Dapper Dinosaur 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.
Dapper Dinosaur 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.
PuppetShow wrote: »Dapper Dinosaur 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.
Dapper Dinosaur wrote: »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.
Dapper Dinosaur 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.
Dapper Dinosaur wrote: »
2. Add a new level of difficulty to the basegame dungeons
Dapper Dinosaur 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.
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.Dapper Dinosaur wrote: »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.
Dapper Dinosaur 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.