do them with a full group. Surely you and your friend can stand the addition of two more people.
Maybe we are shy and lack the confidence to group up with two complete strangers. Maybe we run sub-optimal "roleplay" builds which would get laughed out of a serious raid group. Maybe we think our characters have a particular synergy which would be spoiled by involving someone else. Maybe we are just anti-social.
My point is that nothing was being damaged by the ability to play this way, and there are clearly others who enjoyed it too or this thread wouldn't exist, so the developers explicitly trying to squash it feels mean-spirited to me.
The problem is catering to people who don't clear the content as it's intended to be cleared, even if it's harmless, takes up development time and resources and there are more important bugs & additions to do to the game that will influence everybody whereas what you're asking for will only affect a few people that aren't supposed to be doing that in the first place.
adriant1978 wrote: »The problem is catering to people who don't clear the content as it's intended to be cleared, even if it's harmless, takes up development time and resources and there are more important bugs & additions to do to the game that will influence everybody whereas what you're asking for will only affect a few people that aren't supposed to be doing that in the first place.
This is a fair point, generally speaking, but in this particular case I don't think it holds water. I know enough about coding that I'm pretty sure it would be trivial to make the scaling optional. It's like one extra UI toggle next to the normal/veteran one and a check or two in the code to see if it's been pressed at the time the instance has been created. This is not asking for the whole game to be changed from the ground up to accommodate a minority play-style.
nerevarine1138 wrote: »Except the old dungeon coding was overwritten in order to allow scaling. They'd have to have a separate version of each dungeon that stayed at its initial level in order to accommodate a very, very small portion of the playerbase that was already playing in a way the developers never designed the game to be played.
adriant1978 wrote: »nerevarine1138 wrote: »Except the old dungeon coding was overwritten in order to allow scaling. They'd have to have a separate version of each dungeon that stayed at its initial level in order to accommodate a very, very small portion of the playerbase that was already playing in a way the developers never designed the game to be played.
They wouldn't have to accommodate anything, because as it stands you can already "trick" the instance into scaling down by going in with a lowbie group leader. All that would be needed would be a UI toggle and a tiny bit of code to make this happen on demand.
nerevarine1138 wrote: »adriant1978 wrote: »The problem is catering to people who don't clear the content as it's intended to be cleared, even if it's harmless, takes up development time and resources and there are more important bugs & additions to do to the game that will influence everybody whereas what you're asking for will only affect a few people that aren't supposed to be doing that in the first place.
This is a fair point, generally speaking, but in this particular case I don't think it holds water. I know enough about coding that I'm pretty sure it would be trivial to make the scaling optional. It's like one extra UI toggle next to the normal/veteran one and a check or two in the code to see if it's been pressed at the time the instance has been created. This is not asking for the whole game to be changed from the ground up to accommodate a minority play-style.
Except the old dungeon coding was overwritten in order to allow scaling. They'd have to have a separate version of each dungeon that stayed at its initial level in order to accommodate a very, very small portion of the playerbase that was already playing in a way the developers never designed the game to be played.
nerevarine1138 wrote: »Yes, you can "trick" the instances, but that isn't the same as writing code for a magic switch.
nerevarine1138 wrote: »And the point remains: this was never how the developers intended dungeons to be played. It's their game, their rules.
adriant1978 wrote: »nerevarine1138 wrote: »Yes, you can "trick" the instances, but that isn't the same as writing code for a magic switch.
I really think you're over-estimating how much dev time and effort would need to go into this, but hey neither of us has actually seen the code I suppose.nerevarine1138 wrote: »And the point remains: this was never how the developers intended dungeons to be played. It's their game, their rules.
This is undeniably true, but that kind of "my way or the highway" attitude doesn't sit right for me in a game which originally had "play how you want" as its tag line.
nerevarine1138 wrote: »adriant1978 wrote: »The problem is catering to people who don't clear the content as it's intended to be cleared, even if it's harmless, takes up development time and resources and there are more important bugs & additions to do to the game that will influence everybody whereas what you're asking for will only affect a few people that aren't supposed to be doing that in the first place.
This is a fair point, generally speaking, but in this particular case I don't think it holds water. I know enough about coding that I'm pretty sure it would be trivial to make the scaling optional. It's like one extra UI toggle next to the normal/veteran one and a check or two in the code to see if it's been pressed at the time the instance has been created. This is not asking for the whole game to be changed from the ground up to accommodate a minority play-style.
Except the old dungeon coding was overwritten in order to allow scaling. They'd have to have a separate version of each dungeon that stayed at its initial level in order to accommodate a very, very small portion of the playerbase that was already playing in a way the developers never designed the game to be played.
Mandatory group dungeon scaling messes over me and my friends who happily pay for this otherwise excellent game. Why? Because we roll with small groups of real-life friends who don't like to optimize but who do want to have a great time playing a co-op game. We do not want a game that punishes us for having a chill time in our own instance where we aren't bothering anyone or taking away from their experience.
I mostly play with my wife. Duo is the perfect power level for us: roaming the overland areas with a backup means world bosses are tough-but-survivable, trash mobs are trash, and Dark Anchors are a legit challenge. Delves are just about right, with a partner who can back you up when the bosses get in those lucky hits. But group dungeons are now completely impossible with the mandatory scaling. That awesome time we had going back to Fungal Grotto every 5 levels, again and again, gaining in confidence and skill each time, just to see when we could finally get high enough level to make it through to the end with just two players? We can say goodbye to that and I can say goodbye to getting a chance to level up my Undaunted so that I can get some of those sweet group skills I've been looking forward to.
We played DDO for years because they did dungeon scaling right: giving you a choice of how hard you wanted it to be, and you traded ease for worse loot and less XP. Give us a choice, ZOS. You know, like we were adults.
I agree, going in to these low level dungeons alone or with two players was fun.Mandatory group dungeon scaling messes over me and my friends who happily pay for this otherwise excellent game. Why? Because we roll with small groups of real-life friends who don't like to optimize but who do want to have a great time playing a co-op game. We do not want a game that punishes us for having a chill time in our own instance where we aren't bothering anyone or taking away from their experience.
I mostly play with my wife. Duo is the perfect power level for us: roaming the overland areas with a backup means world bosses are tough-but-survivable, trash mobs are trash, and Dark Anchors are a legit challenge. Delves are just about right, with a partner who can back you up when the bosses get in those lucky hits. But group dungeons are now completely impossible with the mandatory scaling. That awesome time we had going back to Fungal Grotto every 5 levels, again and again, gaining in confidence and skill each time, just to see when we could finally get high enough level to make it through to the end with just two players? We can say goodbye to that and I can say goodbye to getting a chance to level up my Undaunted so that I can get some of those sweet group skills I've been looking forward to.
We played DDO for years because they did dungeon scaling right: giving you a choice of how hard you wanted it to be, and you traded ease for worse loot and less XP. Give us a choice, ZOS. You know, like we were adults.
redspecter23 wrote: »I like the idea in theory. It keeps the content relevant as you level up. However, it should be optional. If I want to go back to a level 12 group dungeon on my V14 and stomp the crap out of it, I should be able to.
In fact, I am able to do that. I just need a low level leader in my party to remove the dungeon scaling. This right here is the reason why it should be optional... because it already is if you're willing to jump through hoops to do it. We actually have the ability to keep the dungeons at their original intended level but only if we find a lowbie to group with us before stepping in. Why not remove that barrier and just make it optional upon entry.
kelly.medleyb14_ESO wrote: »adriant1978 wrote: »leandro.800ub17_ESO wrote: »Well we invite a VR we want to level de dungeon then enter then change leader then kick VR then we go as 4 VR14 in a VR level we want.
So if we can do this why not just a button to avoid all the fuzz ??
Interesting. Another case of players finding the solution before ZOS even acknowledges there is a problem. Kudos to you.
No! Don't let them know that we know.
Watch out for "group dungeons will now re-scale when the group leader changes" coming in the next update.
As it should. Doing dungeons designed for 4 ppl with 2 goes against the spirit of the design of the game and should not be allowed.
You must be joking!!!
What's next? Dolmen will not start if there is only one present?
nerevarine1138 wrote: »adriant1978 wrote: »The problem is catering to people who don't clear the content as it's intended to be cleared, even if it's harmless, takes up development time and resources and there are more important bugs & additions to do to the game that will influence everybody whereas what you're asking for will only affect a few people that aren't supposed to be doing that in the first place.
This is a fair point, generally speaking, but in this particular case I don't think it holds water. I know enough about coding that I'm pretty sure it would be trivial to make the scaling optional. It's like one extra UI toggle next to the normal/veteran one and a check or two in the code to see if it's been pressed at the time the instance has been created. This is not asking for the whole game to be changed from the ground up to accommodate a minority play-style.
Except the old dungeon coding was overwritten in order to allow scaling. They'd have to have a separate version of each dungeon that stayed at its initial level in order to accommodate a very, very small portion of the playerbase that was already playing in a way the developers never designed the game to be played.
nerevarine1138 wrote: »Except the old dungeon coding was overwritten in order to allow scaling. They'd have to have a separate version of each dungeon that stayed at its initial level in order to accommodate a very, very small portion of the playerbase that was already playing in a way the developers never designed the game to be played.
adriant1978 wrote: »
If this is true, I think it's pretty mean-spirited. I don't see how me and my friend over-levelling and duo'ing these things was hurting the experience for hardcore raiders who want to do them on or below level with the "correct" number of people. We got no XP or loot from the mobs and a final quest reward tens of levels too low to be useful; we just did them for fun and the story.