El_Borracho wrote: »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...
spartaxoxo wrote: »SilverBride 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.
SilverBride wrote: »spartaxoxo wrote: »SilverBride 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.
spartaxoxo wrote: »SilverBride 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.
SilverBride wrote: »spartaxoxo wrote: »SilverBride 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.
spartaxoxo 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.
spartaxoxo 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.
spartaxoxo wrote: »spartaxoxo 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.
spartaxoxo wrote: »spartaxoxo 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 wrote: »spartaxoxo wrote: »spartaxoxo 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.
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?
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 hope that never gets implemented. Any kind of negative scoring system will end up being misused by many players, for trolling, personal disputes, etc.chessalavakia_ESO wrote: »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.