The Undaunted clearly warn you this is a group activity. And, well, there is no "I" in group. If the other people don't want to bother with it then you can't make them.
And not doable for 90% of the playerbase is ludicrous. However hard they seem to you now, in the end 90% of the playerbase can sleepwalk through Fungal Grotto. But it does require you to understand the game and your character. I see nothing wrong with that.
So I have been trying to do some group dungeons lately by quing up, but it has been one of the most frustrating experiences yet in ESO (among many). For some stupid reason it seems the group dungeons have the most fleshed out quest lines with the most dialogue, but at the same time players are just running around like headless chickens as always. I try to just read all the NPC dialogue in these quest by reading quickly and not even waiting for them to finish speaking. But by the time I am done people have run away half across the map already. It is so stupid, both because why make these missions the most fleshed out when it is predictable that players act this way, and also do no one actually read any dialogue? I can see it if there are really high level players who have done it before, but this seems to be the case for everyone, even low level characters. I have done a bunch of dungeons and I am always standing alone in the end while everyone has run off, sometimes it seems other players even trigger away the dialogue so I can't even read it all.
I really hate the online experience in this game and wish it was possible to do these things offline without other players.
In story mode I dont mind if people listen to dialogue. In fact I encourage it, are you in PC EU? If so, I will do normals with you, I love reading story.
So I have been trying to do some group dungeons lately by quing up, but it has been one of the most frustrating experiences yet in ESO (among many). For some stupid reason it seems the group dungeons have the most fleshed out quest lines with the most dialogue, but at the same time players are just running around like headless chickens as always. I try to just read all the NPC dialogue in these quest by reading quickly and not even waiting for them to finish speaking. But by the time I am done people have run away half across the map already. It is so stupid, both because why make these missions the most fleshed out when it is predictable that players act this way, and also do no one actually read any dialogue? I can see it if there are really high level players who have done it before, but this seems to be the case for everyone, even low level characters. I have done a bunch of dungeons and I am always standing alone in the end while everyone has run off, sometimes it seems other players even trigger away the dialogue so I can't even read it all.
I really hate the online experience in this game and wish it was possible to do these things offline without other players.
In story mode I dont mind if people listen to dialogue. In fact I encourage it, are you in PC EU? If so, I will do normals with you, I love reading story.
I should be in PC EU, but I cant find your accountCan I double check what server I am on somewhere?
Its just bad design.
The design needs to take care of that whole experience, but they didn't. instead they repeated formula X without thinking it through.
Single NPC interaction in a co-op dungeon raid should be player synched. Proper features to skip this are voting systems where the players see something on the screen saying : "1/4 player wants to skip this dialogue/cutscene". When all 4 press ESC, or whatever key it is, the skip will be executed.
But ESO really has one of the worst multiplayer "what-not-to-do" elements I have ever seen in a modern game. I assume most designers were really new to the COOP experience field, or asleep for the last 10 years.
anitajoneb17_ESO wrote: »
The Undaunted clearly warn you this is a group activity. And, well, there is no "I" in group. If the other people don't want to bother with it then you can't make them.
And not doable for 90% of the playerbase is ludicrous. However hard they seem to you now, in the end 90% of the playerbase can sleepwalk through Fungal Grotto. But it does require you to understand the game and your character. I see nothing wrong with that.
This isn't about whether normal dungeons can or should be solo'ed, and how much skill that requires.
It's about suggesting something that requires experience and training as a "solution" for a thing that people are legitimately inclined to do on their very first run : experiencing the quest. It's just plain absurd.
So I have been trying to do some group dungeons lately by quing up, but it has been one of the most frustrating experiences yet in ESO (among many). For some stupid reason it seems the group dungeons have the most fleshed out quest lines with the most dialogue, but at the same time players are just running around like headless chickens as always. I try to just read all the NPC dialogue in these quest by reading quickly and not even waiting for them to finish speaking. But by the time I am done people have run away half across the map already. It is so stupid, both because why make these missions the most fleshed out when it is predictable that players act this way, and also do no one actually read any dialogue? I can see it if there are really high level players who have done it before, but this seems to be the case for everyone, even low level characters. I have done a bunch of dungeons and I am always standing alone in the end while everyone has run off, sometimes it seems other players even trigger away the dialogue so I can't even read it all.
I really hate the online experience in this game and wish it was possible to do these things offline without other players.
I'll be blunt. I tried but most of the dialogue is so dumb I do not have the patience. I do not have the patience to endure volumes of dumb and hastily-made dialogue just so I can find the really rare gem of a good story. Most annoying of all, people like Azura talk like 5-year-olds. Like they really didn't care to give that *** iconic daedric prince that defines the Morrowind story character.
I tried time and time again and I was devastated.
I completed ALL base game group dungeons (with the exception of Blackheart Haven and Direfrost Keep -- the latter of which required a guildie to pop in and stand on the pressure pad) completely solo for the first time on my main in crafted gear, around CP 200-250.
If you understand the standard game mechanics (i.e. knowing to roll out of red, block heavy attacks, etc.)
and build your character appropriately
In those rare instances where not knowing dungeon mechanics kills you, it's easy to look up a quick boss guide online.
Normal dungeons are incredibly easy with the right set-up.
So I have been trying to do some group dungeons lately by quing up, but it has been one of the most frustrating experiences yet in ESO (among many). For some stupid reason it seems the group dungeons have the most fleshed out quest lines with the most dialogue, but at the same time players are just running around like headless chickens as always. I try to just read all the NPC dialogue in these quest by reading quickly and not even waiting for them to finish speaking. But by the time I am done people have run away half across the map already. It is so stupid, both because why make these missions the most fleshed out when it is predictable that players act this way, and also do no one actually read any dialogue? I can see it if there are really high level players who have done it before, but this seems to be the case for everyone, even low level characters. I have done a bunch of dungeons and I am always standing alone in the end while everyone has run off, sometimes it seems other players even trigger away the dialogue so I can't even read it all.
I really hate the online experience in this game and wish it was possible to do these things offline without other players.
In story mode I dont mind if people listen to dialogue. In fact I encourage it, are you in PC EU? If so, I will do normals with you, I love reading story.
I should be in PC EU, but I cant find your accountCan I double check what server I am on somewhere?
Whats your nickname, I ll add you
Its just bad design.
The design needs to take care of that whole experience, but they didn't. instead they repeated formula X without thinking it through.
Single NPC interaction in a co-op dungeon raid should be player synched. Proper features to skip this are voting systems where the players see something on the screen saying : "1/4 player wants to skip this dialogue/cutscene". When all 4 press ESC, or whatever key it is, the skip will be executed.
But ESO really has one of the worst multiplayer "what-not-to-do" elements I have ever seen in a modern game. I assume most designers were really new to the COOP experience field, or asleep for the last 10 years.
And when 3 out of 4 wants to skip they'll votekick the other one. I'm not saying it's perfect the way it is but you'll need a better solution than that. SWOTR had a system alike what you're proposing and it lead to just as many arguments about spacebarring through the dialogues.
Early game dungeons in normal mode should be done in a group early in the game, and the story should be accessible regardless of whether other group members are interested in it or not. Noone should be forced to solo or to find friends in order to enjoy normal mode - which is often called "story mode" for a reason.
The problem is the design. The story should be separated from combat, and be told before or after the actual dungeon run, or be part of the general audio, but not require lengthy dialogues.
anitajoneb17_ESO wrote: »LadyNalcarya wrote: »anitajoneb17_ESO wrote: »A lot of you seem to imply that players have to "git gud" up to the point where they can solo a normal 4-man instance... to earn the right to listen to a dungeon quest that you can do only once per character ?
Shaking my head...
Well I have a dedicated character for that... ¯\_(ツ)_/¯
Most of 4 man content was designed for 4 _stat-capped characters with no champion points_, and all our characters are strong enough to solo/duo them. Yes, it requires some optimization, but 100% immersive walkthrough is worth it in my opinion.
If someone doesnt want to "git gud" on principle, they can just group up with likeminded people.
It's not a matter on wanting or not wanting to "git gud" on principle... it's that in order to "git gud" to be able to solo those dungeons - even on normal - you need to practice them. But the dungeon quests are not repeatable, you can only do them once, and the natural attitude is to pick it up an do it the first time.. when you have no clue what you're doing.
And yes, the solution is of course to run them with friends/guildies who agree to immerse and wait. But... The players most interested in quests, dialogues and immersion are those who come from single player games. They are not familiar with guilds and grouping and will not join any guild until much later in the game - if at all. Inversely, MMO players will look for a guild as soon as level 3 (if not prior to purchasing the game ;-) ), but they're far less likely to listen/read to any story and dialogue. (I know I'm oversimplifying and generalizing here, for the sake of clarity).
So there's a huge design flaw here, on both levels. It's a shame, because there are tips and tricks to solve these problems. How come we know CoH2 story quite well for most of us ? Because we MUST wait for the lady ghost to open the door for us while she tells her story !
This is a very good point.How come we are aware of the (sad) love story in CoA2 ? Because we hear it in audio all along the dungeon - instead of having the option to read it.
anitajoneb17_ESO wrote: »I completed ALL base game group dungeons (with the exception of Blackheart Haven and Direfrost Keep -- the latter of which required a guildie to pop in and stand on the pressure pad) completely solo for the first time on my main in crafted gear, around CP 200-250.
Yes, you waited until you were CP 200-250 to do dungeons that are supposed to be accessible - and accessed at level 10. You waited until you were experienced and trained.If you understand the standard game mechanics (i.e. knowing to roll out of red, block heavy attacks, etc.)
yes, if you wait until you are experienced and trained...and build your character appropriately
In other words, if you have enough experience and training...In those rare instances where not knowing dungeon mechanics kills you, it's easy to look up a quick boss guide online.
Spoiling the experience by looking at a video is the very last thing anyone who fancies immersion and story will be willing to do. Rightfully so.Normal dungeons are incredibly easy with the right set-up.
And how do you know about the right set-up ? With experience. Thank you for proving my point.
Early game dungeons in normal mode should be done in a group early in the game, and the story should be accessible regardless of whether other group members are interested in it or not. Noone should be forced to solo or to find friends in order to enjoy normal mode - which is often called "story mode" for a reason.
The problem is the design. The story should be separated from combat, and be told before or after the actual dungeon run, or be part of the general audio, but not require lengthy dialogues.
anitajoneb17_ESO wrote: »It's not a matter on wanting or not wanting to "git gud" on principle... it's that in order to "git gud" to be able to solo those dungeons - even on normal - you need to practice them.
Early game dungeons in normal mode should be done in a group early in the game, and the story should be accessible regardless of whether other group members are interested in it or not. Noone should be forced to solo or to find friends in order to enjoy normal mode - which is often called "story mode" for a reason.
The problem is the design. The story should be separated from combat, and be told before or after the actual dungeon run, or be part of the general audio, but not require lengthy dialogues.
Seperating the story from the combat sounds like a good idea but each of these quests give a skill point. That would be a lot of free skillpoints if no fighting were required.
anitajoneb17_ESO wrote: »I'll be blunt. I tried but most of the dialogue is so dumb I do not have the patience. I do not have the patience to endure volumes of dumb and hastily-made dialogue just so I can find the really rare gem of a good story. Most annoying of all, people like Azura talk like 5-year-olds. Like they really didn't care to give that *** iconic daedric prince that defines the Morrowind story character.
I tried time and time again and I was devastated.
Is there anything you actually enjoy in this game Vimora ?
Also, this thread is about people who WANT to read the dialogues in group dungeons. Obviously you don't, that's ok, but what's your point exactly - staying on topic ?
Its just bad design.
The design needs to take care of that whole experience, but they didn't. instead they repeated formula X without thinking it through.
Single NPC interaction in a co-op dungeon raid should be player synched. Proper features to skip this are voting systems where the players see something on the screen saying : "1/4 player wants to skip this dialogue/cutscene". When all 4 press ESC, or whatever key it is, the skip will be executed.
But ESO really has one of the worst multiplayer "what-not-to-do" elements I have ever seen in a modern game. I assume most designers were really new to the COOP experience field, or asleep for the last 10 years.
And when 3 out of 4 wants to skip they'll votekick the other one. I'm not saying it's perfect the way it is but you'll need a better solution than that. SWOTR had a system alike what you're proposing and it lead to just as many arguments about spacebarring through the dialogues.
That's point of the system. If 100% want it, they succeed. 100% is 4 of 4. Not 3 of 4.
They can argue all they want about it, the point is, if someone wants to see the dialogue he will get to see it. If the others do not want to see it, one solution would be to let them out of the cut-scene/dialogue with an indicator telling them that X people are still in dialogue. However, then they would still be able to rush ahead, so a mechanic would need to be found to limit that.
The current solution is a single player narrative system in a multi player environment. It is the wrong tool for the purpose in terms of design-craftsmanship. It is the worst possible combination of solutions. No one knows what the other is doing, and everyone only sees his interests at any given moment.
It even goes beyond that: When you enter, you get pressured by a timer, asking if you want to start the quest someone has triggered, and you have NO CLUE what this is about. You are running around lost, without context.
victoriana-blue wrote: »There's also a really irritating "feature" where when 2+ people are doing the dungeon quest at the same time, if one of them zooms through the dialogue it'll advance the quest for the other person and boot them out of the conversation.
It's worth reminding people about it, and I say that as a max CP player. I've screwed up other peoples' quests by accident when I'm leveling alts, because I've read the conversations before and forget that dialogue is strange.
(Oh, and I can recommend Lone Wolf Help (PC-NA) and Pacrooti's Hirelings (PC-NA & -EU). Both guilds have people who are happy to wait for quests, just ask in guild chat.)
I know you don't really want to hear this, but 3 people wanting to finish the dungeon > you wanting to read the quest dialogue.
Yes it sucks if you are into that sort of thing, but expecting three people to inconvenience themselves for you is a bit rude don't you think.
My suggestion is to grab a couple of like minded friends and run through the dungeons with them if you want to take it slow and read quest dialogue.
VaranisArano wrote: »Personally I start all normal dungeons on my 660CP tank by asking "Anyone need gear or quest?" Its a nice icebreaker, and especially if there are low level players in the group, they may need the quest. Then at the end, I'll wait until they've finished the quest dialogue so they don't get booted. (And that's how I discovered the old groupfinder bug that the last person out of the dungeon could continue to get Premium rewards for random dungeons. Thankfully they've fixed this one.)
But you do have to speak up. See, if I've already completed the dungeon quest, the quest markers don't even show up for me. I don't have any way to tell when you need to stop and listen for dialogue unless you tell me or I somehow remember it from when I did the quest months previously.
I'll be glad to wait for you if you tell me you need the quest, and I expect that most other players will understand as well. Its a two-way street. We have to be willing to wait and you have to tell us you need us to wait.
As a higher-level player speaking to higher-level players now, if you want to blast through the dungeon without waiting for low level players to quest when they ask you to wait, do yourself and them a favor and queue with a premade group.
There are players out there that can solo group content due to the fact that they can consistently use almost perfect timing, animation cancelling, and are able to fully multitask both skill bars and switching, basically they have Learned to Play. I am sorry to say that despite the fact that I have played off and on since beta, I am not one of those people and I probably will never be able to multitask and keep the timing going to the required degree.
If you can do it or learn it, awesome, if you can't, no big deal you can still have fun as soloing group content was never intended to be possible in this game originally.
I could try to do a normal myself. But I doubt I will be able to pull it off, which ones are easier? I did the Gold Tower in a group and I would never ever in a million years be able to have done that one myself. Again I play with minimalistic HUD and I don't look up or study the absolute best combination of skills and abilities so I am not a "power gamer" in my setup.
I play on PC european server, if anyone wants to do some dungeons where we wait while there is dialogue I would love to do it so please add me as friend or group..
Integral1900 wrote: »I agree with the original post, it’s deeply irritating, if all players are going to do is skip the dialogue then why in gods name are they playing a game built on storytellingif all you want is to do is smash stuff there are plenty of god aweful plots in jrpg games you can just blow through and miss nothing of any value. Ive been playing since launch and only reacently got to hear the full story in crypt of hearts and it really got to me, a gorgeous bit of melancholy story telling.