DaveMoeDee wrote: »PeacefulAnarchy wrote: »Make 2 queues, one random non-DLC, one DLC, give each one their own separate daily reward. It will increase people in the non-DLC queue from the people who now don't queue to avoid the DLC, will add reward chasers who queue specifically for DLC dungeons to fill the DLC queue, and reduce quitting from people who don't want one or the other, and those who want both can now do both and get extra rewards. All the valuable rewards from dungeons are bound anyway, so this doesn't impact the economy at all, win-win for everyone.
That in no way addresses the problem the OP is talking about. If I don't have a sub, I can join the better reward queue and, at worst, I get an IC dungeon. Add a sub and I get, on average, a harder dungeon than the person who doesn't sub.
We need to get rid of penalties for subbing.
DaveMoeDee wrote: »PeacefulAnarchy wrote: »Make 2 queues, one random non-DLC, one DLC, give each one their own separate daily reward. It will increase people in the non-DLC queue from the people who now don't queue to avoid the DLC, will add reward chasers who queue specifically for DLC dungeons to fill the DLC queue, and reduce quitting from people who don't want one or the other, and those who want both can now do both and get extra rewards. All the valuable rewards from dungeons are bound anyway, so this doesn't impact the economy at all, win-win for everyone.
That in no way addresses the problem the OP is talking about. If I don't have a sub, I can join the better reward queue and, at worst, I get an IC dungeon. Add a sub and I get, on average, a harder dungeon than the person who doesn't sub.
We need to get rid of penalties for subbing.
Move the IC dungeons to Girion, since they are now technically base game anyway. Problem solved.
MudcrabAttack wrote: »Maybe I'm a masochist, but I like random vet que these days as a DPS. It's a faster que, and dlc dungeons generally go well with a semi competent support. From my perspective, I'm often joining a competent 3- person group who's farming something, and sometimes I wind up with an unexpected trifecta achievement. The good runs outweigh the bad, and motif pages have been piling up.
Oreyn_Bearclaw wrote: »QuebraRegra wrote: »Please don't change it, it will stop 90% of the people to queue for random, and help when you are trying to grind a specific dungeon...
i remember trying to farm tzo from frostvault as a dps and wait 30-45 min between each... now if people can disable them... i will prolly wait 4 hours instead
possibly... that said, make the rewards worth the additional DLC dungeon hassle.
If they arent going to split the queue (no indication they will as this topic comes up A LOT), doubling the rewards if you draw a DLC would certainly go a long way to reduce the complaining (which is justified IMO).
I don't have problems with random DLC dungeons - on normal, of course.
I would never do random vet dungeon though, even if it was FG1I only queue for specific vet dungeons (DLC or not), when I want certain achievement or monster helm.
It would be nice solution if we simply got double rewards (coffers, transmute stones, experience) for completing DLC random dungeon. This way, subscribers and people who purchased DLC dungeons would be extra rewarded, and non-subscribers or people who haven't purchased dungeon DLCs would be at some disadvantage.For non ESO + subscribers the DLC option is already unchecked with purple rewards.
Everyone assumes that if somebody is not subscriber, they can't have DLC dungeons permanently unlocked...There are people who actually buy dungeon DLCs even without subscribing.
Zos: 'Paying customers are complaining about the length of DLC dungeons!'
Zos: 'Ok let's nerf them!'
Us : 'nooooo!'
Me: 'Yes! Nerfing difficult content is the only time I welcome nerfs'
People who find dlc dungeons too hard and long, have you thought about why that is? Maybe its because you have been avoiding them and only like to do FG1 and bail if anything else pops. Maybe if you tried to improve and learn the mechs you wouldn't find dlc ones hard anymore?
gatekeeper13 wrote: »Imagine trying to do a random dungeon for the 10 crystals and getting Lair of Maarselok...
how bad/long is Lair of Maarselok?...ive never done it before. am curious
People who find dlc dungeons too hard and long, have you thought about why that is? Maybe its because you have been avoiding them and only like to do FG1 and bail if anything else pops. Maybe if you tried to improve and learn the mechs you wouldn't find dlc ones hard anymore?
I'd prefer a 3rd queue.
1 - Easy Normals
2 - Tough Normals & Easy Veterans
3 - Tough Veterans
Then just redistribute rewards appropriately between the queues. Undaunted dailies should also have 1 quest for each queue w/ appropriate rewards as well. I'd suggest 5/10/15 transmutes for your random queue and 1/2/3 keys for your undaunted quest (remove the HM req altogether).
*There are also a handful of Vet DLC Dungeons that have no business in any queue. Just make DoM, LoM, MoS, etc premade only. If you have to PUG to find a group for these, you probably don't belong there anyway.
Because, if method #2 is ever employed by the game, then having the ability to "deselect" DLC dungeons from your random queue will make it that much harder for the individual players looking to run those dungeons to get a group.
DaveMoeDee wrote: »I assume you DPS. As a tank, you get sucked into a lot of failed groups. I stopped helping stuck groups on pledges after 3 straight queues brought me to groups stuck at bosses too far along for me to get credit for the pledge. Often it is because the tank saw the dps had no hope and cut bait.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.
The reason DLC dungeons pop a lot is because more people quit them or fail them requiring it to pull ESO+ subscribers in to fill groups.
The fact still remains that a paid subscriber to the game is forced into harder content if they chose to do a random when a non paying player gets easy dungeons all the time.
No, people rarely quit dungeons, be it base game or DLC.
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DaveMoeDee wrote: »You also misrepresent the dungeon situation. A minority of people are queueing for specific dungeons for gear. The majority are doing daily randoms or pledges. The people doing daily randoms generally do not want to do a DLC dungeon, but the one person queued for it sucks them into the dungeon. I will go ahead with the DLC dungeon in general, but it is quite common to be running a DLC dungeon where only 1 of 4 people wants to be there and 3 would have preferred a quicker base game dungeon.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.
The reason DLC dungeons pop a lot is because more people quit them or fail them requiring it to pull ESO+ subscribers in to fill groups.
The fact still remains that a paid subscriber to the game is forced into harder content if they chose to do a random when a non paying player gets easy dungeons all the time.
No, people rarely quit dungeons, be it base game or DLC.
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DaveMoeDee wrote: »And none of that matters. What matters is that subbing should not penalize players. If someone subs, now they are subservient to the whims of other players wanting to grind gear in long-running dungeons?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.
The reason DLC dungeons pop a lot is because more people quit them or fail them requiring it to pull ESO+ subscribers in to fill groups.
The fact still remains that a paid subscriber to the game is forced into harder content if they chose to do a random when a non paying player gets easy dungeons all the time.
No, people rarely quit dungeons, be it base game or DLC.
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How is the random queue currently resolved?
1. Party formed from random signups that create a Dps-Dps-Tank-Healer group, then random dungeon selected from what's available to those players.
2. Party starts with one player signing up for specific dungeon, then the group is filled out (DDTH) from random signups that have the selected dungeon available.
Because, if method #2 is ever employed by the game, then having the ability to "deselect" DLC dungeons from your random queue will make it that much harder for the individual players looking to run those dungeons to get a group.
etchedpixels wrote: »
Yes a) random solo should be a thing and b) crystals ought to depend on difficulty (say 5 for normal, 10 for dlc or vet non dlc, 15 for vet dlc) but that's only half the problem.
etchedpixels wrote: »
Yes a) random solo should be a thing and b) crystals ought to depend on difficulty (say 5 for normal, 10 for dlc or vet non dlc, 15 for vet dlc) but that's only half the problem.
Random solo is never going to be a thing because the purpose of the "random" queue is to allow players who are queueing for specific dungeons to fill their groups.
In fact, they should probably disallow queueing for random with a full group.
But I agree that having tiered rewards (in Crystals, since that seems to be the main drive for these requests now) based on the dungeon you get would be good.
So you only get 1 crystal if you get FG1 in normal, but 20 if you do LoM in vet.
etchedpixels wrote: »
Yes a) random solo should be a thing and b) crystals ought to depend on difficulty (say 5 for normal, 10 for dlc or vet non dlc, 15 for vet dlc) but that's only half the problem.
Random solo is never going to be a thing because the purpose of the "random" queue is to allow players who are queueing for specific dungeons to fill their groups.
In fact, they should probably disallow queueing for random with a full group.
But I agree that having tiered rewards (in Crystals, since that seems to be the main drive for these requests now) based on the dungeon you get would be good.
So you only get 1 crystal if you get FG1 in normal, but 20 if you do LoM in vet.