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Dungeon Finder Ruining Game

  • Kneighbors
    Kneighbors
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    They had to reroll back to previous GF version at first patch after Homestead kicked in. I was between the first people posting on forums about issues of GF.

    But community is not supportive. Mostly people were writing "I played 2 randoms and it worked OK" back then. Now people opening threads and writing memorandums about the issues.

    Now its too late. They will try to fix that buggy version of GF and most probably it will take years! to get to a condition before the homestead.



  • Sukenlihol
    Sukenlihol
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    A dungeon finder that has not worked properly from the start cannot ruin the game.
  • SBC
    SBC
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    Totomushen wrote: »
    A dungeon finder that has not worked properly from the start cannot ruin the game.

    While that may be true when in tunnel vision for a single game, anyone coming from another game may see it that way. Definitely a turn off.
  • Rinmaethodain
    Rinmaethodain
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    Get rid of dungeon finder alltogether.

    Improve guild management tools (add in game public guild boards where players can apply for guilds and browse in game guilds.

    Teach players how to join guilds.

    When players start running dungeons in groups made in normal and MMO intended way - socialising and forming groups using guild via communicating with other players then group finder becomes obsoleted.

    For the love of Akatosh, i hate how every player wants "tool for this", a "tool for that", one click group, one click kill, one click kill.
    Edited by Rinmaethodain on May 18, 2017 11:31AM
  • Rathmine
    Rathmine
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    Well, a few days have elapsed since the new patch dropped, and here's what I've observed during my scattered moments using the Dungeon Finder since then (granted, only a few runs because my patience for dealing with this broken system wears thin):

    1) The bizarre and irritating bug of having to click upwards of 17 times on the "Join Queue" button is still an issue--it somehow got even worse in the past week. This needs to change, fast. It appears to affect people trying to queue for Battlegrounds as well. Some new players who are accustomed to things working properly based on their experiences playing other games have legitimately queried zone chat to see if DF/BGs are broken or inaccessible due to this bug; the proffered fix of "Click on it a bunch and it will eventually work" seems to be efficacious but is burdensome to the uninitiated.

    2) Long queue times are still an issue. It takes my healer between five and ten minutes to get a random normal dungeon, but as soon as I try to queue for three specific dungeons to do my Undaunted daily quests, I can expect to wait at least an hour. Per dungeon. Blame it on people being in the new P2W zone or whatever, but it has always been like this so I will mention it again.

    3) During those long waits, the "Queued" status from the quest log on my main screen will by turns disappear and reappear again. When it's gone, you can go to your DF screen to verify you're still in the queue. Even though it doesn't show up on the main screen, you're still definitely in the queue and will get put into groups. Not so much a deal-breaking bug as it is a nuisance visual anomaly.

    4) I still get grouped with extreme lowbies as a CP680 healer, which makes running dungeons challenging from a technical standpoint, as well as making loot trading afterwards moot. Nobody can use my CP160 drops and I don't want their level 17 Bug Deflector of Smiting.

    5) The insta-kick upon entering the dungeon has appeared to go away for me, for the time being. I have heard some faint rumblings from folks in zone chat who said they still had problems with it. We will need to keep an eye on this to make sure the problem has really been fixed.

    6) I have experienced something weird happening with being able to get the sweet blue XP/loot bonus more than once per day. Formerly, this happened late at night when I would queue and run a dungeon; the timer appears to reset while I'm in the dungeon or something, and so I'm able to run one again and get the full bonus forthwith. But today I did my first two dungeons during the afternoon and got the blue bonii twice. It was nice from a loot perspective (even if the first reward was a charged Resto Staff of Endurance or some such garbage), but totally strange from a programmatic view. First time that has happened.

    7) If someone declines an invite through DF, the game states this and claims to have put me back at the front of the queue. Yet I will then let the game sit there for eons to no avail. On occasion, if I subsequently leave the queue and requeue again, I appear to get a group almost instantly. This was a problem in past iterations of the DF, as others have pointed out, where one could queue-hop and skate to the front of the line, and it's still a problem as of today. This bug is hit-or-miss, as it doesn't always happen and the leave/rejoin strategy doesn't always work. But when it does work, I think it indicates a fundamental flaw with the code.

    8) The accept or decline dialog that pops-up when you get placed into a group still remains hidden inside the notification window if you're not in mouse-look mode. I think the notification needs to be front-and-center every time, no matter where I am, what I'm looking at, or what the mouse is doing. And a 40-second timer to confirm or deny the new group needs to be increased to 60 seconds so that people can occasionally stand up and go to the fridge (or bathroom) for something without having to sprint there and back.

    All ye who continue to chastise me for not manually creating my groups through the various guilds I'm in, one question: Are you the same people who excuse the recent "Jump Points" debacle as being perfectly intuitive, acceptable, and good for the game? Because if the game tells me those extra 25 points I dumped into a skill are actually doing something, albeit slowly, and yet absolutely does not... shouldn't there be some truth in advertising--can't it just work the way it's saying it's supposed to? The DF should be no different. If we accept it's useless and broken, but the feature remains in the game, this is a problem. If it gets removed and no other acceptable alternatives are put into place, then players will go without one of the key features of an MMO, and ESO takes one step closer to becoming a single-player game. People who insist we "do it the hard way" as a workaround do the community a disservice--the workarounds become like a whole new game we play.
  • Bobby_V_Rockit
    Bobby_V_Rockit
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    ... nerf nightblades?
  • Stovahkiin
    Stovahkiin
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    Man OP, where were you when I needed someone to write my essays for me back in school?
    Beware the battle cattle, but don't *fear* the battle cattle!
  • Morgul667
    Morgul667
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    2 key bugs should really be ZOS priority are :

    - make a bugfree group finder tool
    - remove the cyrodill infinite loading screen bug

    If possible that would be good to transform the existing group finder tool into something more powerful that could allow us to browse and look for activities managed by players.

  • CaptainBeerDude
    CaptainBeerDude
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    ... nerf nightblades?

    Absolutely. All GF problems stem from NB's.

    @Bobby_V_Rockit
    You aren't a certain other forum member who is terrified of being ganked in PVP are you?
  • Rathmine
    Rathmine
    ✭✭
    Rathmine wrote: »
    5) The insta-kick upon entering the dungeon has appeared to go away for me, for the time being. I have heard some faint rumblings from folks in zone chat who said they still had problems with it. We will need to keep an eye on this to make sure the problem has really been fixed.
    I mentioned I would keep an eye on this issue to see if it has indeed been fixed. It seems to not have been in every case. In some cases, yes, it no longer bounces new groups around the way it used to, at least as far as I can tell. But last night I was in a farming group and every time we requeued for a dungeon after a completed run, we got hit with this bug. It teleports you in, but instantly gives you the boot. We occasionally got ported back in, while other times we had to manually go to the dungeon on the zone map and teleport into it. During the times in which the game tried to automatically send us back into the dungeon, it would, as expected, subsequently kick us out and repeat until we no longer had any control of the game at all--indeed, players in this state went "Offline" and didn't come back on for several minutes, leading me to believe their client crashed. My own simply rotated through various loading screens in the most confounding way before it gave up the ghost, leaving me stranded where I stood in the wilderness, with a rabid guar eating my face off. So people screaming at me and others to "Join a guild" or "Make some friends and run with them" are out of luck once more--evening doing that doesn't guarantee success given this particular problem.

    As for the other bugs, all of them remain except the irritating problem with clicking the "Join Queue" button umpteen times before it worked. They seemed to have fixed that one, in my testing. Every other problem is there. The one I encounter most, aside from the one mentioned above, is where you can sit in the queue for an hour, quit and rejoin, and instantly get a group. It's not just good/bad luck or impeccable timing. I have done this every time I have been in the queue, as my healer, for longer than ten minutes. As soon as I quit/rejoin, I get a group instantly. It can be two minutes, twenty minutes, two hours--doesn't matter. Once I quit/rejoin, I get a ready check ASAP.

    But yes... multiple rewards per day? Check. Phantom players still in the dungeon causing an "Instance is Full" message? Check. Level 27 DK Tank who doesn't know what Igneous Shields is and has never spent any points in the Earthen Heart tree? Check. A loot system that makes it pointless to trade drops between pre- and post-CP160 players? Check. Dungeon Finder ready check hidden in the tiny Notifications icon when not in mouse-look mode? Check. CP80 players in veteran dungeons? Check. DPS queueing as Tank and/or Healer just to run a map? Check. People moaning in zone chat and in the forums about how things are still broken? It's all still there. We provide helpful feedback on the forums; a poster on another chain said Zeni support staff were aware of the problems and to look for future improvements in upcoming patches. What about all the improvements in previous patches that appear to have not done anything except make things worse?

    With so many people complaining about the same thing, yet still no patch that has made for an honest to goodness, full-on, working Dungeon Finder tool, we lament at all the squandered chances to improve something that should have been so excellent, seeing only wasted promise alongside a lackluster experience.
  • TalonKnight
    TalonKnight
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    Not read your length criticisms, but personally I've had no real issues (Xbox 1) apart from elitism

    Try to q with a friend, and it will mess up every time.
  • koralr33fer
    koralr33fer
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    Another series of disappointed customers since february...still broken in game? Can we fix this please? 4 months for 1 patch that didnt even resolve most of the issues.....less removing from area but now game freezes and ready checks constantly fail....
  • Craziux
    Craziux
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    There should be a minimum gear requirement for certain dungeons, like for example: The latest DLC dungeons should have a cp150 gear requirement, Epic to Legendary gear with 4 or 5 stars bonus IF you're doing Veteran-mode.

    That way, everyone doing those new dungeons would be happy, or at least could be more respectful, knowing that everyone have some sort of decent gear.

    FFXIV does a great job at this.
    -
    Edited by Craziux on May 11, 2019 11:24AM
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    ,<* 1200+ CP EU/PC *>,
    ,<* Explorer of Tamriel since Beta *>,
    Hours spent in-game: 7500+ #NoLife
    AD:
    Valp - Sorc DD
    Valp Stud - DK Tank
    Bad Argonian - Temp Heal

    DC:
    Shu-Chi - PvP Warden

    EP:
    Craziux - PvP NB
  • Navras
    Navras
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    GF has more than a few bugs that many of us already pointed out in bugs forum, but it seems it is not a priority. Or, if it is we do not have any kind of communication in this direction.

    However long dps queue time is not a bug and it is quite common in all MMOs, as far as I've experienced.

    One suggestion (I would be super happy if it will be considered) is to allow different group sizes for dungeons. Something like 4 up to 6, adjusting npcs and Bosses lives and abilities accordingly. A group of 5 will already shorten the dps queue time by a lot. If you don't have enough player queue, just go with four and lower the difficulty by a bit. If you are in prime time go with 6 and have fun.

    ESO has incredible content in dungeons, they are awesome. They are well designed, fun, you can meet people, they give enormous longevity to the game. The current situation is pushing people away from them. It has to be a priority trying to deliver a better experience to the players. Imho.
    EU-PC
    cp 1500+
    Flawless Conqueror & Spirit Slayer

    Main: Templar
    Alt: Stamblade, StamDK
  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    This post is to let you know that we've felt it necessary to put this thread down, as it seemed to have died some time ago. At this time we'd like to try and keep Draugr threads from roaming around the front page, pushing down newer and more lively threads. Please feel free to continue this discussion on a recent thread under the same subject, or create one if a recent one is not available.

    Thank you for understanding!
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