Parasaurolophus wrote: »Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...
Parasaurolophus wrote: »Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...
Franchise408 wrote: »Parasaurolophus 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.
bathynomusESO wrote: »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.
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.
spartaxoxo 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
QFT.ZOS needs to fix the new player experience ASAP!
Right now some players are destroying the game.
BalticBlues wrote: »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.
Oreyn_Bearclaw 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.
Now for some of these other posts. . .colossalvoids wrote: »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.
Oreyn_Bearclaw 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.
Franchise408 wrote: »Parasaurolophus 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.
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.BalticBlues wrote: »QFT.ZOS needs to fix the new player experience ASAP!
Right now some players are destroying the game.
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.
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.
Franchise408 wrote: »Parasaurolophus 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.
Oreyn_Bearclaw 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.
Oreyn_Bearclaw 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.
Oreyn_Bearclaw 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.
Oreyn_Bearclaw wrote: »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).