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How badly will "joining encounter" be abused? Read for why

  • Ezhh
    Ezhh
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    Since I first read about this I worried that instead of it being a way to help people keep up with those who rush, it will instead just force everyone else to progress at the speed of the fastest person.

    I can just see it, especially in some older dungeons: A new player stops to speak to the NPC for a quest but then gets dragged to the next boss before that NPC is done chattering away and can be interacted with.

    It doesn't seem to fix the actual problem.

    (Point of view from a player who generally likes moving through dungeons very very quickly).
  • CaffeinatedMayhem
    CaffeinatedMayhem
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    Xebov wrote: »

    Thats hugely different from OP who sounds like he still wants to crawl into every hole.

    I don't go looking for the "remote" chest spawns until after a group is done. However, if I'm on a support character, it's nice if the mobs are cleared so when I backtrack I don't have to "die-run" then whole way.
    Edited by CaffeinatedMayhem on October 8, 2021 2:42AM
  • Xebov
    Xebov
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    Ezhh wrote: »
    Since I first read about this I worried that instead of it being a way to help people keep up with those who rush, it will instead just force everyone else to progress at the speed of the fastest person.

    I can just see it, especially in some older dungeons: A new player stops to speak to the NPC for a quest but then gets dragged to the next boss before that NPC is done chattering away and can be interacted with.

    It doesn't seem to fix the actual problem.

    (Point of view from a player who generally likes moving through dungeons very very quickly).

    This issue can be solved by simple communication. Players can state what they want and often get it. The majority finds it easier to explain afterwards than simply saying "I have the Quest" or "I need all Bosses dead".
    Xebov wrote: »

    Thats hugely different from OP who sounds like he still wants to crawl into every hole.

    I don't go looking for the "remote" chest spawns until after a group is done. However, if I'm on a support character, it's nice if the mobs are cleared so when I backtrack I don't have to "die-run" then whole way.

    Ok thats fair enought, but i still dont get the size of your problem. Iam a Tank, so iam support too. I have slow groups and i have fast moving groups that simply anihilate everything. In some dungeons bosses and mob groupes are safely skipped unless someone says he needs them. I barely ever have the case that ppl blaze through everything and agro stuff on the way without killing it.
  • Sordidfairytale
    Sordidfairytale
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    code65536 wrote: »
    I am curious about how it would work with older base-game dungeons that don't have a linear path between bosses. E.g., CoA1, where you could choose to go right or left first after coming down the initial tree.

    I'm also curious how this is going to work for HRC.
    The Vegemite Knight
  • Inval1d
    Inval1d
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    ceiron wrote: »
    I am also intrigued by the feature.

    Were discussing it last night.

    Say you get coh1 or 2. The first boss is skippable. So what happens if 1 runs to the 2nd boss. Aggros while 1 aggros the first boss?

    Does everyone go to boss 1 as it's chronologically where we should be. Or do we all jump to the second as it's further along now and 1st boss is deemed done by the coding.

    Or does it just implode lol

    Meanwhile on the PTS
    television-explode.gif

  • VaranisArano
    VaranisArano
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    I'm not on PTS, and so can't test this, but I am very curious about what happens during one of the most common skips: Fungal Grotto 1.

    Say your group finished the goblin war chief.

    Player 1 jumps over the waterfall and makes it to Kragh.
    Player 2 jumps over the waterfall, but aggros Clatterclaw while trying to get up to Kragh.
    Player 3 doesn't know about the waterfall skip and heads over to the Broodbirther instead.
    Player 4 finishes lockpicking the chest and then...

    What happens?

    There's three possible bosses to aggro in the big room. Depending on how the group does the waterfall skip, it's entirely possible to have two or even all three bosses aggroed. Usually when my groups do the skip, we only aggro Kragh, but there's been times when someone has snagged Clatterclaw too.

    I'm just really curious about how the Join Encounter system handles multiple bosses being aggroed.
  • Xebov
    Xebov
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    I'm not on PTS, and so can't test this, but I am very curious about what happens during one of the most common skips: Fungal Grotto 1.

    Say your group finished the goblin war chief.

    Player 1 jumps over the waterfall and makes it to Kragh.
    Player 2 jumps over the waterfall, but aggros Clatterclaw while trying to get up to Kragh.
    Player 3 doesn't know about the waterfall skip and heads over to the Broodbirther instead.
    Player 4 finishes lockpicking the chest and then...

    What happens?

    There's three possible bosses to aggro in the big room. Depending on how the group does the waterfall skip, it's entirely possible to have two or even all three bosses aggroed. Usually when my groups do the skip, we only aggro Kragh, but there's been times when someone has snagged Clatterclaw too.

    I'm just really curious about how the Join Encounter system handles multiple bosses being aggroed.

    Whoever gets agroed first? Even in this scenario you will not agro all of them at the exact point in time, you will have an order in some way.
    Edited by Xebov on October 8, 2021 10:03PM
  • Ezhh
    Ezhh
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    Xebov wrote: »
    Ezhh wrote: »
    Since I first read about this I worried that instead of it being a way to help people keep up with those who rush, it will instead just force everyone else to progress at the speed of the fastest person.

    I can just see it, especially in some older dungeons: A new player stops to speak to the NPC for a quest but then gets dragged to the next boss before that NPC is done chattering away and can be interacted with.

    It doesn't seem to fix the actual problem.

    (Point of view from a player who generally likes moving through dungeons very very quickly).

    This issue can be solved by simple communication. Players can state what they want and often get it. The majority finds it easier to explain afterwards than simply saying "I have the Quest" or "I need all Bosses dead".

    Simple communication solves most issues for me in the current system as well, but you don't need to dig through the forum far to read all the people who say they were ignored no matter how politely they asked people to wait. I've experienced enough people who 100% ignore chat myself so I can believe the issue is real. As things are right now, people can still choose to hold back and finish up most things, but this new system sounds like it might make that more difficult, and communication will be no more the answer when people ignore chat than it's ever been.


  • GRXRG
    GRXRG
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    Do dungeons with guild mates or say in chat you need to look for the 2 chests in the dungeon.

    I never had problems and people always waited for me and helped to look around for the chests as well.

    Of course if you only PUG all the times you may find toxic pugs who just are doing speed runs of Random Normal Dungeon and don't wanna wait for you, but of course that's the price to pay when you PUG-a-roo.
    Edited by GRXRG on October 9, 2021 9:54AM
  • Xebov
    Xebov
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    GRXRG wrote: »
    Of course if you only PUG all the times you may find toxic pugs who just are doing speed runs of Random Normal Dungeon and don't wanna wait for you, but of course that's the price to pay when you PUG-a-roo.

    That has nothing to do with toxic. The only thing every player agrees on when queueing for a pug is the completion of the dungeon. Besides that everything is up to the group. There is no rule on how you have to proceed or what you have to do. There is also no obligation to help each other. Some ppl might not find it nice, but ultimatively all players in the group are there for their very own reasons and they try to persue them. Sometimes the fit between players is better, sometimes its worse.

  • CaffeinatedMayhem
    CaffeinatedMayhem
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    Xebov wrote: »

    Ok thats fair enought, but i still dont get the size of your problem. Iam a Tank, so iam support too. I have slow groups and i have fast moving groups that simply anihilate everything. In some dungeons bosses and mob groupes are safely skipped unless someone says he needs them. I barely ever have the case that ppl blaze through everything and agro stuff on the way without killing it.

    Off topic, but fun tanking fact: a lot of mobs in the base game dungeons no longer pull up stairs or through certain doorways. If your group runs boss to boss, about half of the mobs won't reach the next boss and will be there... waiting.... when you go back. I haven't checked all the DLC dungeons, but I know there are at least a few instances where the group could go up stairs but the mobs won't follow.

    Again, if I"m in a pug that leaves mobs alive, I don't go back. But there are still a lot of players who don't realize you can't pull every mob to the next boss anymore.
    Edited by CaffeinatedMayhem on October 11, 2021 1:07AM
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