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IMPROVE dungeon finder and battlegrounds overnight

  • hafgood
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    Personally I think I would be bonkers to remove the transmute reward from random normals.

    Most people do random normals specifically for the transmutes, I know I do. I'm CP1750 so whilst I don't object to the xp reward I don't need it. What I do need though is transmutes, and I need a lot of them.

    If you want to take them from normal and put them on vet you will get a lot more people abandoning groups- who wants to do a random vLOM for the same reward as vFG1? No one. On normal its not so bad as none of the DLC dungeons are that difficult on normal.

    So they come off random dungeons - meaning no one runs randoms which means those looking to run a specific dungeon can no longer get a group.

    But thats OK, apparently.

    So you put them on trials instead? I can run 3 or 4 random normals in the time it takes me to run a normal trial. So how many transmutes for a trial? 40? 50?

    In addition I can do a random or number of randoms every day, I can either do with guildmates or through the guild finder. Trials are a little harder, need to find 8 plus people to do a trial, am guessing it would be nCR or nAS every day (and would they be 40 transmutes or just 10 as both are quick if you can get a decent group).

    And the idea of putting them on Battlegrounds goes against the reason they are on normals in the first place.

    When the sticker book was introduced one of the biggest complaints was a lack of ways for PvE players to get them. As a result they were put on random dungeons.

    Now you want to reverse that decision and remove them from the PvE activity to link them to a PvP activity? Don't think that's going to happen.

    I've no problems with additional ways of getting transmutes but please if you want to take them from random normals you need to provide a viable alternative suggestion, and as yet you have failed to do so.
  • Merforum
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    Merforum wrote: »
    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.

    Sorry I think I have to clarify #3, the idea is to add some transmutes for doing PVE stuff like pledges and arenas also, personally I don't care about trials but no reason to leave them out. I just thought of another thing, if someone does all 3 of their daily endeavors why not throw them 10 transmute too, don't see why not. It is axiomatic that you incentivize what you want more of and disincentivize what you want less of. And using the scientific method, it's just a matter of changing the variables until you achieve the desired result.
  • spartaxoxo
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    Merforum wrote: »
    It is axiomatic that you incentivize what you want more of and disincentivize what you want less of.

    And that's what they did. They wanted more people in the tank queue, but in normal not vet. So that queue times would go down. And that's what they got.

    Quality of Vet Queue went up. Queue times down across the board. More dungeons being successfully completed.

    They added join encounter in progress to address issue of speeding
    Edited by spartaxoxo on December 12, 2021 8:00PM
  • karekiz
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    Xebov wrote: »

    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.

    Nobody is faming even 80% of the dungeons for actual drops.

    You have Frostvault/BDV - both of which are DLC.
  • Merforum
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    karekiz wrote: »
    Xebov wrote: »

    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.

    Nobody is faming even 80% of the dungeons for actual drops.

    You have Frostvault/BDV - both of which are DLC.

    Great point. I agree it doesn't make any sense to go into 'random' queue where you have no idea which dungeon you'll be put it to farm specific gear, you'll either use specific queue or not use DF. BTW like I said the only way to know is not speculating on forums but for zos to test it.
  • Ippokrates
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    Check posts on this forum. Most advanced players are drowning in TC. They have no idea what to do with them, except harvesting Nirncrux, because they already have all the equipment they need and if they want more, they can always use reserve geode from campaing and quite cheaply reconstruct set because they have collection probably at 50-80%, what means that costs are massively reduced.

    In the same time, new players (and i have such account on NA with single Redguard stamsorc with 500 CP), that have empty stickerbook, single or few alt capable of group content, might not know how or be ready or simply do not want to get TC in other ways like pledges, pvp or trials, should... have reduced amount of TC?

    No, that is bad idea, especially that stickerbook and new rng are imho main selling points of ESO, that give this game advantage over other, far more grindy MMOs. And surely quite discouraging for new players.

    The only reasonable solution to handle plague of fake tanks/healers and speedrunners is to massively extend penalty for quiting pug run, so everybody should prepare themselves for the run and limit possibility of wipe. Just make ZOS to do something with those DC, because since U32 they happen more often than before, and it feels really wrong to be punished for game error.
  • Merforum
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    Merforum wrote: »

    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.


    Yeah this is trying to solve the speedrunners and fakes using incentives. And/or another brilliant idea is to allow people to block the fakers and that way you only have to deal with them one time. Combination of these would be ideal.
    Edited by Merforum on December 13, 2021 4:32AM
  • jtm1018
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    On your point 1, no, just no.

    Normal dungeon 10 trans crystal.
    Veteran dungeon 50 trans crystal.
    Veteran dungeon hm 100 crystal.

    There so much better.
  • hafgood
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    Point 1.

    They are on random normals to make them easy to get for PvE only players. They were added to randoms as a direct result of the sticker book

    Point 2.

    No issues with BG's giving them but in addition to random normals

    Point 3.

    Pledges have always given transmutes although nothing wrong with increasing the number, trials give transmutes in the weekly box, again nothing wrong with increasing this number.
  • Wolfchild07
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    Since transmutes are such a valuable resource to people, I think they need to be added to more activities. Vvardenfell, for example, is a difficult place to get people to help with dailies now. Add a few transmutes to each daily quest across the zones so that people are attracted there to keep old content alive. It also opens up more options, other than just random normal dungeons and pvp.
  • seldomseenkd
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    Merforum wrote: »
    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.

    I agree we need more options for getting transmutes. Funneling loads of players into the dungeon finder who don't really want to be there and just want it over with as fast as possible is fundamentally bad idea.
    Edited by seldomseenkd on December 13, 2021 1:36PM
  • gariondavey
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    Are you the person who made that other thread with some questionable ideas and then asked the thread to be closed after it turned into a massive flame war?

    About this thread: no thanks.

    Give 10 crystals for doing the daily bg. No need to nerf crystals from dungeons or trials. Just buff bg rewards to be equal.

    Grant AP for kills in bgs. Rework objective modes (2 teams or fewer objectives so players actually fight over them instead of just running to where other players are not).

    I'd be fine with removing the dm chance from random queue.

    I'll be honest with you - the current objective modes have not taught players how to handle actual pvp combat. When players who have focused on those game types end up in deathmatch games, they underperform and have a bad time.

    Putting them all back in the same poorly designed objective games is only a disservice to them and is a bandaid solution. Reworking objective modes will result in them becoming more competent pvpers and will only cultivate a larger and healthier population that can enjoy both dm and objective games.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • DestroyerPewnack
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    The best solutions I've read on the forums so far are as follows:

    For dungeons:

    Create a second queue for people who want to take their time doing dungeons. If a speedrunner joins this queue, chances are the other 3 are not speedrunners, and will vote to kick him. This queue will be extremely slow, as all speedrunners will join the speedrunning queue, and some non-speedrunners will also join it, as they might want to get carried. Meaning, you give the people the option to queue for dungeons with other... slowrunners? But the price they pay is that queue times may be longer.

    For battlegrounds:

    Need to be careful here. Any sort of guaranteed reward (be it increased AP, or more things you can sell to merchants for gold,) is very risky, as it makes it easy for bots to manipulate. So, the solution really is just to guarantee rewards for the winning team, give the second team a decent chance of getting good rewards, and extremely poor chances for the losing team.

    For game modes (and this is my own suggestion,) please, please, please, have one solo deathmatch queue, one group deathmatch queue, and one group queue for a specific objective game mode, that rotates every 3 days or every week. This will give players the chance to run optimal builds and teams, and save the builds that work in their armory for the next time that specific game mode returns. This will make PvP guilds more popular, and further push the boundaries of theorycrafting and build diversity.
  • jaws343
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    The best solutions I've read on the forums so far are as follows:

    For dungeons:

    Create a second queue for people who want to take their time doing dungeons. If a speedrunner joins this queue, chances are the other 3 are not speedrunners, and will vote to kick him. This queue will be extremely slow, as all speedrunners will join the speedrunning queue, and some non-speedrunners will also join it, as they might want to get carried. Meaning, you give the people the option to queue for dungeons with other... slowrunners? But the price they pay is that queue times may be longer.

    For battlegrounds:

    Need to be careful here. Any sort of guaranteed reward (be it increased AP, or more things you can sell to merchants for gold,) is very risky, as it makes it easy for bots to manipulate. So, the solution really is just to guarantee rewards for the winning team, give the second team a decent chance of getting good rewards, and extremely poor chances for the losing team.

    For game modes (and this is my own suggestion,) please, please, please, have one solo deathmatch queue, one group deathmatch queue, and one group queue for a specific objective game mode, that rotates every 3 days or every week. This will give players the chance to run optimal builds and teams, and save the builds that work in their armory for the next time that specific game mode returns. This will make PvP guilds more popular, and further push the boundaries of theorycrafting and build diversity.

    Rotating objectives isn't a bad idea. Also lets you determine if you want to entirely skip that period of time, like if capture the relic popped up, just straight up not do it.
  • Merforum
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    Merforum wrote: »
    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.

    I agree we need more options for getting transmutes. Funneling loads of players into the dungeon finder who don't really want to be there and just want it over with as fast as possible is fundamentally bad idea.

    Exactly correct, it seems like they wanted to give a better way for PVEer to get transmutes with the transmutes station but made the normal dungeon finder queue reward of 10 TC too high. So all it did was bring the epidemic of speed runners. But like I say, we can speculate all we want about the causes of things. The simplest solution is for ZOS to just tweak the rewards and incentives here and there until they get the desired results. BTW even the results they want might be something different than people think, maybe speed runners IS what they want.
  • wolfie1.0.
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    Since transmutes are such a valuable resource to people, I think they need to be added to more activities. Vvardenfell, for example, is a difficult place to get people to help with dailies now. Add a few transmutes to each daily quest across the zones so that people are attracted there to keep old content alive. It also opens up more options, other than just random normal dungeons and pvp.

    Ya know like this idea. Even if its 1-2 per daily it would help a lot.
  • wolfie1.0.
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    Merforum wrote: »
    Merforum wrote: »
    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.

    I agree we need more options for getting transmutes. Funneling loads of players into the dungeon finder who don't really want to be there and just want it over with as fast as possible is fundamentally bad idea.

    Exactly correct, it seems like they wanted to give a better way for PVEer to get transmutes with the transmutes station but made the normal dungeon finder queue reward of 10 TC too high. So all it did was bring the epidemic of speed runners. But like I say, we can speculate all we want about the causes of things. The simplest solution is for ZOS to just tweak the rewards and incentives here and there until they get the desired results. BTW even the results they want might be something different than people think, maybe speed runners IS what they want.

    Just asking this to ask, but what if what we have IS ZOS'S desired result?
  • Merforum
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    wolfie1.0. wrote: »
    Merforum wrote: »
    Merforum wrote: »
    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.

    I agree we need more options for getting transmutes. Funneling loads of players into the dungeon finder who don't really want to be there and just want it over with as fast as possible is fundamentally bad idea.

    Exactly correct, it seems like they wanted to give a better way for PVEer to get transmutes with the transmutes station but made the normal dungeon finder queue reward of 10 TC too high. So all it did was bring the epidemic of speed runners. But like I say, we can speculate all we want about the causes of things. The simplest solution is for ZOS to just tweak the rewards and incentives here and there until they get the desired results. BTW even the results they want might be something different than people think, maybe speed runners IS what they want.

    Just asking this to ask, but what if what we have IS ZOS'S desired result?

    Yeah, that's what I mean. There have been enough complaints about speedrunners and DM only low pop BGs, but they might not think it is a problem. But my hope is that by throwing out some constructive (seemingly easy to implement) suggestions it may spark some discussion with the devs or their bosses if they read the forum.
  • hafgood
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    Players wanting transmutes will always look for the easiest way of getting them. So unless you disincentivise randoms and put the transmutes on another easy quick to do action you are not going to change a thing.

    And if you take them off randoms you will see a big drop in the dungeon queue, yes some will still join for the xp but the rest will be looking for transmutes elsewhere.

    The answer is - leave it alone. Add new means to get them if you wish but leave them on randoms, as someone who enjoys randoms and who needs transmutes it would be a shame to see them taken from the one PvE area they were specified added to with the sticker book in mind.
  • HyekAr
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    bmnoble 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...

    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.

    Yes, speedrunners exists before transmutanbles.

    What I think might change is choosing the same range of CP, bcz mostly speedrunners are 1000+ CP ppl among 160-500CP
  • orgin_stadia
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    That is just another variant of "let's punish those people for not playing the way I want!".

    Just split the Normal queue into two! There certainly seems to be enough people that complain about speedrunners all the time, just as there seem to be enough speedrunners to complain about.

    Normal queue for newbies, slowbies, questies, book readers and crate looters.
    Expert queue for people that want to feel the joy of being able to finish dungeons as fast as possible. Finding which trash packs to avoid, drag around the packs for total glorious mayhem and generally just trying to get to the "Joining encounter in progress" point as fast as possible. Ahh the joy!

    Same rewards for both queues of course. Stop trying to use punishments to kill the fun for either gamer type.



    And if you then complain about the queue times, just remember that you didn't want "those people" in your group anyway, and they certainly didn't want you!
    Edited by orgin_stadia on December 14, 2021 10:42AM
  • seldomseenkd
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    That is just another variant of "let's punish those people for not playing the way I want!

    Disagree.

    If you want your 10 carrots on a stick then you don't have any choice in how you play. You must do dungeons whether you like them or not. And some players clearly don't since they want to get it over and done with as soon as possible.

    Surely multiple activities yielding transmutes is more in line with ESOs ethos of "playing how you want"?
  • orgin_stadia
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    Except ofc that the suggestion clearly results in less results for the same amount of work. Ie a punishment.

    To not be considered a punishment the time/result ratio needs to remain the same regardless of what activity you perform to achieve the results.

    As a side note, there are other reasons for doing dungeons fast than "to get over with it". You can still enjoy doing dungeons even if you want to do them fast. Doing it fast is a challenge all to itself that can be both fun and engaging.

    Disagree.

    If you want your 10 carrots on a stick then you don't have any choice in how you play. You must do dungeons whether you like them or not. And some players clearly don't since they want to get it over and done with as soon as possible.

    Surely multiple activities yielding transmutes is more in line with ESOs ethos of "playing how you want"?

  • seldomseenkd
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    Except ofc that the suggestion clearly results in less results for the same amount of work. Ie a punishment.

    To not be considered a punishment the time/result ratio needs to remain the same regardless of what activity you perform to achieve the results.

    As a side note, there are other reasons for doing dungeons fast than "to get over with it". You can still enjoy doing dungeons even if you want to do them fast. Doing it fast is a challenge all to itself that can be both fun and engaging.

    I agree that other activities should yield the same transmutes/hour as we currently receive from the dungeon finder. I also think random vets. should yield more transmutes/hour than random normals for those players that enjoy increased risk/reward gameplay.

    It's possible, sure. But I have to ask: Are you really enjoying the activity? Or is it just a way of making doing the chores less tedious?
    Edited by seldomseenkd on December 14, 2021 2:30PM
  • spartaxoxo
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    It's already possible to just do a dungeon slowly with a friend or alone if people killing fast is such a bother
  • Hurbster
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    Random normals are my only method of getting transmute stones as it is. Please don't nerf that. I could solo pledges but just a single transmute isn't worth the time it takes to solo a dungeon.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • Merforum
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    Except ofc that the suggestion clearly results in less results for the same amount of work. Ie a punishment.

    To not be considered a punishment the time/result ratio needs to remain the same regardless of what activity you perform to achieve the results.

    As a side note, there are other reasons for doing dungeons fast than "to get over with it". You can still enjoy doing dungeons even if you want to do them fast. Doing it fast is a challenge all to itself that can be both fun and engaging.

    I agree that other activities should yield the same transmutes/hour as we currently receive from the dungeon finder. I also think random vets. should yield more transmutes/hour than random normals for those players that enjoy increased risk/reward gameplay.

    It's possible, sure. But I have to ask: Are you really enjoying the activity? Or is it just a way of making doing the chores less tedious?

    Great points. I am not in any way saying that the transmutes/hour needs to be reduced (even though 10 TC for normal random might be too much). BGs takes less time than a normal dungeon run, so adding transmutes to there gives people a way to get them just as fast. Also for PVE many of us can solo or duo some pledges as fast as randoms, so getting more transmutes for that also works. Also adding some transmutes to arenas is another way to get them in PVE.

    Good point also about speedrunners doing random normal is actually a chore not an enjoyable thing (although ruining the experience for newbies might be what some people find enjoyable). But everything being said is speculation, we won't know until ZOS does some testing.
  • hafgood
    hafgood
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    BG's so not necessarily take less time than a random normal, you can speedrun most normals in less than 15 minutes.

    And as I've said already - transmutes were added to random normals to give those who don't PvP easy access to transmutes due to the introduction of the sticker book.

    Please understand this and take it on board.

    Transmutes are on randoms by design. So unless you can give another way of getting easy transmutes this is not going to change.

    Pledges are not an alternative way of getting them because its reliant on a healthy dungeon queue to get groups filled, a good part of that queue is the random normals.

    Trials are not an alternative, there is no trial finder and even if there was the transmutes drop in the weekly boss, so would need to be significantly enhanced to make trials viable.
  • Snaggel
    Snaggel
    ✭✭✭
    Regarding first point of OP.

    As long as the option to pug veteran dlc dungeons exists, I am not inclined to support this proposal. What would happen is either people would try to force fake roles and general incompetence in dungeons they cannot complete (at least in a timely manner) to get some decent rewards or people would realise this is exactly what would happen, leading to dungeon finder desertifications, both on veteran and normal front.

    No matter, people are always going to speedrun to farm for rewards that you have difficult time getting elsewhere and people will list themselves under fake roles to skip queue (because the queue system itself is rigid, not allowing for flexible role distribution, or rather, all 4 DDs for trivially easy content, which is fine for said content but it would fall in the face of more difficult content)

    I believe there are better solutions.

    1) One thing that should be implemented is that veteran dlc content should yield more rewards upon succesful completion. Not more exclusive rewards that would otherwise be unobtainable. Just more loot. More than just double the unique set item drop. Something like even more transmutes, undaunted keys (even outside of pledge days) and such. It would incentivize people to play random veteran dungeons or hard dungeons for the loot instead of having to penalize players by shifting already somewhat meager rewards into potentially much more difficult content. The increased time that veteran versions of the dungeons should reward more rewards. Why would you bother with transmutes with a chance of failure and longer time taken when you could do the same much faster, have easier time finding people to do a normal dungeon and basically not having a chance to "fail" the dungeon run. The good thing about veteran dungeons is that they are less boring because they are more challenging but the thing, a large majority of people don't care about the thrill of challenge, they just want rewards and get out.

    2) Option to exclude long DLC dungeons when you're in full premade group without having to ask for pre-level 45 characters or players with eso+ and dlc's. That way DLC dungeons still do get get filler players. But in a full premade group, that said wouldn't be able to fill a group of any size because as we all know, the group size is limited 4 for dungeons.

    3) ability to queue for your daily transmute dungeon solo. It should still be random so that you don't end up running half the Fungal Grotto 1 for fastest clears. Or not to keep random normal queues faster. When queuing solo, certain group gated mechanics like Direfrost Keep pads should be altered to allow player to proceed even when solo. You can still queue for a group if you're unsure about your capabilities, want a faster run or don't want to do everything yourself.

    4) An intermediary dungeon difficulty is needed because let's face it, the difficulty curve between normal and veteran content is mind bogglingly steep. Especially when DLCs and their punishing mechanics are conserned. Normal difficulty is mind boringly boring, you just blaze through it even if you're semi-casual, whereas to the same player, veteran version of the same dungeon is just pain and suffering (especially if you don't have at least two already experienced players to carry you) because normal difficulty taught them nothing or just bad habits.

    I do agree that the dungeon and BG finder do need improvements. Several improvements.

    Regarding point two, I fully agree. Matchingmaking is deeply flawed right now and basically a deathmatch only right now. Better to go back to old system... with some better quantity of rewards to make pvp worthwhile. You hardly break even in expenditures in the value of AP when playing in BGs/Cyro (IC is about farming Tel Var which is profitable but it's actually better to farm vs PVE mobs than trying to find a player to kill carrying them)
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