Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Most of what you say is true, no doubt. We still look at players that want to complete collections or do a dungeon 150+ times to get a single item they need for a build. Thats the frustrating part. Threads like these are not to create shortcuts, but to create fail safe systems that create a worst case scenario to make sure that everyone can get what they want or need within an acceptable amount of time.SeaGtGruff wrote: »IMO, adding yet another currency, one specifically earned by completing dungeons, would just turn into another reason for a lot of players to speed-run dungeons and otherwise behave toxically toward players running dungeons together in random groups. There are already enough behavioral problems related to dungeons as is without adding yet another thing for players to use as an excuse for behaving toxically. Can you imagine the uproar in the forums if players were to start kicking players at the very end of the dungeon, so the kicked player won't get their token like the rest of the group? No, thank you.
The problem is, no matter the suggestions, the counter argument brought up is always "players might do something bad with this." The reality is that some players might behave bad, they already do, but should this be the reason to lock out the remaining majority of a potential feature just because some ppl act like asholes?
I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.
The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.
Solid_Metal wrote: »A dungeon token would be something you would be rewarded after you complete a dungeon. And then when you accumulate 200 or 300 whatever ZOS sees fit you can exchange that for one armor piece or weapon piece from any of the dungeons that you have already successfully completed. So that way the unbelievable grind to get say a dagger and running the dungeon 600 plus times and still no dagger would be and feel much more rewarding. I know I know it's supposed to be an MMO grind heaven, but I'm just giving a suggestion for the newcomers.
Zos would not have to do it with trials or arenas that is unless they wanted to.
bad idea, people will only farm Fungal Grotto 1 or Elden Hollow 1
Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there.You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Pelirockjo wrote: »I'm all for that. Maybe different tokens to prevent people from farming low level dungeons to get dlc gear. A token system would be great to for the arenas.
Sorry but this is such a bad idea as you would need separate tokens for each dungeon. Otherwise everyone would run FG1 loads of times and buy all the gear they need.
I understand where you are coming from but this is not the solution.
Pelirockjo wrote: »I'm all for that. Maybe different tokens to prevent people from farming low level dungeons to get dlc gear. A token system would be great to for the arenas.
Hell no - 200 new different tokens - really bad idea
Simple 1 - fix RNGeus, maybe by weighting items not collected...
Define "need it to be competitive"
Because anyone who has any aspirations in even the slightest of engaging in vet dungeons and trials is going to need to get those dungeon and trial drops to complete their sets.
Goregrinder wrote: »Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Most of what you say is true, no doubt. We still look at players that want to complete collections or do a dungeon 150+ times to get a single item they need for a build. Thats the frustrating part. Threads like these are not to create shortcuts, but to create fail safe systems that create a worst case scenario to make sure that everyone can get what they want or need within an acceptable amount of time.SeaGtGruff wrote: »IMO, adding yet another currency, one specifically earned by completing dungeons, would just turn into another reason for a lot of players to speed-run dungeons and otherwise behave toxically toward players running dungeons together in random groups. There are already enough behavioral problems related to dungeons as is without adding yet another thing for players to use as an excuse for behaving toxically. Can you imagine the uproar in the forums if players were to start kicking players at the very end of the dungeon, so the kicked player won't get their token like the rest of the group? No, thank you.
The problem is, no matter the suggestions, the counter argument brought up is always "players might do something bad with this." The reality is that some players might behave bad, they already do, but should this be the reason to lock out the remaining majority of a potential feature just because some ppl act like asholes?
I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.
The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.
If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.
Goregrinder wrote: »Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Most of what you say is true, no doubt. We still look at players that want to complete collections or do a dungeon 150+ times to get a single item they need for a build. Thats the frustrating part. Threads like these are not to create shortcuts, but to create fail safe systems that create a worst case scenario to make sure that everyone can get what they want or need within an acceptable amount of time.SeaGtGruff wrote: »IMO, adding yet another currency, one specifically earned by completing dungeons, would just turn into another reason for a lot of players to speed-run dungeons and otherwise behave toxically toward players running dungeons together in random groups. There are already enough behavioral problems related to dungeons as is without adding yet another thing for players to use as an excuse for behaving toxically. Can you imagine the uproar in the forums if players were to start kicking players at the very end of the dungeon, so the kicked player won't get their token like the rest of the group? No, thank you.
The problem is, no matter the suggestions, the counter argument brought up is always "players might do something bad with this." The reality is that some players might behave bad, they already do, but should this be the reason to lock out the remaining majority of a potential feature just because some ppl act like asholes?
I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.
The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.
If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.
But it doesn't balance itself out. Slightly more would have to be vastly more. Gear from the harder dungeons would also need to cost maybe 100 times what the easier dungeon gear costs. Still wouldn't balance though as players would have no need to ever do the harder content to get the harder content gear. The games health depends on players participating in a variety of content and activities. That is why tokens would need to be dungeon specific.
Why take a chance of spending half an hour or longer in a dungeon you might not finish when you could run one that will be finished in less than five minutes?
Goregrinder wrote: »Goregrinder wrote: »Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Most of what you say is true, no doubt. We still look at players that want to complete collections or do a dungeon 150+ times to get a single item they need for a build. Thats the frustrating part. Threads like these are not to create shortcuts, but to create fail safe systems that create a worst case scenario to make sure that everyone can get what they want or need within an acceptable amount of time.SeaGtGruff wrote: »IMO, adding yet another currency, one specifically earned by completing dungeons, would just turn into another reason for a lot of players to speed-run dungeons and otherwise behave toxically toward players running dungeons together in random groups. There are already enough behavioral problems related to dungeons as is without adding yet another thing for players to use as an excuse for behaving toxically. Can you imagine the uproar in the forums if players were to start kicking players at the very end of the dungeon, so the kicked player won't get their token like the rest of the group? No, thank you.
The problem is, no matter the suggestions, the counter argument brought up is always "players might do something bad with this." The reality is that some players might behave bad, they already do, but should this be the reason to lock out the remaining majority of a potential feature just because some ppl act like asholes?
I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.
The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.
If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.
But it doesn't balance itself out. Slightly more would have to be vastly more. Gear from the harder dungeons would also need to cost maybe 100 times what the easier dungeon gear costs. Still wouldn't balance though as players would have no need to ever do the harder content to get the harder content gear. The games health depends on players participating in a variety of content and activities. That is why tokens would need to be dungeon specific.
Why take a chance of spending half an hour or longer in a dungeon you might not finish when you could run one that will be finished in less than five minutes?
So run FG gives 1 token per run, while FL gives 12 per run. I mean...the numbers are arbitrary as they can be changed, but the point being demonstrated remains the same. How many FG runs = a single FL run?
TwiceBornStar wrote: »PigofSteel wrote: »I have played since 2014 and i still didnt get bsw inferno...
me too. 2500 hours + on Steam and doing CoA and Arx hundreds of times with rnd daily, pledges and months of specifically farming - and no bsw fire staff and medusa fire staff. my collection from this 2 dungeons is full, lacking just this 2 items. So, drop rates are completely honest, yes?
I got that Medusa Inferno staff after maybe seven runs.
priestnall.andrewrwb17_ESO wrote: »Farm chests with the highlight chests ability and HarvestMap addon on normal difficulty for weapons, profit. If you are just hitting the last boss hoping for the drop... yeah that’s gonna take time.
joerginger wrote: »Can we please not have another currency? We have way more than enough of them already and soon we will also get Seals of Endeavour.
Then everyone would just run the easy crap dungeons you can solo and no one would do the harder dungeons. 9 times out of 10, people will take the path of least resistance.
RedFireDisco wrote: »I've played the game for 7 years. Thousands of dungeon runs. Never got Malubeth shoulders from a chest.
I say yes. Anything that means you can grind to an outcome vs mindless nothingness, wins for me.
Games should be fun.
TwiceBornStar wrote: »PigofSteel wrote: »I have played since 2014 and i still didnt get bsw inferno...
me too. 2500 hours + on Steam and doing CoA and Arx hundreds of times with rnd daily, pledges and months of specifically farming - and no bsw fire staff and medusa fire staff. my collection from this 2 dungeons is full, lacking just this 2 items. So, drop rates are completely honest, yes?
I got that Medusa Inferno staff after maybe seven runs.
Well, good for you
A dungeon token would be something you would be rewarded after you complete a dungeon. And then when you accumulate 200 or 300 whatever ZOS sees fit you can exchange that for one armor piece or weapon piece from any of the dungeons that you have already successfully completed. So that way the unbelievable grind to get say a dagger and running the dungeon 600 plus times and still no dagger would be and feel much more rewarding. I know I know it's supposed to be an MMO grind heaven, but I'm just giving a suggestion for the newcomers.
Zos would not have to do it with trials or arenas that is unless they wanted to.
Define "need it to be competitive"
Because anyone who has any aspirations in even the slightest of engaging in vet dungeons and trials is going to need to get those dungeon and trial drops to complete their sets.
No. You do NOT need a medusa staff to get into a vet trial group! Medusa staff and BSW staff and Siroria daggers are nice to have, but those items are NOT a ticket to vet trial groups. Everyone starts vet trials with sub-optimal gear. That's why people start looking for vet trials in the first place. The only thing that get's you into vet trial groups is playing your role decently, nothing else.
A dungeon token would be something you would be rewarded after you complete a dungeon. And then when you accumulate 200 or 300 whatever ZOS sees fit you can exchange that for one armor piece or weapon piece from any of the dungeons that you have already successfully completed. So that way the unbelievable grind to get say a dagger and running the dungeon 600 plus times and still no dagger would be and feel much more rewarding. I know I know it's supposed to be an MMO grind heaven, but I'm just giving a suggestion for the newcomers.
Zos would not have to do it with trials or arenas that is unless they wanted to.
RedFireDisco wrote: »I've played the game for 7 years. Thousands of dungeon runs. Never got Malubeth shoulders from a chest.
I say yes. Anything that means you can grind to an outcome vs mindless nothingness, wins for me.
Games should be fun.