You - it's you. Stop "you"ing. Hell, what's a catwalk to you may be not like that for any other person. For an average person you need 2 mil gold to find these "3 other competent people", if u catch my meaning. Competent people usually have premade groups with people they trust and know, they don't want the 5th wheel.
Before Season of Dragon questers was not forced by devs into group content but now it's the case. Just because they desperately want questers to buy dungeons! And they do sold badly. None of CE of dungeon dlcs was never seen back at the crownstore. And if DLC dungeons continue to become more challenging for this small amount of people who like to overcome challenges, can overcome them, for their rest time, a lot of customers will not be happy. They ignored dungeons before, some will rage quit now or lower their loyalty to ZOS. And loyalty brings money. No money - servers will be shut down. It's as simple as that.
There was at least 3 threads about people being scared and confused and I saw only one person in who's offering help. Others will only mock you with "git good", "read the mechanics", "stop crying", "find the good group". It's not quite encouraging when someone gets shamed for their simple desire to continue the story they've been in for a long time.
actualy, i run into issues PUGGING them on NORMAL. WHILE communicating. text is still communication.
not everyone likes to play in a group.
I already regret pre-ordering the Elsweyr DLC if I’m going to be forced to do a dungeon or whatever just to get rushed trying to understand the story.DLC dungeons are not easy. If you happen to have even one DD in your group who's dps lower than average, you're screwed. But it's not only that. Mechanics gets complicated with each DLC dungeon released. I'm not a fan, but sometimes I have to run these. And in Scalecaller peak, aside from it being tricky with all the poison, I perfectly understand what game wants me to do. In Moon Hunter Keep even effects that showing during the fight are sometimes misleading. When I'd see something crawling on me underground, I will roll dodge without a second though. But when I see vines all over me I automatically trough that I'm already screwed and I will try to break free and you don't need to break free, you need to roll! How crazy is that? I haven't get further than white werewolf with any group I've got, not matter how many times I've read what to do.
Such things keep me away from DLC dungeons.
I understand that s o m e people want challenge, and devs want to show off their skills at making dungeons, but please, PLEASE, for Christ's sake keep normal NORMAL. Even like vanilla II normal, it will be far better than we have now. People won't buy DLC that they can't beat. Putting a story behind a dungeon and forcing players to run them will work for a very small amount of general audience, but most of us boycott it right away.
The vet dlc dungeons are fine, they are challenging as they should be, for most players who run the other vet dungeons they are kind of progression stuff until you learn mechanics.
You - it's you. Stop "you"ing. Hell, what's a catwalk to you may be not like that for any other person. For an average person you need 2 mil gold to find these "3 other competent people", if u catch my meaning. Competent people usually have premade groups with people they trust and know, they don't want the 5th wheel.
Before Season of Dragon questers was not forced by devs into group content but now it's the case. Just because they desperately want questers to buy dungeons! And they do sold badly. None of CE of dungeon dlcs was never seen back at the crownstore. And if DLC dungeons continue to become more challenging for this small amount of people who like to overcome challenges, can overcome them, for their rest time, a lot of customers will not be happy. They ignored dungeons before, some will rage quit now or lower their loyalty to ZOS. And loyalty brings money. No money - servers will be shut down. It's as simple as that.
There was at least 3 threads about people being scared and confused and I saw only one person in who's offering help. Others will only mock you with "git good", "read the mechanics", "stop crying", "find the good group". It's not quite encouraging when someone gets shamed for their simple desire to continue the story they've been in for a long time.
They bought it because it was an Elder Scrolls title, WHICH BY THE WAY was single player for years.FlyingSwan wrote: »
LOL, and those people bought an MMO because....? I suppose the entire game design is wrong. it can't be that a few people are too dim to realise than a massively multiplayer game might just require playing with other players.
I seriously wonder how such people manage to get out of bed without somehow inflicting a mortal injury on themselves.
FlyingSwan wrote: »
LOL, and those people bought an MMO because....? I suppose the entire game design is wrong. it can't be that a few people are too dim to realise than a massively multiplayer game might just require playing with other players.
I seriously wonder how such people manage to get out of bed without somehow inflicting a mortal injury on themselves.
The vet dlc dungeons are fine, they are challenging as they should be, for most players who run the other vet dungeons they are kind of progression stuff until you learn mechanics.
The dlc normals are fine but starting to get a bit on the hard side with the two last. Normal dungeons should not be harder than veteran dungeons, yes they can have more mechanics.
The problem is groups, if unlucky you get bad groups, yes you can fail on nBC2, keeper Indril is an dps check same with the daedrot span on last boss. No this is not hard on veteran, even if HM can be in weak groups.
It is lack of research that keeps people from pulling 20k. I can pull 15k on a PvP toon in PvE content and that's not even with proper gear. Research means knowing your rotation, build and gear. Thus lack of rotation = bad dps.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
FlyingSwan wrote: »
LOL, and those people bought an MMO because....? I suppose the entire game design is wrong. it can't be that a few people are too dim to realise than a massively multiplayer game might just require playing with other players.
I seriously wonder how such people manage to get out of bed without somehow inflicting a mortal injury on themselves.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Top part is exactly what I was saying, thank you(it might have confused someone, because English ism't my main, so it's always good when other people re-phrase). I'm not against vet or hm, not my cup of tea, but some people like it and i'm happy for them!
But increasing vet will affect normals (I think). I don't know how dungeons are developed. But with latest couple it seemed the case. Vet hits harder and mobs are thicker, but mechanics stays the same. Confusing, hard and unforgiving. And devs seems to forgot about that doing normal version. If you have one-hits in vet, it should not instant kill on normal, but apparently it does.
If anything, ZoS should increase the difficulty of non dlc normals.but I'm OK with it if they don't.
Just to clarify, is this the main complaint? DLC Normals have more mechanics, and mobs can one-shot?
I agree that one-shot mechs have no place in normal, but at the same time, it'll learn players to roll/block. Big headache for my healer is players who stand in stupid and never get out of the way of things, or don't know there is a button for block. Normal dungeons should, even if mobs and bosses are weaker, be representative of the wider gameplay. They should prepare players for the vet versions of the same -- this includes healing, dealing damage, taunting, mitigation, and defensive manoeuvres.
No matter the mechanics, normal is more forgiving than vet. But at the same time the mechanics and tolerances have matured by design. Compare 'Bone Menagerie' nFang Lair vs vFang Lair; it's a completely different boss fight in many ways -- or Archivist Ernarde in nMHK vs vMHK; the fight is mirrored in both modes, but is far stricter in vet, far less room for mistakes. While nFL doesn't prepare players for vFL, MHK does. That's the direction I'd like to see the game take with dungeon design. More mechanic driven, weaker mobs and bosses with higher mech tolerances in normal, while much tighter in vet.
witchdoctor wrote: »
I'm almost OK with that.
I agree, the game needs exponential progression. Overland, to delve, to public dungeon, and so on.
I disagree that the dungeons have to be on a linear path of exponential progression. I.E., the newest doesn't have to be the hardest.
The 3 Undaunted should not be 2 easier ones, and one DLC, but rather each has a tier of difficulty. Maj has the easy ones, and Ugarlag has the hardest. If this means they give a new dungeon to Maj for the story, that's fine. (May also solve the Ugarlag will have too many dungeons scenario people bring up every so often).
... a 3rd mode (Casual, Normal, Veteran), and dungeon mob health, resistances, damage should be levelled to lowest player in group -- groups from group finder matched by CP range ...
witchdoctor wrote: »I hate to say it, but that way leads to SWTOR's no-role, no-risk, no-challenge dungeons (flash points) that they came up with partway through its life. Ugh, awful. I guess it is an option so long as they continue to make actual group-oriented content.
I do agree that the DLCs showcase ESO's growth in dungeons.
I like em.
I also understand some people's concern of being locked out.
I personally don't believe this would improve the scenario either. If anything it provides more safety, and less requirement -- essentially gimping the player from ever learning to tackle the actual content.
No one has to be locked out. That's the thing. People lock themselves out of these things.
Also, let's not forget that ZoS expects people to buy these things -- they're dropping a new Chapter on us which will have the standard content, overland, world bosses, delves, etc, etc; only this time they're linking on going dlc to the main quest arc. They really won't make it so that the largest portion of the customer base is unable to use it, hence not buy it. Or worse, stop subscribing because content doesn't consider them. There is instead motivation to deliver dungeons in a way that attracts players who usually steer clear; you can bet ZoS has a means to do it in a way which won't exclude anyone in this thread.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
witchdoctor wrote: »
Oh, I agree. I understand the concern they may have, but I don't think its actually that difficult to overcome.
imagine for a moment... that these people don't want to learn to tackle "actualy" content in a first place. that its NOT what they play this game for?
and so far, if last year's dungeon releases are any indication. they don't seem to get that they are excluding a large portion of their subscribers with ever ramping up dungeon difficulty.
Just to clarify, is this the main complaint? DLC Normals have more mechanics, and mobs can one-shot?
Me neither.
Let's imagine for a moment I posted a suggested solution then. Or that I posted an opinion before that. See, that's what we do in a discussion, we offer views and opinions, we weight them up and reply in agreement or counterpoint. We offer alternatives, ideas and solutions. What do you think? Would my suggestion suit you? Do you have a better alternative?
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
and so far, if last year's dungeon releases are any indication. they don't seem to get that they are excluding a large portion of their subscribers with ever ramping up dungeon difficulty.
witchdoctor wrote: »
I'm just going to say, I highly suspect ZOS has the metrics to show how many DLC dungeons are started and completed.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
That ZoS only revisits older content to nerf it is partially to blame here.
I get what you're saying and I am leaning somewhat to agree, but we have to understand that dungeon design and ethos has matured with the development team, player base and contextual game content.
Perhaps what is needed is a 3rd mode (Casual, Normal, Veteran), and dungeon mob health, resistances, damage should be levelled to lowest player in group -- groups from group finder matched by CP range? Would that improve the dungeon experience?
which solution or suggestion would that be. so far, I'm only seeing variations of " git gud" you don't think making normal dungeons easier/more forgiving is a good idea, you don't think solo mode is a good idea, what compromise or solution are you offering that is ACTUAL compromise, or solution? your assumption that ZoS knows how to make dungeons more accessible? what does it matter if they are not actualy doing that? what does it matter if their modus operandi seems to be to make dungeons LESS forgiving, even on normal? what does it matter when given how difficult it is to do the dungeon quests in a group is (due to people rushing, people finishing the conversations before you can, so it finishes for you before you are actualy done, assuming they don't just sprint past in a first place), when they ignore all the dungeon quest issues and instead hide parts of OVERREACHING STORY behind them?
the only suggestion IMO that will work to cover all the bases is solo mode. that way you can still keep your normal dungeons with their ever escalating difficulty as "training grounds for actual content" without locking out players who have no interest in "actual content"
Perhaps what is needed is a 3rd mode (Casual, Normal, Veteran), and dungeon mob health, resistances, damage should be levelled to lowest player in group -- groups from group finder matched by CP range? Would that improve the dungeon experience?
given that typical reaction to DLC dungeon popping up in a random groupfinder, especially the wolfhunter - is to leave immediately. i wonder just how much they pay attention to those metrics.
Btw, I am in favour of a solo mode. Never said otherwise.
As for not wanting to do the content as designed, that's your choice -- the problem is that said content is designed.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Btw, I am in favour of a solo mode. Never said otherwise.
As for not wanting to do the content as designed, that's your choice -- the problem is that said content is designed. What you're asking for is additional design that caters for the specific scenario and use case you present. That's cool, If ZoS design for that in addition. Just remember that's their call, not ours.
Your typical reaction.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
...
DLC dungeons are NOT puggable by average casual player, especially most recent ones. THAT is an issue.
Linaleah wrote:
no, not mine. I don't leave a group until its me and one other player and we've been waiting for 10 minutes to back fill, only to have players that come in - leave too.
other common reaction I've seen is people leaving after one wipe.
Agreed. The question is whether they should be. I'm not saying they shouldn't, but ZoS' decision to involve them with story suggests they agree future dlc dungeons should be.
ZoS regularly revisits oldder content to nerf it. This latest DLC will be no exception. Nor will future dungeons.
Sometimes people look at the group composition and decide it's better to drop -- which I think is pathetic personally.
People also leave after 1 wipe when they believe that the group is not good enough to get on (especially on normal).
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
and e can judge people for leaving. or not. but they are still leaving. one wipe is generally not enough to know whether the group is "good enough" most people need a few tries to GET mechanics. unless of course those mechanics also assume a certain dps minimum which in this game is "soooo easy" to achieve, except it isn't unless you have impeccable aim and at least decent reflexes. and it doesn't help that more recent bosses just love moving around while also making YOU move around constantly, so you can't even fake a turret mode. this is why bte, I'm not a big fan of target dummy dps numbers. target dummy doesn't move. it doesn't make YOU move. so aiming issues are not an issue on target dummy. my personal dps halves or more between target dummy and dungeon SOLELY because no sticky targeting = half my shots don't even land.
sigh. I mean I'm not surprised that you are not getting it, but.. you are not getting it. knowing rotation =/= being able to execute it. especially in ESO that doesn't have tab targeting, has this mess of a system called LA weaving/animation canceling in addition to bar swapping. oh and latency. latency messes you up in this game in a way that it doesn't in other mmos...
I just... there is this russian saying that roughly translates as "someone with full belly will never understand someone who is starving" I feel like it applies here.
and you know the irony here, is for all this "you have to be social, its an MMO" admonitions from all these people, you all are also perfectly ok with kicking people out of groups if they don;'t perform to your specifications, forgetting that those people are PEOPLE, they are someone's friends, they are probably people in this thread and others like it. they could be (and often are) perfectly nice people that just happen not to be god's gift to gaming. off with their heads! /slam the kick button
I do get it, you don't. I was new, and I'm a way better player than I was back then. If you get kicked then accept it. I'm not about to be punished and have to sit through a miserable dungeon because you can't better yourself. Nope.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***