seldomseenkd 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.
It is axiomatic that you incentivize what you want more of and disincentivize what you want less of.
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.
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.
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.
seldomseenkd 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.
DestroyerPewnack wrote: »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.
seldomseenkd wrote: »seldomseenkd 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.
Wolfchild07 wrote: »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 wrote: »seldomseenkd 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. wrote: »seldomseenkd wrote: »seldomseenkd 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?
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.
orgin_stadia wrote: »That is just another variant of "let's punish those people for not playing the way I want!
seldomseenkd wrote: »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 wrote: »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.
seldomseenkd wrote: »orgin_stadia wrote: »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?