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Need to fix people instantly leaving DLC dungeons

  • Paralyse
    Paralyse
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    I have a healer, a tank. and 2 dps
    I can complete all 4 random normals every day in 1.5 hours or (sometimes) much faster, even if some are DLC
    Last night: normal FG1 x 2, Vet HM Bloodroot Forge, normal Blackheart Haven=about 1 hour 20m total, including a speedrun HM for vet BRF (already had the achieve, though)

    The game's not going to give you everything for free, you're going to have to invest some time if you want rewards.
    Alternatively, go AFK in cyrodill and repair keeps or milegates for a couple of hours, and get 50 crystals per toon just for tier 1 rewards (which would take you 3-7 days to earn on one toon via pve randoms and pledges)

    In the meantime, if you don't want to deal with people leaving the dungeon, run premade/guild groups.


    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • spartaxoxo
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    For those wanting to punish players for leaving, you're ignoring that there is a flip side to that coin. Heavier punishments for the quitters also apply to you. Which means when you queue for a random as a tank (a real tank) and find out the DDs are wet noodles or want to loot everything under the sun, you're stuck with them.

    So enjoy that amazing March of Sacrifices run on normal where the DDs don't keep the first bosses separate and keep wiping. Over and over again. And you can't kick them because they're friends. After all, a tank leaving a group in a DLC is so unforgiveable, we must keep track of who does it and increase the punishment for them every time.

    No big deal, right? I mean, its just a normal. Who doesn't have all day to run it...

    You can add some leeway in before the system considers it excessive. Overwatch does this with their QP game mode, although they don't restrict access in that mode. What they do is you're allowed to leave a small percentage of games and they reevaluate this after a certain amount of games. If you keep leaving beyond that, you incur a XP penalty (the game mode's only reward). The penalty is removed if you like 20 games or something like that without leaving.

    ESO could do it where you're allowed to leave X number of dungeons, to give some wriggle room for bad teammates or particular dungeons that we hate. But small enough that it wouldn't be possible to leave literally every dungeon in a broad category. On second thought, maybe instead of restricting access entirely, they could just remove the daily reward from your account after a crossing a certain percentage of leaves until you bring your account back into good standing. Perhaps not 20, since we can only collect them once per day. Perhaps like 7 days worth of rewards on first time, 14 days on second, etc.
    Edited by spartaxoxo on July 5, 2022 10:10PM
  • SilverBride
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    ...start handing out escalating punishments for those who overuse the leave button

    That is very heavy handed for players who just don't want to spend their time playing content they don't enjoy.

    The entire point of the random dungeon finder reward is to pay people for being willing to play content they may or may not enjoy, so that they can place them in a dungeon where that player is needed rather than where the player wants to play. People trying to do only do dungeons they want are exploiting the system to get the rewards, and in doing so disrupting the gameplay of those who need help. In my own personal opinion, that should be a punishable offense. I don't think it should disrupt other aspects of gameplay, but I do think if you won't absolutely refuse to random dungeons then you should be removed from the random dungeon finder eventually. You still should be able to do specific dungeons or access the dungeons by porting inside directly. But that's just how I personally feel about it.

    I don't understand why you see it as an exploit because they are not manipulating or taking advantage of anything to benefit from it. It's just a player leaving a dungeon they don't enjoy. That is not malicious and should not be punishable.

    But in the end, it is up to ZoS to find a solution for this issue that doesn't punish anyone.
    PCNA
  • spartaxoxo
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    ...start handing out escalating punishments for those who overuse the leave button

    That is very heavy handed for players who just don't want to spend their time playing content they don't enjoy.

    The entire point of the random dungeon finder reward is to pay people for being willing to play content they may or may not enjoy, so that they can place them in a dungeon where that player is needed rather than where the player wants to play. People trying to do only do dungeons they want are exploiting the system to get the rewards, and in doing so disrupting the gameplay of those who need help. In my own personal opinion, that should be a punishable offense. I don't think it should disrupt other aspects of gameplay, but I do think if you won't absolutely refuse to random dungeons then you should be removed from the random dungeon finder eventually. You still should be able to do specific dungeons or access the dungeons by porting inside directly. But that's just how I personally feel about it.

    I don't understand why you see it as an exploit because they are not manipulating or taking advantage of anything to benefit from it. It's just a player leaving a dungeon they don't enjoy. That is not malicious and should not be punishable.

    But in the end, it is up to ZoS to find a solution for this issue that doesn't punish anyone.

    The reason that I see it as an exploit is because leaving is already considered potentially exploitative in most every multiplayer game that I have ever played. And the conditions for whether or not it is an exploit tends to be 1) is the person doing it gain some advantage at the expense of others. and 2) Are they leaving an excessive amount of time. I believe that leaving at every single DLC dungeon in a way that is disruptive to the express purpose of the game mode fits both of those criteria. Leaving is for stuff like hating one particular dungeon, or having teammates that you don't gel with, not for only getting dungeons you want to play in an random game mode. Therefore, I do consider it an exploit. And think people should be punished.

    I can understand why some don't agree with me, especially in light of the lack of separate queues or a better source of transmute crystals. The transmute crystals in particular I am sympathetic towards and believe should be available in an alternative form.

    But I do feel they are exploiting a game mechanic, in a way that is incredibly disruptive to the play of others.
    Edited by spartaxoxo on July 5, 2022 10:18PM
  • colossalvoids
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    Only "fix" I can think of at this point where transmutation stones are a thing is to make first random dungeon actually first - if you left the group you're done for today, come in next 20h for another try.

    Probably locking it to "once per day per account" for transmutes alone (not exp) is also fine one to incentify actually helping people you were grouped with instead of using this feature as a selfish grinding method.
  • SilverBride
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    spartaxoxo wrote: »
    I don't understand why you see it as an exploit because they are not manipulating or taking advantage of anything to benefit from it. It's just a player leaving a dungeon they don't enjoy. That is not malicious and should not be punishable.

    But in the end, it is up to ZoS to find a solution for this issue that doesn't punish anyone.

    The reason that I see it as an exploit is because leaving is already considered potentially exploitative in most every multiplayer game that I have ever played. And the conditions for whether or not it is an exploit tends to be 1) is the person doing it gain some advantage at the expense of others. and 2) Are they leaving an excessive amount of time. I believe that leaving at every single DLC dungeon in a way that is disruptive to the express purpose of the game mode fits both of those criteria. Leaving is for stuff like hating one particular dungeon, or having teammates that you don't gel with, not for only getting dungeons you want to play in an random game mode. Therefore, I do consider it an exploit. And think people should be punished.

    I can understand why some don't agree with me, especially in light of the lack of separate queues or a better source of transmute crystals. The transmute crystals in particular I am sympathetic towards and believe should be available in an alternative form.

    But I do feel they are exploiting a game mechanic, in a way that is incredibly disruptive to the play of others.

    I've never seen leaving a dungeon being considered an exploit in any other MMO I've played. Nor do I agree that the player leaving is doing it to gain advantage at the expense of others. What advantage?

    I don't run random dungeons but I would if they didn't include DLC dungeons. Nor will I drop my ESO+ just to avoid them. Which brings up another point, if non subscribers don't have to get DLC dungeons in their queues why do players who are paying subs to play have to?

    They need to give all players the same choice.
    Edited by SilverBride on July 6, 2022 2:05AM
    PCNA
  • FeedbackOnly
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    The real problem is replacement tool
  • Tsar_Gekkou
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    If the community had better dps, people wouldn't bail as quick. I random queued on my healer last night to level a skill and got ruins of mazzatun. The cp774 and cp1260 dps were mostly bow spammers who barely did any damage to the adds. I decided to at least see how bad it would be at the first boss before I decided whether to leave or not, and it was bad. After we killed it, I left and waited the remaning few minutes to queue again. I only fake queue as a healer for random normals because of awful damage unless I absolutely need to level a skill on a healer.
    Xbox NA healer main
    vAA HM | vHRC HM | vSO HM | vMoL HM | vHoF HM | vAS+2 | vCR+3 | vBRP | vSS HM | vKA HM | vRG HM |
    Flawless Conqueror | Spirit Slayer | Dro-mA'thra Destroyer | Tick-Tock-Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker |
  • spartaxoxo
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    spartaxoxo wrote: »
    I don't understand why you see it as an exploit because they are not manipulating or taking advantage of anything to benefit from it. It's just a player leaving a dungeon they don't enjoy. That is not malicious and should not be punishable.

    But in the end, it is up to ZoS to find a solution for this issue that doesn't punish anyone.

    The reason that I see it as an exploit is because leaving is already considered potentially exploitative in most every multiplayer game that I have ever played. And the conditions for whether or not it is an exploit tends to be 1) is the person doing it gain some advantage at the expense of others. and 2) Are they leaving an excessive amount of time. I believe that leaving at every single DLC dungeon in a way that is disruptive to the express purpose of the game mode fits both of those criteria. Leaving is for stuff like hating one particular dungeon, or having teammates that you don't gel with, not for only getting dungeons you want to play in an random game mode. Therefore, I do consider it an exploit. And think people should be punished.

    I can understand why some don't agree with me, especially in light of the lack of separate queues or a better source of transmute crystals. The transmute crystals in particular I am sympathetic towards and believe should be available in an alternative form.

    But I do feel they are exploiting a game mechanic, in a way that is incredibly disruptive to the play of others.

    I've never seen leaving a dungeon being considered an exploit in any other MMO I've played. Nor do I agree that the player leaving is doing it to gain advantage at the expense of others. What advantage?

    I don't run random dungeons but I would if they didn't include DLC dungeons. Nor will I drop my ESO+ just for to avoid them. Which brings up another point, if non subscribers don't have to get DLC dungeons in their queues why do players who are paying subs to play have to?

    They need to give all players the same choice.

    Not necessarily leaving a dungeon, but leaving various game modes. The RND is a game mode. The advantage they gain is to be able to get the rewards for doing a random dungeon, while also not having to help with what is needed and instead doing only what they want to do. Which is the opposite purpose of the game mode. The expense of others is that it's majorly disruptive to the gameplay to have leavers constantly in your dungeons. It's clearly caused a lot of problems for other players.


    All players do have the same choice IMO. Every player is queued for all dungeons they own and are high enough level to complete, with no choice in which dungeons they play. In exchange for giving up control of which dungeon they play, they are given a reward. People who don't have ESO+ are similarly not allowed to include DLC.
    Edited by spartaxoxo on July 5, 2022 11:24PM
  • svendf
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    I accept every single DLC dungeon. Doesn´t matter if it´t vet or normal. Do I spot a fake tank, then Im out plane and simple.

    Sick of getting agro on my healer all the time, because trolls or people, who have no respect for other group members and think others can do the job for them.

    In a game like ESO, every single player should have confident in the right roles are present, when entering a dungeon.

    Really ! What´s going on here ? Only thing left is laugh and leave
  • svendf
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    spartaxoxo wrote: »
    Roztlin45 wrote: »
    How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.

    They actually can tell who hit leave group.

    I think they should make it if you click that button, you can't join a new group until the old group clears or gets someone new. In this way, you can be made to wait just as long as they had to.

    People who constantly click leave should be punished for gameplay sabotage by getting temp bans from the activity finder. And eventually disallowed from queueing random at all if they don't stop. They should still be allowed to do specific dungeons and all other content in the game. But if they are going to try to a sabotage a system designed others for their own personal gain, they shouldn't be allowed to continue to use that system. It's how many other games work.

    Fake roles will be drewling over your suggestion. Plane and simple.
  • prof-dracko
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    People bail because they're hoping to get FG1 or something that can be mostly skipped to get to the end quickly. Easiest solution would be to make it so that you only get rewards if every boss encounter is beaten. It would deincentivize the ones who keep resetting hoping for a 3 boss quick skip run. Make each option as work intensive as the rest and they'll be more likely to stick around and deal with what they've been given instead of bailing in hope of a quicker run.
  • Paralyse
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    Punishing people for leaving is counterintuitive to the nature of a game -- to have FUN.
    Worse, it would exacerbate the already-existing problem of fake tanks/fake healers queueing as those roles to get fast invites.

    If someone gets a dungeon they don't want to do, because they don't think it's going to be fun, or for any other reason, whether or not they choose to stay is their choice, not ZOS, and not 3 other random people. Punishing them for not having fun is flat out ridiculous.
    Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
  • wolfie1.0.
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    The problem with making changes to the group finder system is making changes to the group finder system.

    As it is, it's wonky, slow, and only moderately reliable at the best of times.

    Also no matter what changes you make your never going to solve players trying to work around the system. The plethora of fake role threads here are proof of that.
  • svendf
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    How about ZOS try to figure out how to make their playerbase better, like ingame mentors, dungeon mentors, trial mentors.

    ESO need good advisers, who are neutral.

    I agree some people do bail because they want an easy dungeon, where they can skip most of it and complain over they don´t have any gold or their friends is skipng so they almost dont get any loot.

    Maybe it´s just downhill from here. The trialsceen is getting a beating. The dungeon sceen is getting some nice jabs. Are we looking at a minor knock out ahead ?

    There are some good and desent people in ESO, who need some good advice/help before they get toxic, bail dungeons or as some do, they just stay away from them, because they had "too many" bad runs. Believe it or not. There are a few of them out there.

    The more confi people get, the bigger the chance they don´t bail.
  • spartaxoxo
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    svendf wrote: »
    spartaxoxo wrote: »
    Roztlin45 wrote: »
    How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.

    They actually can tell who hit leave group.

    I think they should make it if you click that button, you can't join a new group until the old group clears or gets someone new. In this way, you can be made to wait just as long as they had to.

    People who constantly click leave should be punished for gameplay sabotage by getting temp bans from the activity finder. And eventually disallowed from queueing random at all if they don't stop. They should still be allowed to do specific dungeons and all other content in the game. But if they are going to try to a sabotage a system designed others for their own personal gain, they shouldn't be allowed to continue to use that system. It's how many other games work.

    Fake roles will be drewling over your suggestion. Plane and simple.

    Good point. I'd also be okay with punishing fake roles. I don't think what I said should be implemented by itself tbh.

    So I guess it should be
    1) fix the queue bugs
    2) give a new source of guaranteed transmutes that's equally quick in base game. Perhaps the first time you do any undaunted daily per day (including Borgul) you get 15.
    3) start issuing penalities for leavers and fakes

    Removing the need for people to do them to gear up makes sense if there will be penalities. And with Random decidedly more optional, there won't be any reason not to punish people for being disruptive of the game mode for their personal gain.
    Edited by spartaxoxo on July 6, 2022 1:09AM
  • AvalonRanger
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    This game has basic game design flaw obviously.
    Most of non DLC dungeon gimmick is same, there is no unexpected sudden death.
    However DLC dungeon have it even in normal difficulty. There're many of unexpected trap everywhere.

    If tank role doesn't know some gimmick of DLC dungeon, it will fail a lot. And sometime
    DPS blame tank role. But It's wrong. Totally wrong.

    I still can't understand meaning the red reticle UI marking which pop up above the player of Coral Aerie GD.
    Because, UI design sense is simply too much bad. Or bad game design flow makes situation unreasonable.
    Without youtuber tutorial video, we can't play it just as pure beginner.

    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • Hapexamendios
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    My last few experiences with randoms in DLC dungeons were bad. I've stopped doing randoms unless I have a pre-made group.
  • svendf
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    spartaxoxo wrote: »
    svendf wrote: »
    spartaxoxo wrote: »
    Roztlin45 wrote: »
    How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.

    They actually can tell who hit leave group.

    I think they should make it if you click that button, you can't join a new group until the old group clears or gets someone new. In this way, you can be made to wait just as long as they had to.

    People who constantly click leave should be punished for gameplay sabotage by getting temp bans from the activity finder. And eventually disallowed from queueing random at all if they don't stop. They should still be allowed to do specific dungeons and all other content in the game. But if they are going to try to a sabotage a system designed others for their own personal gain, they shouldn't be allowed to continue to use that system. It's how many other games work.

    Fake roles will be drewling over your suggestion. Plane and simple.

    Good point. I'd also be okay with punishing fake roles. I don't think what I said should be implemented by itself tbh.

    So I guess it should be
    1) fix the queue bugs
    2) give a new source of guaranteed transmutes that's equally quick in base game. Perhaps the first time you do any undaunted daily per day (including Borgul) you get 15.
    3) start issuing penalities for leavers and fakes

    Removing the need for people to do them to gear up makes sense if there will be penalities. And with Random decidedly more optional, there won't be any reason not to punish people for being disruptive of the game mode for their personal gain.

    Even good and established player´s bail and that´s a fact. The focus should be on. Why ? It´s not only new player´s, who bail.

    I have been in ESO for six years and I do not want any fake roles in my group and if I see one, it´s goodbye :) . They make the player base toxic, they produce bad players.

    In my book there is only one way doing this. Lock roles. Asure people if you enter via gf you are have a tank and a healer. The rest is skill, practise.

    In premade groups people can do what they find best.
  • spartaxoxo
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    svendf wrote: »
    spartaxoxo wrote: »
    svendf wrote: »
    spartaxoxo wrote: »
    Roztlin45 wrote: »
    How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.

    They actually can tell who hit leave group.

    I think they should make it if you click that button, you can't join a new group until the old group clears or gets someone new. In this way, you can be made to wait just as long as they had to.

    People who constantly click leave should be punished for gameplay sabotage by getting temp bans from the activity finder. And eventually disallowed from queueing random at all if they don't stop. They should still be allowed to do specific dungeons and all other content in the game. But if they are going to try to a sabotage a system designed others for their own personal gain, they shouldn't be allowed to continue to use that system. It's how many other games work.

    Fake roles will be drewling over your suggestion. Plane and simple.

    Good point. I'd also be okay with punishing fake roles. I don't think what I said should be implemented by itself tbh.

    So I guess it should be
    1) fix the queue bugs
    2) give a new source of guaranteed transmutes that's equally quick in base game. Perhaps the first time you do any undaunted daily per day (including Borgul) you get 15.
    3) start issuing penalities for leavers and fakes

    Removing the need for people to do them to gear up makes sense if there will be penalities. And with Random decidedly more optional, there won't be any reason not to punish people for being disruptive of the game mode for their personal gain.

    Even good and established player´s bail and that´s a fact. The focus should be on. Why ? It´s not only new player´s, who bail.

    I have been in ESO for six years and I do not want any fake roles in my group and if I see one, it´s goodbye :) . They make the player base toxic, they produce bad players.

    In my book there is only one way doing this. Lock roles. Asure people if you enter via gf you are have a tank and a healer. The rest is skill, practise.

    In premade groups people can do what they find best.

    Well, if they started issuing penalties for faking, you would need to bail a lot less so there'd be hardly any fakes.
    Edited by spartaxoxo on July 6, 2022 1:34AM
  • Ittrix
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    This problem runs a bit deeper. There's obviously a few facets to it, but I'm going to choose to focus on the transmute farmers.

    ideal solution imho: Remove transmutes from the game.
    Random norms, and even random vets to a degree have become extremely painful because it's been relegated to boring farming duty for every veteran trying to cobble a build together.

    I've got 2000 hours. I'm gonna say some things that aren't really all that cool. I'd just like to preface it to say that this is what my gut wants. It's the Id. The little demon jumping up and down on my brain screeching.

    if you think I want to spend any longer than I have to in fungal grotto 1 for the thousandth time you are wrong. I could beat it by myself on normal or veteran. Either is a cakewalk for me. Ya'll are glorified extra loot drops and a key to getting transmutes.
    No tank? Good. 3 DPS is better than 2 for my goals. Group not sticking together and one dude rushing ahead to kill stuff? Wonderful, I'll go join him. Abusing bugs to skip trash pulls? awesome. I just want to kill the dude at the end who gives me transmutes.
    Quit doing quests. That takes time. For the love of god please don't read them I want my transmutes. No, I don't want to do the optional boss I want my transmutes. Let's gooo.

    Again, don't get me wrong, I'm not an arse about it. I know a lot of players are experiencing this stuff for the first time, or genuinely want to do a dungeon run. I'm the one out of my environment, not them. I'm sure as fork not gonna ruin it for them to finish a build sooner. It's just to show you the mindset of a dude who's done one too many random norms.

    Maybe, just maybe, we shouldn't be trying to incentivize people like me to go do random norms every day?
  • endgamesmug
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    I really enjoy dlc vet and normal dungeons, but yeah on the pcna server unfortunately im in the minority. Trillions go for vet trials all day but still zero interest in dlc, until that changes im spending minimal time in game sadly.
  • svendf
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    spartaxoxo wrote: »
    svendf wrote: »
    spartaxoxo wrote: »
    svendf wrote: »
    spartaxoxo wrote: »
    Roztlin45 wrote: »
    How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.

    They actually can tell who hit leave group.

    I think they should make it if you click that button, you can't join a new group until the old group clears or gets someone new. In this way, you can be made to wait just as long as they had to.

    People who constantly click leave should be punished for gameplay sabotage by getting temp bans from the activity finder. And eventually disallowed from queueing random at all if they don't stop. They should still be allowed to do specific dungeons and all other content in the game. But if they are going to try to a sabotage a system designed others for their own personal gain, they shouldn't be allowed to continue to use that system. It's how many other games work.

    Fake roles will be drewling over your suggestion. Plane and simple.

    Good point. I'd also be okay with punishing fake roles. I don't think what I said should be implemented by itself tbh.

    So I guess it should be
    1) fix the queue bugs
    2) give a new source of guaranteed transmutes that's equally quick in base game. Perhaps the first time you do any undaunted daily per day (including Borgul) you get 15.
    3) start issuing penalities for leavers and fakes

    Removing the need for people to do them to gear up makes sense if there will be penalities. And with Random decidedly more optional, there won't be any reason not to punish people for being disruptive of the game mode for their personal gain.

    Even good and established player´s bail and that´s a fact. The focus should be on. Why ? It´s not only new player´s, who bail.

    I have been in ESO for six years and I do not want any fake roles in my group and if I see one, it´s goodbye :) . They make the player base toxic, they produce bad players.

    In my book there is only one way doing this. Lock roles. Asure people if you enter via gf you are have a tank and a healer. The rest is skill, practise.

    In premade groups people can do what they find best.

    Well, if they started issuing penalties for faking, you would need to bail a lot less so there'd be hardly any fakes.

    For good reasons I don´t know, what kind of info ZOS have in their loggs . In that case they need info on the role the player qued as and the player´s build.

    Whent tha´t done they have to conclude if this infact was a fake role.

    To trigger that they have to solutions.

    1: Get additional staff members or those, who are employed to look through the loggs

    2: Player´s have to report the fake role

    I don´t believe it will work even if they have the info via loggs. The only thing that would work is lock the roles

  • Arato
    Arato
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    They should probably just have separate queues for DLC dungeons and vanilla dungeons, with maybe some incentive to queue for DLC dungeons.
    like I know if I'm queueing for random normal daily I'm not in the mood to spend an hour explaining each boss to new players, wiping, etc.
    There's simply some dungeons that are instant bounces, like moonhunter keep. The adds can 1 shot non tank players there like, hitting for 50k+, and it's long. I've run it once and never want to again, it's simply not worth it.
  • svendf
    svendf
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    Ittrix wrote: »
    This problem runs a bit deeper. There's obviously a few facets to it, but I'm going to choose to focus on the transmute farmers.

    ideal solution imho: Remove transmutes from the game.
    Random norms, and even random vets to a degree have become extremely painful because it's been relegated to boring farming duty for every veteran trying to cobble a build together.

    I've got 2000 hours. I'm gonna say some things that aren't really all that cool. I'd just like to preface it to say that this is what my gut wants. It's the Id. The little demon jumping up and down on my brain screeching.

    if you think I want to spend any longer than I have to in fungal grotto 1 for the thousandth time you are wrong. I could beat it by myself on normal or veteran. Either is a cakewalk for me. Ya'll are glorified extra loot drops and a key to getting transmutes.
    No tank? Good. 3 DPS is better than 2 for my goals. Group not sticking together and one dude rushing ahead to kill stuff? Wonderful, I'll go join him. Abusing bugs to skip trash pulls? awesome. I just want to kill the dude at the end who gives me transmutes.
    Quit doing quests. That takes time. For the love of god please don't read them I want my transmutes. No, I don't want to do the optional boss I want my transmutes. Let's gooo.

    Again, don't get me wrong, I'm not an arse about it. I know a lot of players are experiencing this stuff for the first time, or genuinely want to do a dungeon run. I'm the one out of my environment, not them. I'm sure as fork not gonna ruin it for them to finish a build sooner. It's just to show you the mindset of a dude who's done one too many random norms.

    Maybe, just maybe, we shouldn't be trying to incentivize people like me to go do random norms every day?

    It sounds to me you are in a pre-made group with to two friends. There should be no problems.

    The problem starts if my level 15 healer friend tells me he/she just have been blown off his/her quest and gear loot. Then it´s about time the show stop. A group of three dds can decline a 4th group member.
  • SilverBride
    SilverBride
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    It would be a very bad precedent to set if they start penalizing players for not complying with others ideas of how they should play.
    PCNA
  • Ittrix
    Ittrix
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    svendf wrote: »
    Ittrix wrote: »
    This problem runs a bit deeper. There's obviously a few facets to it, but I'm going to choose to focus on the transmute farmers.

    ideal solution imho: Remove transmutes from the game.
    Random norms, and even random vets to a degree have become extremely painful because it's been relegated to boring farming duty for every veteran trying to cobble a build together.

    I've got 2000 hours. I'm gonna say some things that aren't really all that cool. I'd just like to preface it to say that this is what my gut wants. It's the Id. The little demon jumping up and down on my brain screeching.

    if you think I want to spend any longer than I have to in fungal grotto 1 for the thousandth time you are wrong. I could beat it by myself on normal or veteran. Either is a cakewalk for me. Ya'll are glorified extra loot drops and a key to getting transmutes.
    No tank? Good. 3 DPS is better than 2 for my goals. Group not sticking together and one dude rushing ahead to kill stuff? Wonderful, I'll go join him. Abusing bugs to skip trash pulls? awesome. I just want to kill the dude at the end who gives me transmutes.
    Quit doing quests. That takes time. For the love of god please don't read them I want my transmutes. No, I don't want to do the optional boss I want my transmutes. Let's gooo.

    Again, don't get me wrong, I'm not an arse about it. I know a lot of players are experiencing this stuff for the first time, or genuinely want to do a dungeon run. I'm the one out of my environment, not them. I'm sure as fork not gonna ruin it for them to finish a build sooner. It's just to show you the mindset of a dude who's done one too many random norms.

    Maybe, just maybe, we shouldn't be trying to incentivize people like me to go do random norms every day?

    It sounds to me you are in a pre-made group with to two friends. There should be no problems.

    The problem starts if my level 15 healer friend tells me he/she just have been blown off his/her quest and gear loot. Then it´s about time the show stop. A group of three dds can decline a 4th group member.

    I'm not. I'm in the random queue, and I get put where I get put. That's the whole idea of introducing transmutes: getting players who normally wouldn't do a random norm to come back and do one.
  • Beilin_Balreis_Colcan
    Beilin_Balreis_Colcan
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    I'd suggest a carrot and a stick approach.

    Allow players to deselect some dungeons and still get random normal credit.

    Increase the rewards on the the dungeons that generally take longer/are deselected.

    Increase the rewards for running repeated random normals.

    Gradually scale up the penalties for leaving and make them account wide. I'd suggest going after the rewards instead of going for account actions. If you leave enough in a period of time, your transmute rewards across the entire game will be reduced and your loot drops from bosses will diminish until you complete enough without leaving.

    Finally, I'd suggest adding a system where once per day you can Commend or Censure a player that is matched with you.

    If you were Commended, you will be notified that someone Commended you and you might occasionally get a minor reward for it and if you are Censured you will not know but, it will be marked down for data analysis.
    I hope that never gets implemented. Any kind of negative scoring system will end up being misused by many players, for trolling, personal disputes, etc.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • ccfeeling
    ccfeeling
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    All DLC dungeons have been nerfed a lottttttt ... and CP are so much powerful than before , nothing hard beside the HM ...

    Some of you may don't know the real difficulty when the DLC dungeons just released :)

    e.g.
    MHK final boss , chained dog , they lost control when you passed the combat timer , 1 dog jump on you and it one shot non tank , no 1 shot now
    MHK werewolf bleeding effect , was really strong before , I barely can tank 3 WW , what now ... I can tank 6 easily ...
    LOM Azureblight Cancroid , Stranglers start pop from 2nd cycle , it's dps check in the past , you cannot finish this boss with low dps , b/c you will get over 8 stranglers then you all wipe , what now ? rare to see over 4 , healer is not required in fact :)

    No reason you leave if you get into DLC dungeons tbh
  • Welven
    Welven
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    I've never left a dlc dungeon because of the difficulty in the 7 years I've been playing. Every time I've left has been related to the horrendously low dps the group was doing that resulted in constant wipes even on normals. Equating leaving a dungeon to harassment is probably the most ridiculous statement you could have possibly made. I do feel sorry for people trying to complete these dungeons for achievements/story/gear instead of daily random rewards. Increasing punishments is truly not the answer though. One solution could be an alternate tier of ES0+ which doesn't include dlc dungeons. Many like me only sub for the craft bag/bank space. Another solutions would be to create actual official tutorials/guides that would help players to better understand how to play the game in the first place.
    Edited by Welven on July 6, 2022 4:15AM
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