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How to do dungeons better in future (From Zenimax's end)

Dapper Dinosaur
Dapper Dinosaur
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1: Make some new dungeon formats instead of the tired old dps/dps/tank/healer formula. And/or make a dungeon that needs a new number of people, be it 3, 5, 6, or 7. Currently there is absolutely no content in the game other than pvp for groups between 4 and 12 people, and this could be easily remedied.

2. Add a new level of difficulty to the basegame dungeons with loot incentives to complete them (new monster pieces that go on armor slots other than head/shoulders perhaps, with their appearance applicable once you earn them in the outfit station?), so that we can get some new reasons to visit them. And by new difficulty, I don't mean just cranking up the health pools and damage. Get some new mechanics in there.

3. Remove the function that boots people from dungeons when the group disbands. There is absolutely no logical reason for it existing and it constantly screws people out of quests when their group (understandably) just wants to get their grind done.
  • smacky
    smacky
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    3. Remove the function that boots people from dungeons when the group disbands. There is absolutely no logical reason for it existing and it constantly screws people out of quests when their group (understandably) just wants to get their grind done.

    From the perspective of a prgrammer, I actually understand why this is logical and necessary. It is for the same reason the game kicks you after a period of inactivity.

    Every time a dungeon group is formed, a new instance of the dungeon is essentially created, and only removed when all players have left the instance.

    Any open instance allows players queued to join that dungeon group (even if Activity is Completed), as I have had this occur on more than one occasion.

    By removing players from dungeons, they are reducing server load, and therefore increasing either overall performance of the game on the server side or providing the ability for a new instance to be created (if they have limited the number of concurrent instances).
  • Nemesis7884
    Nemesis7884
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    the dungeons seem to get longer and longer...on one hand a cool long dungeon is nice, when farming gear this is kinda annoying tough...maybe find a good balance there or change the way gear drops (or increase the nr of chests / drop chances from normal mobs in long dungeons)
  • PuppetShow
    PuppetShow
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    3. Remove the function that boots people from dungeons when the group disbands. There is absolutely no logical reason for it existing and it constantly screws people out of quests when their group (understandably) just wants to get their grind done.

    This. I always stay when I see that someone is doing the quest, but I got booted SO many times ( yes I told them that I was questing right at the start.)
    And even if they don't remove it completely maybe just add more time to it, or something.
    Edited by PuppetShow on March 13, 2018 10:34AM
  • smacky
    smacky
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    PuppetShow wrote: »
    3. Remove the function that boots people from dungeons when the group disbands. There is absolutely no logical reason for it existing and it constantly screws people out of quests when their group (understandably) just wants to get their grind done.

    This. I always stay when I see that someone is doing the quest, but I got booted SO many times ( yes I told them that I was questing right at the start.)
    And even if they don't remove it completely maybe just add more time to it, or something.

    I am not disagreeing with your point here. My previosu post was just to point out why the sessions boot you.

    The solution would be to join as guild / grab someone from zonechat / grab a friend who is willing to join you to do it and knows you are doing it for the mission.

    I lioke you, always ask if anyone needs to complete the mission before leaving a dungeon, but not everyone does, I can also see ways for ZOS to fix it, such as allow you to meet the quest giver elsewhere, such as near the pledge givers or something.

    I know a bunch of people will say that's not a solution, but it is, just not one they necessarily like.
  • Dapper Dinosaur
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    If the reason Zenimax has made it kick people like that is due to their own bad programming, the solution is not to maintain the status quo and leave it there, the solution is for Zenimax to FINALLY get their **** together and fix the damn thing. It can't be that hard to remove the instance from GroupFinder when the "Activity Complete!" flag is raised.
  • smacky
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    If the reason Zenimax has made it kick people like that is due to their own bad programming, the solution is not to maintain the status quo and leave it there, the solution is for Zenimax to FINALLY get their **** together and fix the damn thing. It can't be that hard to remove the instance from GroupFinder when the "Activity Complete!" flag is raised.

    I have explained from a programmers point of view.

    Now it just sounds like you want to complain for the sake of complaining.

    If you are a programmer yourself, and you know a way around this, then offer your services to ZOS, otherwise make valid arguments, and lose the bad attitude man. The only person hurt by you being upset about this .. is you.
  • Alagras
    Alagras
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    1: Make some new dungeon formats instead of the tired old dps/dps/tank/healer formula. And/or make a dungeon that needs a new number of people.

    agree with that, i d like dungeons/arenas for 2 (y es, 2) and 8 players.

    2. Add a new level of difficulty to the basegame dungeons

    That too. We really need 3 levels imo.


    Another thing I would suggest is to randomize things a bit. It s boring after a few runs to find the very same mobs at very same place. Randomize a bit trash packs composition or locations, maybe some ambushes (I havent played recently but I think Dragonbones introduced ambushes? )

    Maybe make certain boss patterns a bit less predictable too
  • Fermian
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    Remove the quest dialog from dungeons. I dont like being stuck in a dialog, while other people are waiting for me. Use another way to tell the story.

    And like others said: the auto kick.
  • Slick_007
    Slick_007
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    1: Make some new dungeon formats instead of the tired old dps/dps/tank/healer formula. And/or make a dungeon that needs a new number of people, be it 3, 5, 6, or 7. Currently there is absolutely no content in the game other than pvp for groups between 4 and 12 people, and this could be easily remedied.

    for what reason would you randomize the group sizes required? the larger the group also the harder it is to sort out. You've not led a trial sized group i take it, not successfully anyway.
  • Turelus
    Turelus
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    2. Add a new level of difficulty to the basegame dungeons with loot incentives to complete them (new monster pieces that go on armor slots other than head/shoulders perhaps, with their appearance applicable once you earn them in the outfit station?), so that we can get some new reasons to visit them. And by new difficulty, I don't mean just cranking up the health pools and damage. Get some new mechanics in there.
    I've always been fine with new levels of difficulty being added for the top tier players, but my issue with adding loot/rewards which further power them up is you just increase the gap between players.

    Also whenever someone asks for harder thing it's because they find the current game too easy, so they want a challenge. However they also expect that challenge to give them loot and bragging rights (emotes, skins, achievements). So do they want challenge or better loot?

    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Dapper Dinosaur
    Dapper Dinosaur
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    Slick_007 wrote: »
    1: Make some new dungeon formats instead of the tired old dps/dps/tank/healer formula. And/or make a dungeon that needs a new number of people, be it 3, 5, 6, or 7. Currently there is absolutely no content in the game other than pvp for groups between 4 and 12 people, and this could be easily remedied.

    for what reason would you randomize the group sizes required? the larger the group also the harder it is to sort out. You've not led a trial sized group i take it, not successfully anyway.

    At what point did I suggest randomization? I suggested dungeons built for different group sizes than the standard 4.
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