trackdemon5512 wrote: »I used to hate it but then I now know that splitting the queue adds to the troubles in the group finder. That's one problem that we've seen adversely affect everyone with how the finder system is the backbone for the entire game in respects.
The other is that it pushes ppl into new content and allows a larger pool from which to pull players into said content. You would very likely see much longer queue times by taking out the DLC dungeons from rotations.
My problem with the "pushes people into new content" approach is I really don't want a player I need to teach showing up in a dlc dungeon 6 months after it released because they chose the random queue.
DLC dungeons are difficult. And I'd rather have a group formed from people who specifically chose to be in the dungeon rather than people who got forced into it.
trackdemon5512 wrote: »I used to hate it but then I now know that splitting the queue adds to the troubles in the group finder. That's one problem that we've seen adversely affect everyone with how the finder system is the backbone for the entire game in respects.
The other is that it pushes ppl into new content and allows a larger pool from which to pull players into said content. You would very likely see much longer queue times by taking out the DLC dungeons from rotations.
My problem with the "pushes people into new content" approach is I really don't want a player I need to teach showing up in a dlc dungeon 6 months after it released because they chose the random queue.
DLC dungeons are difficult. And I'd rather have a group formed from people who specifically chose to be in the dungeon rather than people who got forced into it.
Oreyn_Bearclaw wrote: »trackdemon5512 wrote: »I used to hate it but then I now know that splitting the queue adds to the troubles in the group finder. That's one problem that we've seen adversely affect everyone with how the finder system is the backbone for the entire game in respects.
The other is that it pushes ppl into new content and allows a larger pool from which to pull players into said content. You would very likely see much longer queue times by taking out the DLC dungeons from rotations.
My problem with the "pushes people into new content" approach is I really don't want a player I need to teach showing up in a dlc dungeon 6 months after it released because they chose the random queue.
DLC dungeons are difficult. And I'd rather have a group formed from people who specifically chose to be in the dungeon rather than people who got forced into it.
Agreed. Even on normal, there is a huge difference in both length and complexity between DLC and non-DLC dungeons. They just arent the same animal. I am trying to think of any what I would call "deal breaker" mechanics (do it or wipe) or true DPS checks on non - DLC, normal dungeons. With DLC dungeons, even on normal, mechanics come into play that cant be ignored. For certain pickup groups without coms, these can simply be too much.
I did a Moonhunter over the weekend as a DPS via random normal. Not to be cocky, but if it wasnt for me, this group never would have cleared. On the hedge fight I did 87% of DPS, killed every spriggan that spawned, and res'ed the other players at least once each. Again, hard to sound modest while saying this, but you shouldnt need a 100k DPS that knows the ins and outs of every boss fight in a group to guarantee a normal clear. LOL.
They should really add a handful of new categories. Random Normal - Non DLC, Random Normal - All Dungeons, Random Vet (easy difficulty), Random Vet (Medium Difficulty), Random (Vet Hard Difficulty, this includes DLCs). Vet group finder probably needs split into 3 or even 4 categories, as even the difference between one of the first DLCs and one of the most recent is pretty significant.
You could certainly give better rewards (more XP, more transmutes) for the higher up the chain you go.
Oreyn_Bearclaw wrote: »trackdemon5512 wrote: »I used to hate it but then I now know that splitting the queue adds to the troubles in the group finder. That's one problem that we've seen adversely affect everyone with how the finder system is the backbone for the entire game in respects.
The other is that it pushes ppl into new content and allows a larger pool from which to pull players into said content. You would very likely see much longer queue times by taking out the DLC dungeons from rotations.
My problem with the "pushes people into new content" approach is I really don't want a player I need to teach showing up in a dlc dungeon 6 months after it released because they chose the random queue.
DLC dungeons are difficult. And I'd rather have a group formed from people who specifically chose to be in the dungeon rather than people who got forced into it.
Agreed. Even on normal, there is a huge difference in both length and complexity between DLC and non-DLC dungeons. They just arent the same animal. I am trying to think of any what I would call "deal breaker" mechanics (do it or wipe) or true DPS checks on non - DLC, normal dungeons. With DLC dungeons, even on normal, mechanics come into play that cant be ignored. For certain pickup groups without coms, these can simply be too much.
I did a Moonhunter over the weekend as a DPS via random normal. Not to be cocky, but if it wasnt for me, this group never would have cleared. On the hedge fight I did 87% of DPS, killed every spriggan that spawned, and res'ed the other players at least once each. Again, hard to sound modest while saying this, but you shouldnt need a 100k DPS that knows the ins and outs of every boss fight in a group to guarantee a normal clear. LOL.
They should really add a handful of new categories. Random Normal - Non DLC, Random Normal - All Dungeons, Random Vet (easy difficulty), Random Vet (Medium Difficulty), Random (Vet Hard Difficulty, this includes DLCs). Vet group finder probably needs split into 3 or even 4 categories, as even the difference between one of the first DLCs and one of the most recent is pretty significant.
You could certainly give better rewards (more XP, more transmutes) for the higher up the chain you go.
I agree with most of what you say. But be careful with too many categories, or you will never find a group!
Completely agree.
People always try to argue that it is a random queue. But they miss the point that by not supporting the game with a subscription, the hardest dungeon you have to endure for a random is City of Ash 2. That is far from random when not providing money eliminates half the dungeons from consideration from the queue. It's nonsense. And it only gets worse every time dlc dungeons are added to the game.
Not this again, don't expect to gain the full amount of experience if you aren't willing to do what you signed up for. Lets be realistic...the 111k xp or whatever it is is a garbage reward anyway. You are complaining you may have to play an hour to get the reward instead of 15 minutes...if you hate that so much, why not just go to Old Orsinium and run in circles killing harpies? You will gain more experience in less time than either, in addition to materials and motifs, take the gold you get from the materials there and go buy skyreach runs and you will get even more xp in less time(or go solo skyreach on your own, its pretty easy). The point is that if its experience you are after, random dungeons are a terribly inefficient way of doing it. In the meantime, by removing yourself from the pool of available players, people trying to farm a given dungeon now have to wait longer. No, the reason they give you the "generous" amount of xp that they do is that so other people are able to fill their farming groups...the sooner people realize this the better. There are a ton of better ways to grind xp in this game if that is your goal.
Not this again, don't expect to gain the full amount of experience if you aren't willing to do what you signed up for. Lets be realistic...the 111k xp or whatever it is is a garbage reward anyway. You are complaining you may have to play an hour to get the reward instead of 15 minutes...if you hate that so much, why not just go to Old Orsinium and run in circles killing harpies? You will gain more experience in less time than either, in addition to materials and motifs, take the gold you get from the materials there and go buy skyreach runs and you will get even more xp in less time(or go solo skyreach on your own, its pretty easy). The point is that if its experience you are after, random dungeons are a terribly inefficient way of doing it. In the meantime, by removing yourself from the pool of available players, people trying to farm a given dungeon now have to wait longer. No, the reason they give you the "generous" amount of xp that they do is that so other people are able to fill their farming groups...the sooner people realize this the better. There are a ton of better ways to grind xp in this game if that is your goal.
gatekeeper13 wrote: »Imagine trying to do a random dungeon for the 10 crystals and getting Lair of Maarselok...
Completely agree.
People always try to argue that it is a random queue. But they miss the point that by not supporting the game with a subscription, the hardest dungeon you have to endure for a random is City of Ash 2. That is far from random when not providing money eliminates half the dungeons from consideration from the queue. It's nonsense. And it only gets worse every time dlc dungeons are added to the game.
But it is not a random queue, it is a LFG queue where the people who queue random are used to fill up the groups that queue for certain dungeons. And since most people apparently queue for DLC dungeons (because there are more of them, for the gear they drop or just because they really don't want to run that base game dungeon again), people who are queuing for random dungeon get a DLC dungeon more often.