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Dungeon xp is WAY too low

drogon1
drogon1
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84xp per normal mob in a group dungeon versus 414xp per normal mob in the open world - this at VR3. That's a difference of almost 500% better xp in the open world.

PvE character progression via dungeoning is a common, accepted option for players in most (if not all) relevant MMOs. What is the rationale for dissuading players from progressing via dungeons? To keep the already diminutive pool of players who bother with dungeons (especially pre-vet) from getting larger? To keep group finder from being used more, so that it actually might have enough players using it to actually be worth using.

/boggle.

I love this game, but some design choices just make me want to kick a can.
  • Craven_Killmore
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    yeh they make some pretty awful changes, guess they don't like having players/money.


  • CGPsaint
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    199fc1991d79d23592e4d467d3fd605721d7f238e9ffabc68e558542819e9a85.jpg

    Logic is clearly lacking.
  • Kobaal
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    Was this wayrest sewers by any chance? Beause that grind got nerfed.
    Edited by Kobaal on September 18, 2015 6:56PM
    Kobaal - VR16 Dragon Knight - PC [NA] Azura Star
    Kobaal Shadowborn - VR16 NightBlade - PC [NA] Azura Star
    Kobaal Stormborn- VR3 Sorcerer - PC [NA] Azura Star
    Fat Old Templar - lvl 19 Templar - PC [NA] BwB
  • ChaosWotan
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    The reward system in ESO sucks in many ways. They create beautiful dungeons and outdoor maps, and then get the absolutely idiotic idea that players should not get proper awards in these areas. The result is empty maps and dungeons. What a waste of beautiful design and graphics...
  • drogon1
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    This was Banished Cells.
  • AlnilamE
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    What was your level in relation to the dungeon and the rest of the group?
    The Moot Councillor
  • drogon1
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    Dungeon was VR3, I was VR3. Open world mob was VR3 (maybe 4), and I was VR3.
  • AlnilamE
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    Now you had a group of 4 in the dungeon, right? Was the XP open world when you killed it on your own or with 4 people?

    (I'm just trying to compare apples to apples, rather than apples to apple slices).
    The Moot Councillor
  • drogon1
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    Open world mob was solo killed.
  • ADarklore
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    Correct me if I'm wrong, but I believe they buffed PUBLIC dungeon XP in the update, not group dungeons.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Acrolas
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    The mobs respawn so fast that the lower XP makes sense. The alternative is normal XP but slow respawn, which wouldn't make a dungeon feel nearly as dangerous.
    signing off
  • drogon1
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    Acrolas wrote: »
    The mobs respawn so fast that the lower XP makes sense. The alternative is normal XP but slow respawn, which wouldn't make a dungeon feel nearly as dangerous.

    You have this backwards. Dungeons mobs don't respawn at all, or respawn slowly, much more slowly than open world mobs. I am talking here about group dungeons...not public dungeons or delves.

    Look, thought this was obvious. Dungeon mobs are harder than open world normal VR3 mobs. You need to form a group, and coordinate dps heals tank etc. Dungeons are strategic group-play, the kinda crown jewel gameplay of MMO PvE.

    ESO dungeons are - imho - awesome. So why praytell would you discourage people from pursuing strategic group-play in beautiful dungeons, and instead push them into mindless solo AOE grinding in the open world.

    Because that is precisely what the current reward system does. To wit, me. I want to group with others in a dungeon, but I also want to reach close to end-game so I can PvP in a more competitive manner. I'm VR3 and the best use of my time - by far - is to go mindlessly grind mobs in the open world, even tho I'd rather group with others for dungeons.

    An MMO designed in this manner is shooting itself.
    Edited by drogon1 on September 18, 2015 7:53PM
  • AlnilamE
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    drogon1 wrote: »
    Open world mob was solo killed.

    OK, so you have to account for the difference of the XP in the dungeon being split with the group. There's an XP multiplier, but it's still divided. I would probably be around 200xp if you had killed it by yourself.
    The Moot Councillor
  • dreamfarer
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    Acrolas wrote: »
    The mobs respawn so fast that the lower XP makes sense. The alternative is normal XP but slow respawn, which wouldn't make a dungeon feel nearly as dangerous.
    The mobs don't respawn in Group Dungeons like Banished Cells (which are instanced), only in Public and Solo dungeons (which are not instanced).
  • drogon1
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    AlnilamE wrote: »
    drogon1 wrote: »
    Open world mob was solo killed.

    OK, so you have to account for the difference of the XP in the dungeon being split with the group. There's an XP multiplier, but it's still divided. I would probably be around 200xp if you had killed it by yourself.

    And you have to take into account the difficulty of the dungeon mob in comparison to the open world mob - the latter being killed by practically blowing on it.
  • Fissh
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    Dungeons do not equal delves. An important fact being missed in these arguments.
    <X-Raided>
  • Dagoth_Rac
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    Acrolas wrote: »
    The mobs respawn so fast that the lower XP makes sense. The alternative is normal XP but slow respawn, which wouldn't make a dungeon feel nearly as dangerous.

    Mobs do not respawn in group dungeons. The XP is atrocious. A group of four VR16 doing Imperial Prison or White Gold Tower will get less XP from the entire dungeon than if they had run in circles for 3 minutes and killed mobs in the sewers and districts. It is ridiculous. No one is asking for a 30 minute dungeon run to give you a Champion Point. But playing actual difficult content in a group, which is one of the raisons d'etre of an MMO, should give as good or better XP than running in a circle spamming AoE for 3 minutes.
  • Triddle
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    I couldn't agree more with the OP here. This talk of comparing 'apples with apples' by comparing a 4 man group doing (4 man) dungeon mobs against a 4 man group doing (solo) overworld mobs is nonsensical. Clearly we need to compare the experience of an individual playing the game in an organic manner.

    The idea that banding together as a group to do the dungeons should yield substantially less rewards than bumbling around the overworld is completely ludicrous to me. It removes a huge amount of the fun from the leveling process and is a clear deterrent to new players. When someone runs a dungeon and thinks 'gee that was fun, I'd like to do more of that!' and then realizes 'oh actually I'm clearly not supposed to do that since it yields no rewards, I'm only allowed to run around the overworld on my own for the next 3-12 months of play' they're obviously going to be dissuaded.

    Many (most, even) players love to run dungeons. They don't want to wait until VR16 to be allowed to enjoy them, they don't want to only be able to justify running each dungeon once 'for the skill point' and then never setting foot in it again, since they most likely quit when they realize they can't actually play with their friends.

    If running dungeons gave competitive XP to running around doing quests, people would do a healthy mix of both. If there happens to be some 'exploit' in one dungeon or another enabling people to power level the hell out of their characters in there then who cares? Why is this important? I'll never understand effectively removing the part of the game I enjoy the most to stop a few people who clearly really want to get to VR16 getting to VR16. It has no effect whatsoever on the experience of the other players, its not screwing the economy, its not straining the servers, its not something that needs fixing. People are just getting what they want out of the game, and the response from ZOS is to take away not only what those people wanted, but what the majority of players want.

    If its absolutely imperative to stop power levelers having fun (for whatever reason, I suppose there could exist a sensible reason for this besides desire to alienate the playerbase) then figure out a way to do it without crippling the leveling experience for all players - its the majority of the game for the majority of players, and the entirety of the game for all new players. Surely any player who likes dungeons would love to be able to include them as a substantial part of the leveling process.
    Edited by Triddle on September 18, 2015 10:18PM
  • Dagoth_Rac
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    Paradox wrote: »
    Play the way you want to play, so long as you buy our XP Scrolls and ignore our lack of caring.

    You are way better off grinding trash mobs in the sewers or Cyrodiil delves with no XP scroll, than running a dungeon with an XP scroll. So it is not about pressuring people into buying cash shop items. ZOS seems to have some fear that people will grind Champion Points in dungeons, with no competition or interference. Which is a viable concern. But they have gone so overboard in nerfing dungeon XP that running them is kind of a waste of time. My guild mate had 90% toward his next CP last night and said, "Let's run WGT so I can get a CP before bed." We ended up running both WGT and IP and he was only at like 97%. He cursed a bunch, gave up, and went to bed.

    You should not have to run 40 dungeons to get a CP. Even if you could speed run them in 20 minutes, that is more than 13 hours to earn a CP! That might be the worst XP/hour in the game. And it is for content that is supposed to be the highlight of PvE! It makes no sense. Do they not want people to run these new dungeons? Why?

    If they are worried about people grinding early trash mobs, leaving dungeon to re-form group, grinding early trash mobs again, etc., then have good XP come from killing bosses instead of trash.
  • DaveMoeDee
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    The mobs shouldn't really matter. What should matter is overall XP in group dungeons, including he XP for bosses. It would be reasonable to keep mob XP low if they are making boss XP really high. This would make farming mobs in group dungeons pointless but would make the XP reasonable for the entire dungeon.

    What is the XP from bosses?
  • Magdalina
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    Yup the xp SUCKS. And that's after they supposedly buffed it at some point...
    You also get like 16k xp for a vet pledge. Including ICP/WGT. Legit.

    Why they don't up the xp to some sane amount, I guess we'll never know.
  • daemonios
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    In typical ZOS style, they fixed a real issue in the worst possible way.

    Some of the dungeons had groups of mobs that could spawn indefinitely. Case in point: the tiny mudcrabs summoned by the larger mudcrab boss in normal Fungal Grotto. People would simply keep the boss taunted and kill endless waves of mudcrabs for stupid fast leveling, which I would agree is not intended.

    Yet instead of fixing only the mudcrabs, ZOS nerfed XP in dungeons across the board...

    Some other things have always been mind-boggling. Like why you get LESS xp soloing a public dungeon than soloing a delve, when the former is far, far harder to do (at least at level/without CP).
    Edited by daemonios on December 26, 2015 10:08AM
  • Bigevilpeter
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    yeah sucks I can't level by doing dungeons, I'm bored of quests and just want quick dungeon action to level up!! why the heck not?
  • Khaos_Bane
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    Yes the XP is bad and they only have one normal and veteran daily quest. Where so they come up with these dailies and something should only be once a day lol. Don't they want people to play?

    No sir, I'm sorry, even if you want to play another dungeon, we really think you are at your limit. You should only be rewarded once per day.

    Who knows what they were thinking.
  • Malmai
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    drogon1 wrote: »
    84xp per normal mob in a group dungeon versus 414xp per normal mob in the open world - this at VR3. That's a difference of almost 500% better xp in the open world.

    PvE character progression via dungeoning is a common, accepted option for players in most (if not all) relevant MMOs. What is the rationale for dissuading players from progressing via dungeons? To keep the already diminutive pool of players who bother with dungeons (especially pre-vet) from getting larger? To keep group finder from being used more, so that it actually might have enough players using it to actually be worth using.

    /boggle.

    I love this game, but some design choices just make me want to kick a can.

    They gonna shutdown the game apparently.
    Edited by Malmai on December 26, 2015 11:45AM
  • Khaos_Bane
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    yeah sucks I can't level by doing dungeons, I'm bored of quests and just want quick dungeon action to level up!! why the heck not?

    Exactly, but they don't do much to encourage the group content. I honestly see this game going towards more of a PvP fous very soon.

  • Shadesofkin
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    4-Man content experience (so that no one argues over the word dungeon, delve, or public dungeon) needs a boost, it doesn't have to be a large one, but it certainly needs one of some type. At the very least, the achievements in the 4-man content (particularly veteran 4 man) should provide you with large amounts of experience for completing them.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Forestd16b14_ESO
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    Kinda have to agree cause compared to a PvP players XP gain grinding and ganking players a full day in Cyrodiil can get a person easily 3 or 6 champion points while in PvE zones a player barely gets 1 or 3.
  • redspecter23
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    ZoS has decreed that thou shalt not earn respectable xp in dungeons. A good reason has never been given as to why this is standard operating procedure in this game.

    I really feel bad for people without addons telling them their xp gains. Without paying careful attention to your xp bar, you might never know you're getting so much less from dungeon mobs. Maybe that's part of the plan?

    If I could think of some sort of reasoning why we can get 455 per mob all over Orsinium but sub 100 per mob in dungeons and all over craglron, I might be able to cut ZoS some slack. Until then, I'll keep calling them out until we get an answer.
  • AFrostWolf
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    I understand that the split the XP up between 3 other people, But they need to buff it. It should give around normal if not slightly less than normal Xp to each person. Or at least make the different bosses inside dungeons give a HUGE BONUS to make up for the lack of the xp from normal mobs.

    I prefer a Boss Xp bonus based on number of mobs killed before fighting that boss and resetting before the next boss. This encourages players to do the dungeon and rewards them for completing it instead of grinding or skipping content.
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