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IMPROVE dungeon finder and battlegrounds overnight

Merforum
Merforum
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This is a 2 step process

1. Remove the 10 transmute reward from the Normal random DF, but leave that reward for the VET, instead make normal reward the 1-4 transmute geode (BTW allow Vet pledges and Vet trials get the 10 transmute and normal get the 1-4 also to have more ways to get them)
2. Change the solo random BG to either NOT backfill deathmatch (as it was before deathmatch only and as there are so many deathmatchers that backfilling that queue shouldn't be necessary) or make it even Objective only, and add the 10 transmute reward to it

What will this achieve, drastically reduce the amount of speedrunners in the DF queue, and by essentially the same number increase the amount of people doing BG randoms, WIN-WIN.

ONLY constructive dialog please...
  • Artim_X
    Artim_X
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    IMO the experience bonus of doing a random is the main reason for people to queue for a normal. Any proper build can carry a normal instance, but it takes a special kind of patience to carry inexperienced players in vet. Normal is just more ideal when you're not trying to get two keys or a monster head piece. Asking a player to slow down in chat can work. Also initiating a vote kick is anonymous and if other players in the group feel like someone is genuinely ruining a instance, then the vote kick will likely pass.

    Deathmatch should be removed from the random queue altogether. One can already select to queue for both random and Deathmatch at the same time, which is redundant. Random should be renamed random objective. In this way people who hate deathmatch can always avoid it, no matter what.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • KhajiitLivesMatter
    KhajiitLivesMatter
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    getting 4 crystals from normal is still faster and way easier with randoms than running vet random and maybe getting a dlc
  • bmnoble
    bmnoble
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    To be fair I saw plenty of speed runners in normal dungeons even before they brought in the 10 transmute crystal reward, so not sure what difference it will really make, worst case you could end up with more people in the Vet queue constantly leaving group till they get a base game Vet dungeon.

    Can't really comment much on BG don't really bother with them much.
  • spartaxoxo
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    I'd rather those farmers be in normal than vet tbh. A bad teammate in normal is an inconvenience, a bad teammate in vet is dungeon breaking.

    I'd rather they add a solo mode for people who want to hear the quests. It lets them actually hear the dialogue and take their time without slowing anyone else down. And leaves normal as a good place to get gear and vet as a place for people who actually want a challenging experience
    Edited by spartaxoxo on December 11, 2021 10:56PM
  • Xebov
    Xebov
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    Merforum wrote: »
    Remove the 10 transmute reward from the Normal random DF, but leave that reward for the VET, instead make normal reward the 1-4 transmute geode (BTW allow Vet pledges and Vet trials get the 10 transmute and normal get the 1-4 also to have more ways to get them)

    This would have huge negative effects. The reason the random dungeon exists is to fill groups for players that want to run a specific dungeon and ensures that a group comes together for it. If you reduce the transmutes there will be less incentive to use it and as such some less often run dungeons would also suffer from longer queue times. Another side effect would be that players would start to run it on vet that are not ready yet to get the better reward which could drop the overal quality of vet pugs further. This effect can already be obsered with pledges.
    Merforum wrote: »
    Change the solo random BG to either NOT backfill deathmatch (as it was before deathmatch only and as there are so many deathmatchers that backfilling that queue shouldn't be necessary) or make it even Objective only, and add the 10 transmute reward to it
    increase the amount of people doing BG randoms, WIN-WIN.

    If you want to increase the amount of players that do BGs you need to improve the BGs reward. 8k/10k/12k AP for a match is just a joke compared to the amount of AP you need to buy stuff and get PvP ranks.
    Merforum wrote: »
    What will this achieve, drastically reduce the amount of speedrunners in the DF queue, and by essentially the same number increase the amount of people doing BG randoms, WIN-WIN.

    I find it cute how everyone believes that random dungeon rewards are the only reason to speedrun dungeons and noone seems to acknowledge that farming gear for the stickerbook also plays a huge part.
  • kargen27
    kargen27
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    "I find it cute how everyone believes that random dungeon rewards are the only reason to speedrun dungeons and noone seems to acknowledge that farming gear for the stickerbook also plays a huge part."

    You also have players leveling characters. They pop a xp bonus potion and run the dailies. They want to get through as quick as possible then either log out or maybe do the dolman run for a while. Either way the idea is to get the bonus XP as quick as possible while having a potion active.
    and then the parrot said, "must be the water mines green too."
  • hafgood
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    Again? Already?

    No leave crystals alone, 10 on normal is fine, reducing it will not have the effect you crave. People will still queue for and speedrun normals because its quicker than vet.

    BG's? Yes the queue does need looking at, not sure what the best solution is but the chance of a non deathmatch game does need increasing.
  • jaws343
    jaws343
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    hafgood wrote: »
    Again? Already?

    No leave crystals alone, 10 on normal is fine, reducing it will not have the effect you crave. People will still queue for and speedrun normals because its quicker than vet.

    BG's? Yes the queue does need looking at, not sure what the best solution is but the chance of a non deathmatch game does need increasing.

    All they need to do with the BG queue is make it random and remove the individual dm queue again.

    But, they need to weight DM differently in the queue. DM should have a 50% chance of appearing and each individual objective match should have a 13% chance. This would weight objective matches and DMs at a 50/50 shot it popping up. Instead of the 1/5 chance DM had before. Would make the queue far more healthy.
  • phaneub17_ESO
    phaneub17_ESO
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    Give me 5 transmute crystals for solo completing a dungeon, per dungeon, each day. That way I don't have to random queue anymore and with this setup I can only get it once per dungeon so I'm not just doing FG1 repeatedly, at least not with the same character. People who are rushing through can already solo it, they can't however get any crystals for doing it solo the regular way. You want the rushers to stop showing up, give them an alternative method that lets them do it by themselves and still get some reward at a reduced rate.
  • mickeyx
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    Merforum wrote: »
    This is a 2 step process

    1. Remove the 10 transmute reward from the Normal random DF, but leave that reward for the VET, instead make normal reward the 1-4 transmute geode (BTW allow Vet pledges and Vet trials get the 10 transmute and normal get the 1-4 also to have more ways to get them)
    2. Change the solo random BG to either NOT backfill deathmatch (as it was before deathmatch only and as there are so many deathmatchers that backfilling that queue shouldn't be necessary) or make it even Objective only, and add the 10 transmute reward to it

    What will this achieve, drastically reduce the amount of speedrunners in the DF queue, and by essentially the same number increase the amount of people doing BG randoms, WIN-WIN.

    ONLY constructive dialog please...

    So basically you want to kill normal dungeon queues? How is that constructive feedback?
  • Amottica
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    Vet will find more players who are not ready for vet because they want the 10 transmutation crystals.

    So normal dungeons will have fewer queueing for it and vet will become a bigger mess and likely see more fake tanks on vet.
  • Merforum
    Merforum
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    Merforum wrote: »
    This is a 2 step process

    1. Remove the 10 transmute reward from the Normal random DF, but leave that reward for the VET, instead make normal reward the 1-4 transmute geode (BTW allow Vet pledges and Vet trials get the 10 transmute and normal get the 1-4 also to have more ways to get them)
    2. Change the solo random BG to either NOT backfill deathmatch (as it was before deathmatch only and as there are so many deathmatchers that backfilling that queue shouldn't be necessary) or make it even Objective only, and add the 10 transmute reward to it

    What will this achieve, drastically reduce the amount of speedrunners in the DF queue, and by essentially the same number increase the amount of people doing BG randoms, WIN-WIN.

    ONLY constructive dialog please...

    I'm only responding to constructive feedback, if anyone has some please feel free to comment. Thanks.
  • sionIV
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    Merforum wrote: »
    Merforum wrote: »
    This is a 2 step process

    1. Remove the 10 transmute reward from the Normal random DF, but leave that reward for the VET, instead make normal reward the 1-4 transmute geode (BTW allow Vet pledges and Vet trials get the 10 transmute and normal get the 1-4 also to have more ways to get them)
    2. Change the solo random BG to either NOT backfill deathmatch (as it was before deathmatch only and as there are so many deathmatchers that backfilling that queue shouldn't be necessary) or make it even Objective only, and add the 10 transmute reward to it

    What will this achieve, drastically reduce the amount of speedrunners in the DF queue, and by essentially the same number increase the amount of people doing BG randoms, WIN-WIN.

    ONLY constructive dialog please...

    I'm only responding to constructive feedback, if anyone has some please feel free to comment. Thanks.

    Just wanted to share that constructive feedback does not mean; People who agree with me.
  • Kwoung
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    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.
  • spartaxoxo
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    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    The point of the transmute reward though is to get you to help people who queued for that specific dungeon. And it's done a good job at getting dungeon queue times down and dungeons completed.
    Edited by spartaxoxo on December 12, 2021 7:57AM
  • Aardappelboom
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    The rewards help the queues, sure speed runs can be unwelcome for some, but not for everyone.

    I've started soloing dungeons and have a great time, when I need keys or transmutes I like it to go fast.
    Edited by Aardappelboom on December 12, 2021 8:22AM
  • Kwoung
    Kwoung
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    spartaxoxo wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    The point of the transmute reward though is to get you to help people who queued for that specific dungeon. And it's done a good job at getting dungeon queue times down and dungeons completed.

    True, but since implementation it has also spawned the proliferation of numerous threads (a day?) complaining about the slowpokes or speedrunners, fake every role and has caused more vote kicks (based on what I read here) than ever existed previously. So kind of a toss up on whether it is a plus or minus to the game. So I vote for letting folks that would prefer to not do random normals with others to earn their transmutes.... go about their business how they choose.

    Nevermind random normals being harder for folks who have subbed or bought DLC's with PITA dungeons in them. Which is very odd, to say the least.
    Edited by Kwoung on December 12, 2021 8:30AM
  • Brrrofski
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    Kwoung wrote: »
    spartaxoxo wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    The point of the transmute reward though is to get you to help people who queued for that specific dungeon. And it's done a good job at getting dungeon queue times down and dungeons completed.

    True, but since implementation it has also spawned the proliferation of numerous threads (a day?) complaining about the slowpokes or speedrunners, fake every role and has caused more vote kicks (based on what I read here) than ever existed previously. So kind of a toss up on whether it is a plus or minus to the game. So I vote for letting folks that would prefer to not do random normals with others to earn their transmutes.... go about their business how they choose. Nothing good ever comes from forcing folks into situations they would rather avoid.

    Nevermind random normals being harder for folks who have subbed or bought DLC's with PITA dungeons in them.

    I do random normals often as I make PvP builds a LOT so need gems

    I usually "fake tank". I'm a DPS with inner fire on.

    Pretty much every dungeon I'm in, everyone is all "good job" or "thank you" at the end. Never any complaints about how fast the dungeon was.

    Sometimes someone say they need to do quest, so I wait up. Others might not, but it's not a problem with the system, it's that some people don't care about other's experience. It's their game too, so that's their choice I guess.

    You have to remember that a forum, for the most part, will only focus on the negatives of something.

    Most people don't flock to a forum to say they like how something works.

    For most people, the way it is now works perfectly.
    Edited by Brrrofski on December 12, 2021 8:32AM
  • Merforum
    Merforum
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    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    Thanks for staying on topic. I actually mention that adding transmutes to other things like trials, pledges and as you say even arenas. It seems like a good bonus to give the 10 transmutes for VET trial, pledge, arena and maybe the 1-4 transmute for Normal. As you say pledges and arenas can be done solo or at least without DF, like even 2 people and 2 companions. Pledges are actually harder than random, because you have to kill the require bosses without skipping, maybe 1 transmute for level 1 pledge, 2 for level 2 and 3 for dlc pledges, and double for Vet.

    We can only speculate the best path, ZOS really has to just test out the different rewards and incentives to reduce Fake roles and to make BGs more popular and whatever else they want to accomplish.
  • Kwoung
    Kwoung
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    ✭✭
    Brrrofski wrote: »
    Kwoung wrote: »
    spartaxoxo wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    The point of the transmute reward though is to get you to help people who queued for that specific dungeon. And it's done a good job at getting dungeon queue times down and dungeons completed.

    True, but since implementation it has also spawned the proliferation of numerous threads (a day?) complaining about the slowpokes or speedrunners, fake every role and has caused more vote kicks (based on what I read here) than ever existed previously. So kind of a toss up on whether it is a plus or minus to the game. So I vote for letting folks that would prefer to not do random normals with others to earn their transmutes.... go about their business how they choose. Nothing good ever comes from forcing folks into situations they would rather avoid.

    Nevermind random normals being harder for folks who have subbed or bought DLC's with PITA dungeons in them.

    I do random normals often as I make PvP builds a LOT so need gems

    I usually "fake tank". I'm a DPS with inner fire on.

    Pretty much every dungeon I'm in, everyone is all "good job" or "thank you" at the end. Never any complaints about how fast the dungeon was.

    Sometimes someone say they need to do quest, so I wait up. Others might not, but it's not a problem with the system, it's that some people don't care about other's experience. It's their game too, so that's their choice I guess.

    You have to remember that a forum, for the most part, will only focus on the negatives of something.

    Most people don't flock to a forum to say they like how something works.

    For most people, the way it is now works perfectly.

    I was mostly thinking about myself. Not a dungeon fan, and when I do one it is generally with just my wife to farm gear, as we are more than capable of dealing with normal dungeons. I never do random groups, as unlike you it sounds, I have never had a fun experience doing them with random players in the past, so simply choose not to. It would be nice though, to get the reward from whatever dungeon / trail / arena we may happen to do. I say nice, because it isn't really necessary at all, as I earn transmutes considerably easier in Cyrodiil.
  • Brrrofski
    Brrrofski
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    Merforum wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    Thanks for staying on topic. I actually mention that adding transmutes to other things like trials, pledges and as you say even arenas. It seems like a good bonus to give the 10 transmutes for VET trial, pledge, arena and maybe the 1-4 transmute for Normal. As you say pledges and arenas can be done solo or at least without DF, like even 2 people and 2 companions. Pledges are actually harder than random, because you have to kill the require bosses without skipping, maybe 1 transmute for level 1 pledge, 2 for level 2 and 3 for dlc pledges, and double for Vet.

    We can only speculate the best path, ZOS really has to just test out the different rewards and incentives to reduce Fake roles and to make BGs more popular and whatever else they want to accomplish.

    So you want to ruin the rest of the game, where fake roles would actually impact them, [snip]

    And potentially move them out of the reach of some players? What about new players that might not be ready to do vet? Should they not get them?

    And as others have said, the point of gems for random is to help fill dungeons. Someone wants to do spindleclutch for the quest, or gear, but would take ages to wait for just people doing spindleclutch. This is where the random comes in. Which is why it needs people on the queue.

    [snip]
    [edited for flaming]
    Edited by ZOS_Icy on December 12, 2021 12:01PM
  • mickeyx
    mickeyx
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    Brrrofski wrote: »
    Merforum wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    Thanks for staying on topic. I actually mention that adding transmutes to other things like trials, pledges and as you say even arenas. It seems like a good bonus to give the 10 transmutes for VET trial, pledge, arena and maybe the 1-4 transmute for Normal. As you say pledges and arenas can be done solo or at least without DF, like even 2 people and 2 companions. Pledges are actually harder than random, because you have to kill the require bosses without skipping, maybe 1 transmute for level 1 pledge, 2 for level 2 and 3 for dlc pledges, and double for Vet.

    We can only speculate the best path, ZOS really has to just test out the different rewards and incentives to reduce Fake roles and to make BGs more popular and whatever else they want to accomplish.

    So you want to ruin the rest of the game, where fake roles would actually impact them, [snip]

    Amen 🙏

    [edited to remove quote]
    Edited by ZOS_Icy on December 12, 2021 12:01PM
  • Brrrofski
    Brrrofski
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    ✭✭✭✭
    Kwoung wrote: »
    Brrrofski wrote: »
    Kwoung wrote: »
    spartaxoxo wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    The point of the transmute reward though is to get you to help people who queued for that specific dungeon. And it's done a good job at getting dungeon queue times down and dungeons completed.

    True, but since implementation it has also spawned the proliferation of numerous threads (a day?) complaining about the slowpokes or speedrunners, fake every role and has caused more vote kicks (based on what I read here) than ever existed previously. So kind of a toss up on whether it is a plus or minus to the game. So I vote for letting folks that would prefer to not do random normals with others to earn their transmutes.... go about their business how they choose. Nothing good ever comes from forcing folks into situations they would rather avoid.

    Nevermind random normals being harder for folks who have subbed or bought DLC's with PITA dungeons in them.

    I do random normals often as I make PvP builds a LOT so need gems

    I usually "fake tank". I'm a DPS with inner fire on.

    Pretty much every dungeon I'm in, everyone is all "good job" or "thank you" at the end. Never any complaints about how fast the dungeon was.

    Sometimes someone say they need to do quest, so I wait up. Others might not, but it's not a problem with the system, it's that some people don't care about other's experience. It's their game too, so that's their choice I guess.

    You have to remember that a forum, for the most part, will only focus on the negatives of something.

    Most people don't flock to a forum to say they like how something works.

    For most people, the way it is now works perfectly.

    I was mostly thinking about myself. Not a dungeon fan, and when I do one it is generally with just my wife to farm gear, as we are more than capable of dealing with normal dungeons. I never do random groups, as unlike you it sounds, I have never had a fun experience doing them with random players in the past, so simply choose not to. It would be nice though, to get the reward from whatever dungeon / trail / arena we may happen to do. I say nice, because it isn't really necessary at all, as I earn transmutes considerably easier in Cyrodiil.

    Yeh, and that's fair enough.

    I was just highlighting that what you see on a forum, or social media, or wherever, is not a great reflection.

    People are far more likely to go to these places to complain than praise.

    So the forum having a thread a day about fake tanks probably makes it look like a bigger issue than it is.

    If people as a whole were more inclined to post positive feedback, there would be far more threads praising the LFG tool for dungeons than criticise it.

    I mean, it's a problem with people and society as a whole, not just this game tbf.

    I would encourage you use the LFG with your wife again.

    If you can do them as a duo, one put inner fire on and queue as tank, one put some sort of heal and queue as healer. As long as the boss doesn't run around, people won't care if you're an actual tank.

    And if you're doing a quest, say at the start. I've been levelling a new character and going through each dungeon as it unlocks, and I say I'm doing the quest, and vast majority have waited around when as I talk to people to progress it.

    I actually think dungeon queue is one of the only places in this game where people interact with you. Like the quick chat for hello, and thank you, and good job, and goodbye. Nobody does that anywhere else really.
    Edited by Brrrofski on December 12, 2021 8:55AM
  • seldomseenkd
    seldomseenkd
    ✭✭✭
    I agree. Random veterans need to yield significantly more transmutes per hour than random normals.

    The trade offs as I see them are:

    Separation of players who want to run normals for the quest/skillpoint and players who want the most transmutes/hour. Increased queue times for random normals but decreased queue times for the vet. queue.
    Actively rewards effective players with more transmutes/hour than ineffective players.
    Playerbase overall less tolerant of ineffective players resulting in more vote kicks.
    Increase in the average skilllevel of the entire playerbase.
    Players immediately dropping group the moment a vet. DLC dungeon pops.
    Overall decrease in the number of players using the dungeon finder.


    Edited by seldomseenkd on December 12, 2021 1:30PM
  • Merforum
    Merforum
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    I agree. Random veterans need to yield significantly more transmutes per hour than random normals.

    The trade offs as I see them are:

    Separation of players who want to run normals for the quest/skillpoint and players who want the most transmutes/hour. Increased queue times for random normals but decreased queue times for the vet. queue.
    Actively rewards effective players with more transmutes/hour than ineffective players.
    Playerbase overall less tolerant of ineffective players resulting in more vote kicks.
    Increase in the average skilllevel of the entire playerbase.
    Players immediately dropping group the moment a vet. DLC dungeon pops.
    Overall decrease in the number of players using the dungeon finder.


    Thanks for you comment. The initial idea is

    1. to reduce the amount of transmutes (and maybe other incentives) in normal random DF (maybe even remove transmutes as someone said since they only got put there after transmute station) enough to make it not worth the time for speedrunners

    2. give a second or more ways to get those transmutes, with random BGs being perfect alternative place for giving those transmutes (and at the same time trying to increase the population)

    3. also add some transmute rewards for pledges, trials and arenas, to further reduce the need to speedrun DF, more ways for free stuff, who can object

    The benefit of these suggestions is to minimize the amount of work the devs would have to do to implement while maximizing the benefit. There is obviously a time vs rewards balance they would want to achieve, just a matter of testing a few scenarios.
  • Sarannah
    Sarannah
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    I agree with the OP.
  • Merforum
    Merforum
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    Sarannah wrote: »
    I agree with the OP.

    Thank you very much. Please feel free to elaborate whenever you have a few moments to spare.
  • Brrrofski
    Brrrofski
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    bmnoble wrote: »
    To be fair I saw plenty of speed runners in normal dungeons even before they brought in the 10 transmute crystal reward, so not sure what difference it will really make, worst case you could end up with more people in the Vet queue constantly leaving group till they get a base game Vet dungeon.

    Can't really comment much on BG don't really bother with them much.

    Thank you for commenting that the proposed idea isn't a good one.
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    We've removed some comments due to spamming, please keep the threads constructive and on topic.
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  • spartaxoxo
    spartaxoxo
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    ✭✭✭✭✭
    Kwoung wrote: »
    spartaxoxo wrote: »
    Kwoung wrote: »
    Honestly, the transmutes shouldn't be tied to random dungeons IMHO. Your first dungeon, trial or arena of the day, should reward you the transmutes, regardless of group size or solo. Most who speedrun for transmutes, are more than capable of doing it solo, and would probably prefer doing it that way. I am not a dungeon fan, but when I do one it is usually to help a friend in a particular dungeon... and it would be nice to get some extra transmutes for that, especially since these are generally harder than your standard random normal, as are arenas and trials.

    The point of the transmute reward though is to get you to help people who queued for that specific dungeon. And it's done a good job at getting dungeon queue times down and dungeons completed.

    True, but since implementation it has also spawned the proliferation of numerous threads (a day?) complaining about the slowpokes or speedrunners, fake every role and has caused more vote kicks (based on what I read here) than ever existed previously. So kind of a toss up on whether it is a plus or minus to the game. So I vote for letting folks that would prefer to not do random normals with others to earn their transmutes.... go about their business how they choose.

    Nevermind random normals being harder for folks who have subbed or bought DLC's with PITA dungeons in them. Which is very odd, to say the least.

    People have complained about having to do DLCs since before the transmute reward existed.

    Prior to this reward it was not uncommon for me to wait an hour for a dungeon to pop as a dps. I'll take having to hold down the sprint button over waiting over an hour for a dungeon any day.

    On top of that the failure rate for vet dungeons was far higher. To the point I outright refused to do anything harder in PUGs. Now, I don't have issues trying the hard mode out a bit and have even successfully completed it multiple times. I'm clearing out old speedruns too. Why? All the people with the bad builds looking for the biggest rewards are in normal queue.

    This why I like the reward. It has improved the quantity and quality of the rewards.

    Most people complaining either don't understand the point of the daily bonus (Pay me to help anyone who needs it), don't have the best builds and struggle to keep up, or are trying to listen to the quest. I personally think the "joining encounter in progress" is good enough for the middle group. And that a solo mode with no group rewards is best for the latter, as you couldn't hear the dialogue before the reward.

    I don't find the first point valid as it goes against the entire purpose of the rewards to the detriment of the health of the game and the ability for product to function.


    Edited by spartaxoxo on December 12, 2021 6:36PM
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