Duckfather wrote: »No to instancing. Just.... no!
While it does have the advantage of making certain game mechanics more easily achievable, it has the downside of fracturing the community, and ultimately, it is the community which makes or breaks an MMO
nkdoddb16_ESO wrote: »This is frustrating because I HAVEN'T been able to complete a lot of the dungeons... there is always such a mob of people where the boss spawns that I can't get a single hit in edgewise. I didn't even know the bosses dropped good loot. The couple I did manage to kill didn't have anything. They didn't even light up showing they had loot. I mean I love that there are people around to help out when needed so don't get rid of public dungeons... I just wish people weren't so selfish. Some of us actually want to play the game.
illidar1967 wrote: »I had my first experience with public dungeons and from reading this now I understand the frustration. They should instance just the dungeon bosses as a separate instance inside the public dungeons and if you or your group kill it then have a lockout timer from the boss instance ...
All I want from *** dungeons is more of a variety of layouts, has anybody else noticed that almost every single public dungeon has only like 3 different layouts? It feels like Oblivion all over again with dungeons looking all the same.
All I want from *** dungeons is more of a variety of layouts, has anybody else noticed that almost every single public dungeon has only like 3 different layouts? It feels like Oblivion all over again with dungeons looking all the same.
I wish it was like skyrim where almost every dungeon looked different but I guess we can't have everything we want =\
I play in daggerfall covenant so maybe it's just my alliance?
rawne1980b16_ESO wrote: »Forgive me but I did have to laugh....
You want public dungeons made solo....
I cannot understand why no matter how clearly everyone states OPTIONAL solo mode, people jump to the conclusion that they are going to "remove" public dungeons.
There's no removing public dungeon instancing. We're just asking for the option to go in a solo instance if we desire.
Shaun98ca2 wrote: »I cannot understand why no matter how clearly everyone states OPTIONAL solo mode, people jump to the conclusion that they are going to "remove" public dungeons.
There's no removing public dungeon instancing. We're just asking for the option to go in a solo instance if we desire.
Well its a nice option of think of a solo option but I can already see the results
Player A /zone Hey anybody wanna come help me kill Xboss in X Dungeon?
Player B /zone L2P Noob they are soloable you don't need help.
Player A /zone No I want help in the public dungeon.
Player C /zone I soloed Public.
Player B /zone You don't need to do Public just do solo.
Player A /zone Uh Thanks /log
I have never gotten the achievement for killing a public dungeon boss without attacking or healing someone that was killing the boss.. so I'm thinking something is wonky for you there.
I do agree that something needs to be changed. I would likely be more in favor of bosses dropping no soul shards, or dropping less gold. Maybe give a random blue for completing the dungeon (killing the boss) instead of everytime said boss is killed. Basically prevent people from sitting there and spamming kills on it. That's honestly the only part of public dungeons I don't like right now.. is getting to a boss only to have it die in half a second because of the people sitting there farming. Whether they're bots or not. If they could get the players to just move on, it'd fix the problem (for me at least).
Shaun98ca2 wrote: »I cannot understand why no matter how clearly everyone states OPTIONAL solo mode, people jump to the conclusion that they are going to "remove" public dungeons.
There's no removing public dungeon instancing. We're just asking for the option to go in a solo instance if we desire.
Well its a nice option of think of a solo option but I can already see the results
Player A /zone Hey anybody wanna come help me kill Xboss in X Dungeon?
Player B /zone L2P Noob they are soloable you don't need help.
Player A /zone No I want help in the public dungeon.
Player C /zone I soloed Public.
Player B /zone You don't need to do Public just do solo.
Player A /zone Uh Thanks /log
Korah_Eaglecry wrote: »I have never gotten the achievement for killing a public dungeon boss without attacking or healing someone that was killing the boss.. so I'm thinking something is wonky for you there.
I do agree that something needs to be changed. I would likely be more in favor of bosses dropping no soul shards, or dropping less gold. Maybe give a random blue for completing the dungeon (killing the boss) instead of everytime said boss is killed. Basically prevent people from sitting there and spamming kills on it. That's honestly the only part of public dungeons I don't like right now.. is getting to a boss only to have it die in half a second because of the people sitting there farming. Whether they're bots or not. If they could get the players to just move on, it'd fix the problem (for me at least).
This. Pay more Attention to what youre hitting OP. There have been times where I have hit a mob not knowing that they were the boss simply because so many Players were on it. But if you feel like you need to put some more licks in on the Boss to feel 'accomplished' then sit and wait for it to spawn again. Respawns arent that long in this game.
One possible solution occurred to me today. Instead of having the loot drop from the boss, have a chest at the entrance to the dungeon. If you get credit for killing the boss there will be loot in it for you - but no more loot will be added until you empty it, so you'll have to run back there to get it between each kill. It will inconvenience the real people who like to camp the boss, but I think that's a small price to pay to inconvenience the bots.