It isn't about rewards. It's about difficulty and chance/time of clear.
Why would anyone run the random on vet when the likelihood of ending up in a dungeon with players who cannot clear it exists. No one wants to waste their time ramming their head against vet dlcs which a bunch of randoms. And I doubt rewards would make this better.
MrBrownstone wrote: »My random vet completion rate is probably around 95%. I queue for vet all the time. I don't remember the last time the group disbanded. It's not completely about rewards but it can be about rewards. The extra crystals are worth queueing for vet.
Kiralyn2000 wrote: »Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group.
(well, or at least only let them blast through each set of trash between bosses)
Kiralyn2000 wrote: »Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group.
(well, or at least only let them blast through each set of trash between bosses)
redspecter23 wrote: »As soon as you add extra rewards to vet, you increase the number of people queueing for vet that have no clue what they are doing. They just want the shinies. I like it how it is now. The rewards are the same for norm and vet so the only ones doing vet actually want to be there for the challenge or existing dungeon rewards.
Kiralyn2000 wrote: »Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group.
(well, or at least only let them blast through each set of trash between bosses)
Kiralyn2000 wrote: »Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group.
(well, or at least only let them blast through each set of trash between bosses)
Kiralyn2000 wrote: »Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group.
(well, or at least only let them blast through each set of trash between bosses)
redspecter23 wrote: »As soon as you add extra rewards to vet, you increase the number of people queueing for vet that have no clue what they are doing. They just want the shinies. I like it how it is now. The rewards are the same for norm and vet so the only ones doing vet actually want to be there for the challenge or existing dungeon rewards.
MrBrownstone wrote: »
Next patch the whole group will be auto ported to the boss
The idea will not solve the issue and will just create more issues.
You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.
Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.
The idea will not solve the issue and will just create more issues.
You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.
Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.
Been there and done that myself. I use to only solo que on my tank for all pledges. And I've had plenty of dlc runs that shared the usual "nightmare fuel" that is regurgitated on the forms. It never dissuaded me though, if anything it only taught me patience and helped me hone my tanking skills and I had to learn all the mechanics to an intuitive level. It also taught me very important self resource management and self-reliance that is independent of any gear I build for at a given time.
I do understand, don't get me wrong. And everyone has different tolerance levels naturally, but there also comes a point where a negative rhetoric only feeds and bleeds into a narrative that dissuades potential players from experiencing content and getting that drive to improve themselves. I believe increasing the overall population pool for vet ques is a good thing overall. A small-nit dungeon running guild that i'm in, the guild is literally formed due to all of us meeting each other in one time or another in pug groups. The majority of my first dlc hm clears, were also done through the group finder. And boy was that a challenge in itself, but it is possible. These positive interactions should be emphasized, rather then only passing the terror stories and just calling it quits and never trying again. I guess is what I'm trying to get at. To each their own though.
I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.
The idea will not solve the issue and will just create more issues.
You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.
Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.
Been there and done that myself. I use to only solo que on my tank for all pledges. And I've had plenty of dlc runs that shared the usual "nightmare fuel" that is regurgitated on the forms. It never dissuaded me though, if anything it only taught me patience and helped me hone my tanking skills and I had to learn all the mechanics to an intuitive level. It also taught me very important self resource management and self-reliance that is independent of any gear I build for at a given time.
I do understand, don't get me wrong. And everyone has different tolerance levels naturally, but there also comes a point where a negative rhetoric only feeds and bleeds into a narrative that dissuades potential players from experiencing content and getting that drive to improve themselves. I believe increasing the overall population pool for vet ques is a good thing overall. A small-nit dungeon running guild that i'm in, the guild is literally formed due to all of us meeting each other in one time or another in pug groups. The majority of my first dlc hm clears, were also done through the group finder. And boy was that a challenge in itself, but it is possible. These positive interactions should be emphasized, rather then only passing the terror stories and just calling it quits and never trying again. I guess is what I'm trying to get at. To each their own though.
I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.
I understand you too. I just doubt that your idea will get the intended result. If your goal is to create a betetr environment for new players, why not group them together? The dungeon finder should be modifyable in a way that low level players or ppl with the quest are grouped together. It always strikes me as odd that iam pulled togetehr with 3 level 10 guys while iam CP1800.
I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.
BejaProphet wrote: »CP disabled option for normal dungeon runs. No elite player looking for a quick rush will use it. No new player will have CP to loose.
And now you have a place for new people to learn at their own pace.
BejaProphet wrote: »@Kessra im not suggesting to remove the current normal dungeon run. I’m suggesting adding a third option.
Random veteran
Random normal
Random no cp normal