Maintenance for the week of December 22:
• NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

Speed running dungeons is not fun anymore.

  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    If you do not like speedrunning the dungeons do not speed run the dungeons. My friends and myself, while we do move fast we do not speed run. We kill everything.
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...

    I had not seen this. Can you provide a link to him saying this?

    I have seen where he spoke to why they do not develop more challenging overland and that they started making more challenging WBs for those that wanted a challenge and how this design has been proven very successful, but I have not seen him speak to story mode dungeons.
  • Franchise408
    Franchise408
    ✭✭✭✭✭
    Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...

    I agree with this... which is why dungeons (and trials) shouldn't have stories.

    My reply to OP: Was speed running dungeons *ever* fun? I can't stand just rush rush rushing through it.
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...

    I agree with this... which is why dungeons (and trials) shouldn't have stories.

    My reply to OP: Was speed running dungeons *ever* fun? I can't stand just rush rush rushing through it.

    Dungeons and trials have had stories going back to early MMORPGs. It is what gives them a reason to exist in the game vs being serious of random encounters that make no sense. They are usually not very deep stories.

    HOwever, this really has nothing to do with a group deciding to speedrun or not.
  • DarcyMardin
    DarcyMardin
    ✭✭✭✭✭
    ✭✭✭
    If Rich actually said that, they should kill the dungeons quests altogether and give the skillpoint to everyone the first time they complete the dungeon. I’m sick of speedrunners who make it impossible for my low level alts to finish the quest and get the skillpoint.
  • Pauwer
    Pauwer
    ✭✭✭✭✭
    When new dungeons come and if i wanna play them, i ask guild if anyone wants to play and i usually put in caps that I WANT TO PLAY THE QUEST. Works ok so far, no rushing until npc dialogues done etc
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    I really do not understand what the issue is with speedrunners. We normally do the dungeon at a normal pace and kill everything.

    If using the GF and getting speedrunners, well, we are asking for a random group that could include speedrunners when we queue solo. Form your group from your guilds. If that is a problem with the current selection of guilds fthen ind better guilds.
  • karekiz
    karekiz
    ✭✭✭✭✭
    ✭✭
    Realistically all they would have to do is swap how rewards are given out. Less bosses you kill = Less XP + no Transmute. If your group cleared it all, then it gives full reward. Any replacement character gets rewarded the same as group.

    Bosses porting group would solve <They are actually doing this> issues with players left behind.

    Quests 100% need to be redone. Scripts can play out for RP, but are considered "optional" in quest steps. Only the final boss is needed for turn in.. No other game can I actually break peoples quests over and over again on purpose <And have! and have mine too!> and the community say "Well it supposed to be that way!". It reminds of of killing opposite faction escort quests repeatedly when I played WoW when I was younger. Zones like VoM / Volunfell are bad for this.

    Pledges need to re-done to only include the final boss.
  • OutLaw_Nynx
    OutLaw_Nynx
    ✭✭✭✭✭
    ✭✭
    I think I have been asked maybe four times to wait and slow down in the five years of playing this game…
  • DormantOne
    DormantOne
    ✭✭✭
    A few days ago I spedrun the speedrunner in the dungeon. I ran ahead while he/she was on a miniboss. I got called a scrub, it made me chuckle.
  • Hapexamendios
    Hapexamendios
    ✭✭✭✭✭
    ✭✭✭✭✭
    Honestly I'd rather have the speedy people than the guys who have to loot every container.
  • FlopsyPrince
    FlopsyPrince
    ✭✭✭✭✭
    ✭✭✭
    While some might abuse it, it would help if you could still get credit for the quest (and advance it) even if others speed ahead!
    PC
    PS4/PS5
  • FlopsyPrince
    FlopsyPrince
    ✭✭✭✭✭
    ✭✭✭
    I did have one very nice PUG the other night when my FPS was stuck at 2 and they didn't kick me even though they finished the dungeon without me. Nice to get the credit even though I did nothing (not my own choice)!
    PC
    PS4/PS5
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    The fact that they are adding the "Join Encounter in Progress" feature to a test batch of dungeons next patch, and have stated they plan to add to all of them, tells you everything you know about ZOS's position on this. Keep up or we will do it for you.

    The correct answer to all these threads is always the same. If you want to run a dungeon your way, create your own group, either from a guild or some screening in zone chat. You cant expect anything in a random dungeon finder, especially on normal. It only takes one decent player to push the pace, so it is going to happen more times than not.

    I do think the smart loot system will help this problem, as hopefully you want have as many end game players using the normal queue to get that random item they are after.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Speed running dungeons is not fun anymore. Yes, at first, I was thinking this is great xp, loot, etc. Now we don't even have time to enjoy the dungeons. It's a race for people to just keep up. One poor new person said they didn't even have stamina left by the time they got to the boss because they used it all on sprinting. The vet players can take a boss down in seconds. To top it all off, if you complain or ask them to slow down, you get met with trash talk and added to their ignore list.

    Speed running was never fun to me.

    But you're right, the damage has gotten to the point that it overwhelms much of the content. This is a problem generally with the game though. The landscape content for example is just pathetic for a high-end offensive veteran character. Most mobs will die before they can even touch you. In PvP it's much the same, and any character who is focused by multiple players will be lucky if they live through their CC break animation.

    I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
    Edited by Jeremy on October 28, 2021 1:54AM
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.

    No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.

    Enough with the nerfs
    Edited by spartaxoxo on October 28, 2021 3:04AM
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    spartaxoxo wrote: »
    Jeremy wrote: »
    I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.

    No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.

    Enough



    I do vet level content and am not anywhere near the top .01% of the playerbase. I would not even suggest I am in the top 25%.

    Heck, when I was near CP160, which seems to be an important milestone, I often out dpsed the entire group based on the combat metrics addon and I was the healer. Yes, I was still healing and no one died. I was mostly doing wall of elements, heavy attacks, and a siphoning skill from time to time.

    I also realize that when I queue solo then I am asking for random players with random interests and that is exactly what I end up with. It is the choice I made.
    Edited by Amottica on October 28, 2021 1:37PM
  • IsharaMeradin
    IsharaMeradin
    ✭✭✭✭
    I don't enjoy speed running when it involves hoping about, sneaking about and otherwise trying to avoid fighting anything but the absolute minimum. Speed running that takes the correct path through the dungeon and fights everything along the way, that can be fun.
    PC-NA / PC-EU
    ID @IsharaMeradin
    Characters NA
    Verin Jenet Eshava - Dark Elf Warden (main)
    Nerissa Valin - Imperial Necromancer (secondary)
    Lugsa-Lota-Stuph - Argonian Sorcerer
    Leanne Martin - Breton Templar
    Latash Gra-Ushaba - Orc Dragonknight
    Ishara Merádin - Redguard Nightblade
    Arylina Loreal - High Elf Sorcerer
    Sasha al'Therin - Nord Necromancer
    Paula Roseróbloom - Wood Elf Warden
    Ja'Linga - Khajiit Arcanist

    Characters EU
    Shallan Veil - Wood Elf Warden

    ID @IsharaMeradin-Epic
    Characters NA
    Ja'Sassy-Daro - Khajiit Nightblade
    Natash af-Ishara - Redguard Warden
    Shallan Radiant Veil - Dark Elf Arcanist
  • BalticBlues
    BalticBlues
    ✭✭✭✭✭
    ✭✭✭
    Sarannah wrote: »
    ZOS needs to fix the new player experience ASAP!
    Right now some players are destroying the game.
    QFT.

    NEW players cannot even follow VETs anymore in NORMAL dungeons.
    Therefore, new players often cannot even get the dungeon quest done.

    This is why I suggested months ago that
    NORMAL dungeon queues SHOULD BE BLOCKED for VET characters.
    As VET dungeons queues ARE BLOCKED for NON-VET characters.


    Let people EARN their rewards.

    Edited by BalticBlues on October 28, 2021 6:06AM
  • orgin_stadia
    orgin_stadia
    ✭✭✭
    This is why I suggested months ago that
    NORMAL dungeon queues SHOULD BE BLOCKED for VET characters.
    As VET dungeons queues ARE BLOCKED for NON-VET characters.

    No that would be a bad solution. It would just punish one of the groups. Zos will have to find a solution that resolves the issue for both new players and "speedrunners" without punishing either one of them.
    Edited by orgin_stadia on October 28, 2021 6:58AM
  • Lucozade85
    Lucozade85
    ✭✭✭
    Double the transmutes & xp for vet.
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    The fact that they are adding the "Join Encounter in Progress" feature to a test batch of dungeons next patch, and have stated they plan to add to all of them, tells you everything you know about ZOS's position on this. Keep up or we will do it for you.

    I have no idea how this feature will work. If it is not in my control, I intend to just drop when I see this, take the penalty, and try again. If it happens too much, I will just stop doing dungeons. I am only doing them for Transmute stuff, anyway. Doing PUGs is like trying to go to a busy doctor's office without catching something. PUGs can be done, but it isn't always a good experience, and you really regret it when it isn't.
    Edited by Elsonso on October 28, 2021 12:29PM
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • colossalvoids
    colossalvoids
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ksariyu wrote: »
    Now for some of these other posts. . .
    Advice of the month - don't expect literally anything in random dungeon finder, it's not a primary way to play dungeons anyway as random people generally have way different goals and skills. You can't change thousands people's minds by a post in socials, better find a way to enjoy it for yourself.

    It is in fact the primary way to play dungeons. The number of posts you see on these forums is pretty indicative of how many people rely on the Dungeon Finder to do them at all. Without the finder, I'd have had to solo literally 95% of the dungeons I've completed, because there's certainly nobody offering to group for them.

    If it is the easiest / laziest route doesn't mean it was created for this purpose. RDF is a tool, not a primary way to engage in activity. Take some HM's that need coordination, some pugs won't be able to compete them even if you'll give them hours.

    Obviously most people go into dungeons in such way because it's easy and you don't really need to communicate but any failure is on them not finding proper people instead.
    Elsonso wrote: »
    The fact that they are adding the "Join Encounter in Progress" feature to a test batch of dungeons next patch, and have stated they plan to add to all of them, tells you everything you know about ZOS's position on this. Keep up or we will do it for you.

    I have no idea how this feature will work.

    When someone pushes the boss you'll be ported to them after short delay not being locked out cause doors or being unable to catch up like in all recent content.
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...

    I agree with this... which is why dungeons (and trials) shouldn't have stories.

    My reply to OP: Was speed running dungeons *ever* fun? I can't stand just rush rush rushing through it.

    If dungeons and trials don't have stories, there's no reason to go there.

    Honestly, if you want to do a "story mode" fully kit out your companion and find 1 other person that also wants to do story mode 2 players and 2 companions should be able to get through the majority of normal dungeons, including DLCs. If you do hit a snag, you can always find a third person.
    The Moot Councillor
  • Troodon80
    Troodon80
    ✭✭✭✭✭
    Sarannah wrote: »
    ZOS needs to fix the new player experience ASAP!
    Right now some players are destroying the game.
    QFT.

    NEW players cannot even follow VETs anymore in NORMAL dungeons.
    Therefore, new players often cannot even get the dungeon quest done.

    This is why I suggested months ago that
    NORMAL dungeon queues SHOULD BE BLOCKED for VET characters.
    As VET dungeons queues ARE BLOCKED for NON-VET characters.


    Let people EARN their rewards.
    Out of curiosity, who is defining "VET" here? I know plenty of people in the 600-1000 CP (and higher) range who hit like wet noodles and die constantly. Trust me, you do not want those people in a potentially random veteran DLC dungeon, and, more importantly, they don't want to be there either. I don't want to queue up for my daily random as a tank and get a healer who is out-DPSing both DDs combined, spending much more time than we should otherwise be. Or queue as a healer and be out-DPSing the DDs. Nor, particularly, do I want to queue as a DD and have to "carry" others. None of those things are my idea of fun. You speak of "earning," something I'm all for, by the way, but being forced into any of those situations is only putting undue strain on certain members of the group more than others.

    But, as I've said in the past, all these issues are "fixed" by making your own group. Same with new players. If you want to roleplay walk through a dungeon, explore every nook, loot every urn, crate, or basket, and listen to the intricasies of the story, form your own group with friends, guild mates, or otherwise like-minded players. Random activity is exactly what you get. Random dungeon and random group. One thing I do wish ZOS would do, however, is make the stories player based and not group based. I've been in situations before, even in a pre-made group, where one person is just a faster reader, and they just press continue... and suddenly I'm locked out of dialogue.

    In more recent DLC dungeons, story has less relevance and there's rarely any hold up. You accept the quest at the beginning, there's rarely any new dialogue, you speed run it and turn the quest in at the end.

    Vaults of Madness still exists, though. I can't count the number of times I've just plain forgotten to speak to an NPC along the way. But that's just me. That's not a group or speed issue.
    Edited by Troodon80 on October 28, 2021 2:13PM
    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • HertoginJanneke
    HertoginJanneke
    ✭✭✭✭
    karekiz wrote: »
    Realistically all they would have to do is swap how rewards are given out. Less bosses you kill = Less XP + no Transmute. If your group cleared it all, then it gives full reward. Any replacement character gets rewarded the same as group.

    Bosses porting group would solve <They are actually doing this> issues with players left behind.

    Quests 100% need to be redone. Scripts can play out for RP, but are considered "optional" in quest steps. Only the final boss is needed for turn in.. No other game can I actually break peoples quests over and over again on purpose <And have! and have mine too!> and the community say "Well it supposed to be that way!". It reminds of of killing opposite faction escort quests repeatedly when I played WoW when I was younger. Zones like VoM / Volunfell are bad for this.

    Pledges need to re-done to only include the final boss.

    it is supposed to be a group effort. So if the speedrunner kills all the bosses solo, no reward should be given. Same for a single player who falls behind. No loot, no xp, nothing.
  • Franchise408
    Franchise408
    ✭✭✭✭✭
    AlnilamE wrote: »
    Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...

    I agree with this... which is why dungeons (and trials) shouldn't have stories.

    My reply to OP: Was speed running dungeons *ever* fun? I can't stand just rush rush rushing through it.

    If dungeons and trials don't have stories, there's no reason to go there.

    Honestly, if you want to do a "story mode" fully kit out your companion and find 1 other person that also wants to do story mode 2 players and 2 companions should be able to get through the majority of normal dungeons, including DLCs. If you do hit a snag, you can always find a third person.

    Sure there is, for the challenge.

    I've been doing dungeons regularly for years. Probably my main content.

    I couldn't tell you the storyline of a single one of them.
  • karekiz
    karekiz
    ✭✭✭✭✭
    ✭✭
    The fact that they are adding the "Join Encounter in Progress" feature to a test batch of dungeons next patch, and have stated they plan to add to all of them, tells you everything you know about ZOS's position on this. Keep up or we will do it for you.

    The correct answer to all these threads is always the same. If you want to run a dungeon your way, create your own group, either from a guild or some screening in zone chat. You cant expect anything in a random dungeon finder, especially on normal. It only takes one decent player to push the pace, so it is going to happen more times than not.

    I do think the smart loot system will help this problem, as hopefully you want have as many end game players using the normal queue to get that random item they are after.

    I don't feel that's the intended message though. I think its more:

    Our 6 year old content needs to be updated to modern standards <If it does it in Dungeon X then it will do it in dungeon Y>, and it is a quick fix for other issues such as being locked out of encounters such as DS2.

    Edit: For example if it was purely about addressing speed running why bother adding it to places like VMoL or VHoF? People generally aren't running ahead and soloing the bosses there.
    Edited by karekiz on October 28, 2021 4:06PM
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    Elsonso wrote: »
    The fact that they are adding the "Join Encounter in Progress" feature to a test batch of dungeons next patch, and have stated they plan to add to all of them, tells you everything you know about ZOS's position on this. Keep up or we will do it for you.

    I have no idea how this feature will work. If it is not in my control, I intend to just drop when I see this, take the penalty, and try again. If it happens too much, I will just stop doing dungeons. I am only doing them for Transmute stuff, anyway. Doing PUGs is like trying to go to a busy doctor's office without catching something. PUGs can be done, but it isn't always a good experience, and you really regret it when it isn't.

    @Elsonso
    If you only do random normals for transmute, then why would you care if people are speed running? People typically speed run for weapons from bosses (hopefully smart loot puts a dent in this) and transmute crystals (could be solved if there were better PVE ways to get them).

    Assuming it works like a trial, once a boss is pulled you will simply teleport into the room. It's pretty seamless in a trial. Sort of a double edged sword. I can see it making people upset, ruining immersion, etc., but at the same time, you wont have people worrying about missing boss loot or getting locked out of encounters.

    karekiz wrote: »
    The fact that they are adding the "Join Encounter in Progress" feature to a test batch of dungeons next patch, and have stated they plan to add to all of them, tells you everything you know about ZOS's position on this. Keep up or we will do it for you.

    The correct answer to all these threads is always the same. If you want to run a dungeon your way, create your own group, either from a guild or some screening in zone chat. You cant expect anything in a random dungeon finder, especially on normal. It only takes one decent player to push the pace, so it is going to happen more times than not.

    I do think the smart loot system will help this problem, as hopefully you want have as many end game players using the normal queue to get that random item they are after.

    I don't feel that's the intended message though. I think its more:

    Our 6 year old content needs to be updated to modern standards <If it does it in Dungeon X then it will do it in dungeon Y>, and it is a quick fix for other issues such as being locked out of encounters such as DS2.

    Edit: For example if it was purely about addressing speed running why bother adding it to places like VMoL or VHoF? People generally aren't running ahead and soloing the bosses there.

    I think its a bit of both TBH. Ever DC in VHOF as a DPS and have to catch up to your group through all the blades and beams as a DPS? Decent chance you dont make it unless you change your build for the journey. In trials, the Join Encounter is really useful.

    In dungeons, I think it is both trying to update their content and a bit of a let's keep stragglers with the group.
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    If you only do random normals for transmute, then why would you care if people are speed running? People typically speed run for weapons from bosses (hopefully smart loot puts a dent in this) and transmute crystals (could be solved if there were better PVE ways to get them).

    @Oreyn_Bearclaw

    That is why I do dungeons, not what I want to do while I am in the dungeon. I have no interest in speed running the dungeon. If I am going to sit through the PUG queue, I really want to experience the dungeon from front to end. I also might get into a dungeon I have never been in, although as time progresses, this will be less likely.

    It is a little like paying full price for a movie (queue time wait) but by the time you get there, it is just ending (warp to last boss, already in progress). That is especially cool if it is not a movie I have seen before. :smile:

    Again, I am not sure how this will work. I lived for years without doing dungeons on even an occasional basis. I am doing them now because I decided that is the lowest bar for getting transmute stuff. If ZOS makes it annoying, I just go back to not doing dungeons and skip that part of the game that uses transmute thingies.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
Sign In or Register to comment.