Way to fix public dungeon bosses, bots and farming

thedemiseraphb14_ESO
There are lots of things in the game on easily controlled timers. Hirelings, spawns etc.

So if you make it so that you can loot a public dungeon boss once a day, this will solve many issues. It will control bots. It will control farming. It will spread out the population in these so everyone gets their turn to get the boss. It will make griefers obvious. It will give you a reason to bounce through all the public dungeons. etc etc

Thoughts and feelings on this?
  • thedemiseraphb14_ESO
    Also, this doesn't stop you from helping someone else get their loot that day etc if in a group.
  • OZGODUSA
    OZGODUSA
    No MMO has ever been able to fix the bot problem.
  • thedemiseraphb14_ESO
    OZGODUSA wrote: »
    No MMO has ever been able to fix the bot problem.

    Ok IMPROVE the situation, but your remark was pretty much useless lol

  • Valthorian1914
    Simple practice of Deminishing Returns on mob drops within boss parameters. Seen other games implement this before and it works wonders.

    "You want to try to obtain a certain piece that drops from only a unique mob? Sure. Go for it, here's your five chances. Didn't get it? Well, there's always tomorrow."

    5 kills. 5 Times to loot. One day.
  • thedemiseraphb14_ESO
    Yes, same concept just increased chances.
  • TheTimeWizard
    I was at a spot yesterday were an undead would instantly re-spawn as soon as you killed it, once i realized what was happening I submitted a ticket. There was a group of about 5-6 around it and they stayed there for hours, I was questing on the road and every time i went past they were still there. I wonder how many spots like this are around and how many are taking advantage of it...
  • Daverios
    Daverios
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    Solo non respawning caves is what we want.

    If ppl want to farm make em clear entire place solo each time. Problem solved and eveyone is happy and rejoices. Much fun had by all in caves from there on out.
  • Elsonso
    Elsonso
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    Ideas, mutually exclusive, some already suggested in other threads:

    1) Just make it so that once you kill the boss (for credit, loot, whatever) it does not respawn for you until you leave the dungeon and re-enter it. You are in a separate phase that can no longer see it.

    2) Once you kill it (for credit, loot, whatever), when it respawns it no longer provides any loot or experience to you until you leave the instance and re-enter it.

    You can also restrict the number of times per day you can enter a dungeon to prevent revolving door syndrome.

    I want to point out that, to me, it is perfectly OK to repeatedly kill bosses. However, there should be some work required over time. Standing in one spot for an hour firing away the instant the boss appears is just too easy.


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  • thedemiseraphb14_ESO
    I don't think we should have something that stops you from helping a friend. So phasing so you can't see a boss that your friend is killing seems problematic. Loot control I like.
  • Daverios
    Daverios
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    I don't think we should have something that stops you from helping a friend. So phasing so you can't see a boss that your friend is killing seems problematic. Loot control I like.

    Yeah a party would and should always be in same phase. Obviously.

  • thedemiseraphb14_ESO
    Daverios wrote: »
    I don't think we should have something that stops you from helping a friend. So phasing so you can't see a boss that your friend is killing seems problematic. Loot control I like.

    Yeah a party would and should always be in same phase. Obviously.

    Yeah, I would just be worried that it would flag you as already having done the boss X times for that day, so it messes up phasing. But phasing on top of loot control could work nicely if done correctly.
  • yetskiiub17_ESO
    Royal Tomb in Eastmark has a good solution for it's last boss. Open crate in middle of room, Boss spawns as a ghost, talks smack, then undead mobs attack from Caskets on the walls. You have to kill those mobs before you can kill the boss....

    So you have 2 trigger events and mobs to kill before you can take the Boss out...
  • thedemiseraphb14_ESO
    Royal Tomb in Eastmark has a good solution for it's last boss. Open crate in middle of room, Boss spawns as a ghost, talks smack, then undead mobs attack from Caskets on the walls. You have to kill those mobs before you can kill the boss....

    So you have 2 trigger events and mobs to kill before you can take the Boss out...

    That's not a bad concept. Public dungeon bosses that require some level of interaction to kick off their spawn sessions
  • cabbageub17_ESO
    cabbageub17_ESO
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    You could just make him spawn in 15 different locations in the room instead of one to render the bots useless.
  • Greydog
    Greydog
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    You could just make him spawn in 15 different locations in the room instead of one to render the bots useless.

    I'm all for a timer. lock the player out from even targeting for an hour.


    ..and add that ^ to it.

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