World Bosses - Too many people - Most people get NO drops

  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    imrilaoi wrote: »
    sinnereso wrote: »
    Its not an absurd rule.. without youd have 100 lvl10's standing at the side lines not helping and doing 1 light attack at the end for credit.

    Without it, we'd have the bots standing on the sidelines light attacking one spot over and over for hours so they get a guaranteed hit - again. Auridon had a real problem with this for a couple of years, especially at dolmens. Pretty sure this change was partially to address it.


    Otherwise, I do agree - but unless content is new or theres an even like the past two (High Isles event and Witches Festival), this usually isn't a problem.

    for stuff like dolmens you DO only need 1 hit to get credit

    they did add that anti-afk lightning that hits and removes health recovery temporarily, which is kind of annoying but still able to be healed through
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    didnt they already hotfix the DK bug yesterday morning?

    i do agree though that it is very annoying sometimes for overland boss encounters to prevent loot drops if too many people are hitting them, i think that kind of defeats the purpose of a WB

    dragons and harrowstorms feel like better "world bosses" than actual WBs lol

    The design of the base game WBs defeats the purpose of a WB. They are lame as many can easily be soloed. Even many of the DLC WBs can be soloed by a reasonably skilled players.

    What we need is real WBs that actually offer a challenge and require a group. What we currently have are the weakest WBs I have seen in MMORPGs.
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Amottica wrote: »
    didnt they already hotfix the DK bug yesterday morning?

    i do agree though that it is very annoying sometimes for overland boss encounters to prevent loot drops if too many people are hitting them, i think that kind of defeats the purpose of a WB

    dragons and harrowstorms feel like better "world bosses" than actual WBs lol

    The design of the base game WBs defeats the purpose of a WB. They are lame as many can easily be soloed. Even many of the DLC WBs can be soloed by a reasonably skilled players.

    What we need is real WBs that actually offer a challenge and require a group. What we currently have are the weakest WBs I have seen in MMORPGs.

    i would probably consider a dragon more equivalent difficulty to a "true" world boss because they are incredibly hard to solo (i have gotten one down to about 60% before another player showed up since their icons are on the map lol)

    the WBs are still significantly tougher than they were at launch, many of the WBs at the game launch were barely stronger than normal mobs in some cases (if you know what your doing it doesnt make a whole lot of difference though)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Kappachi
    Kappachi
    ✭✭✭✭✭
    Danikat wrote: »
    I agree. I'm pretty sure ESO already has enemies which scale to the number of players so they could scale world bosses up (or down) based on the number of players involved in the fight, including low level ones and those not using all their skills. Keep the requirement that each player must individually reach a minimum threshold for participation to be able to get loot, but remove the cut-off that limits it to a small number of players.

    I remember that Guild Wars 2 tried this kind of mechanic in some of its quests and it was not enjoyable at all. Any player who passed by a quest area scaled it up, and in some areas where players gathered some quests would become impossible to complete because you'd need to collect 1000 of a thing instead of just 8-10 of it... Not sure if there's a good way to balance something like this.
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kappachi wrote: »
    Danikat wrote: »
    I agree. I'm pretty sure ESO already has enemies which scale to the number of players so they could scale world bosses up (or down) based on the number of players involved in the fight, including low level ones and those not using all their skills. Keep the requirement that each player must individually reach a minimum threshold for participation to be able to get loot, but remove the cut-off that limits it to a small number of players.

    I remember that Guild Wars 2 tried this kind of mechanic in some of its quests and it was not enjoyable at all. Any player who passed by a quest area scaled it up, and in some areas where players gathered some quests would become impossible to complete because you'd need to collect 1000 of a thing instead of just 8-10 of it... Not sure if there's a good way to balance something like this.

    Geysers have always scaled, as far as I’m aware. I’m not sure if Harrowstorms or vents do, though.
  • JoeCapricorn
    JoeCapricorn
    ✭✭✭✭✭
    I think there should be loot for all people that fight a world-boss, especially since with the top 12 only getting a drop it encourages everyone to do max damage, and that essentially further shuts out people who don't deal as much damage unless they go full beast mode and drop ultimates and everything all at once.

    ... which is what I do. Especially single target ultimates. I see lots of Kamehamehas (I think Soul Assault but I like calling them Kamehamehas) and Bow ultimates going off at these.
    I simp for vampire lords and Glemyos Wildhorn
  • Bat
    Bat
    ✭✭✭✭✭
    I rarely miss out on loot and I still think the rule is silly. I don't care if someone just sits back and does a light attack or two, I even expect it even without this rule so... they might as well do away with it tbh.
  • jtm1018
    jtm1018
    ✭✭✭✭✭
    Yeah, feel bad for the newbloods not getting loot when there are more than a dozen cp lvl players are present in a wb fight.
  • jle30303
    jle30303
    ✭✭✭✭✭
    Exactly. What this means is that newbloods, tanks, healers and lesser DDs are locked out of getting boss loot entirely for the first couple of weeks. Which is not a good way to retain interest by new players in actually doing these things if they get nothing for it.

    Especially if there's one of those bugs where there are either multiple bosses, or a boss with minions, and you have to somehow get the requisite precentage of damage on ALL of them.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    ESO has always struggled with finding ways to reward non-DPS players. It's evident in Battlegrounds, Cyrodiil, solo Arenas, and, as is cited in the OP, looting in various types of PvE contexts.

    For healing, a simple stop-gap solution would be to also provide drops to the highest 12 players in terms of damage healed (though this might not amount to very much in the case of 80 players stomping on a world boss in 5 seconds...).

    Finding out a way to reward tanks is even more difficult. Perhaps reward the top X players in terms of damage received from the boss? You probably would not want to tie it to taunting because otherwise you would incentivize players randomly spamming taunt on bosses which would be a bad scene for everyone involved.

  • belial5221_ESO
    belial5221_ESO
    ✭✭✭✭✭
    They do count hps in the top 12,but less healers usually so more dps gets it.In PVE overland use a dps setup,since tanks aren't really needed sadly.Also low levels should be learning game and not worrying about loot from bosses too much,just quests and getting feel of combat.If they did allow everyone to loot,bots would start pouring in and could be a bad thing for ingame economy,and lag would be horrid.
    They could try a cooldown,where if you looted,your damage don't count for looting that boss again for atleast 30 minutes,gives others time to do bosses and loot,and others can still help.Best bet is to fill ult before going to boss,and drop it as soon as boss spawns and is hittable,then spam hardest attack you got.
  • Ragnarok0130
    Ragnarok0130
    ✭✭✭✭✭
    ✭✭
    sinnereso wrote: »
    jle30303 wrote: »
    The absurd rule that prevents people getting a drop from a world boss that they have been actively present and fighting for, should be scrapped at once. GIVE US THE LOOT WE DESERVE.

    Just because you're not in the top 10-12 damagers when there are 40 people there means you're frozen out of actually being able to get loot from it, especially if some of said damagers are exploiting the dragonknight glitch that we already know about.

    Make world bosses behave like Elsweyr dragons - if you're there and you damage it, you get the loot!

    Its not an absurd rule.. without youd have 100 lvl10's standing at the side lines not helping and doing 1 light attack at the end for credit.

    it is. Because not everyone plays a damage dealer meaning if you're a tank you can easily miss out on loot and have no chance at getting it with a large enough group of people.

    We have a free armory system now there's no reason to quest overland as a pure healer or tank and I'm saying this a healer main. Make a solo "DPSish" build and contribute to the event - nobody is holding you back in this situation but you. My instinct is to heal everyone but I can do both damage and healing in my solo build while still getting loot.
  • KingArthasMenethil
    KingArthasMenethil
    ✭✭✭✭
    sinnereso wrote: »
    jle30303 wrote: »
    The absurd rule that prevents people getting a drop from a world boss that they have been actively present and fighting for, should be scrapped at once. GIVE US THE LOOT WE DESERVE.

    Just because you're not in the top 10-12 damagers when there are 40 people there means you're frozen out of actually being able to get loot from it, especially if some of said damagers are exploiting the dragonknight glitch that we already know about.

    Make world bosses behave like Elsweyr dragons - if you're there and you damage it, you get the loot!

    Its not an absurd rule.. without youd have 100 lvl10's standing at the side lines not helping and doing 1 light attack at the end for credit.

    it is. Because not everyone plays a damage dealer meaning if you're a tank you can easily miss out on loot and have no chance at getting it with a large enough group of people.

    We have a free armory system now there's no reason to quest overland as a pure healer or tank and I'm saying this a healer main. Make a solo "DPSish" build and contribute to the event - nobody is holding you back in this situation but you. My instinct is to heal everyone but I can do both damage and healing in my solo build while still getting loot.

    It's a world boss you have no idea what set up is going to be at the world boss and even then support roles can be screwed over by the loot limit. The free armory system is for your house and going to world bosses as a tank or healer role is still better then just a bunch of headless damage dealers running around which I see most of the time.
    EU 2000+ CP
    Characters
    Gaius Sulla 50 Cyrodiil DragonKnight.
    Livia Sulla 50 Cyrodiil Nightblade.
    Divayth-Fyr 50 Dunmer Sorcerer.
    Ragnar Shatter-Shield 50 Nord Dragonknight.
    Selvia Sulla 50 Cyrodiil Templar.
    Attrebus Mede 50 Cyrodiil Warden.
    Zirath Urivith 50 Dunmer Dragonknight.
    Dame Edwinna Gelas 50 Breton Dragonknight.
    Agrippina Tharn 50 Cyrodiil Necromancer.
    Bedal Dren 50 Dunmer Dragonknight.
  • umagon
    umagon
    ✭✭✭✭✭
    The problem with the armory system is that it isn’t as convenient as people might think. It kills players bag space. Because a support role player needs to carry all the “required” sets for all different content then all of the food, different potions, etc. My bag/bank space is nearly maxed out with tank/dps gear, the food and the potions required to run those builds.

    Some players look at that fact and decide not to run muti builds. And the armory assistant doesn’t have any gear, food, and potion storage; making it kind of useless.
  • Natakiro
    Natakiro
    ✭✭✭
    umagon wrote: »
    The problem with the armory system is that it isn’t as convenient as people might think. It kills players bag space. Because a support role player needs to carry all the “required” sets for all different content then all of the food, different potions, etc. My bag/bank space is nearly maxed out with tank/dps gear, the food and the potions required to run those builds.

    Some players look at that fact and decide not to run muti builds. And the armory assistant doesn’t have any gear, food, and potion storage; making it kind of useless.

    This; I can't remember what I need for all of my builds, so I end up carrying around all of my gear for solo self-sustaining overland, maxed-out speed overland, vet healer group, cyrodiil support, and scroll runner. I use AlphaGear for a lot of it but the base builds are swapped at an armory. I tend to carry around a lot of gear, food, potions, and a poison or two since some of the gear overlap between builds. The only thing I only take out when I need it are siege weapons.

    But back on topic, I run healer in group content but go for a DPS-ish thing on overland and I usually solo most world bosses (besides ones with annoying mechanics like B'Korgen (shield), Walks-Like-Thunder (healing), Wuyuvus (grab), Unmaker (roll)), since most that are not in a new area get little activity unless you beg in chat (I also play on off hours, low-pop time.) The top-12 mechanic is annoying but thankfully only really noticeable the first day or so of new content. I completely forgo any healing and just smack with as much power as I can, though I might fling a matriarch heal out if I see someone in dire straits.

    I know a lot of the world bosses are pretty easy, but I would still prefer to be able to solo them, since if they could not be solo'd, I feel that a lot of those dailies would never get done for me, since, as I said, I usually play on off hours (though I do prefer to play the game solo most of the time.) I know ESO is in a weird place, since a decent chunk of the playerbase prefer to do stuff solo and group when they have to, since the ES series as a whole is pretty much just single player. I know I am like that.
    PC-NA | Play on Desktop, Steam Deck, VR via vorpX
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    Snamyap wrote: »
    Since when do World Bosses drop anything worthwhile?

    Since they dropped event tickets and event boxes.
    Warning: This signature is tiny!
  • nightstrike
    nightstrike
    ✭✭✭✭✭
    FluffyBird wrote: »
    I agree. This is unreasonable from design viewpoint, but maybe there are some stupid technical limitations. ESO's engine is as fresh as cabbage in draugr barrows

    What is..... does that mean..... is that a good thing?
    Warning: This signature is tiny!
  • jle30303
    jle30303
    ✭✭✭✭✭
    ESO has always struggled with finding ways to reward non-DPS players. It's evident in Battlegrounds, Cyrodiil, solo Arenas, and, as is cited in the OP, looting in various types of PvE contexts.

    For healing, a simple stop-gap solution would be to also provide drops to the highest 12 players in terms of damage healed (though this might not amount to very much in the case of 80 players stomping on a world boss in 5 seconds...).

    Finding out a way to reward tanks is even more difficult. Perhaps reward the top X players in terms of damage received from the boss? You probably would not want to tie it to taunting because otherwise you would incentivize players randomly spamming taunt on bosses which would be a bad scene for everyone involved.

    This is why there should not be a question of rewarding good over bad, rewarding the "top X". If you PARTICIPATE, if you hit the monster, you should GET LOOT.

    I mean, it works for dragons, so why not for ordinary world bosses.
Sign In or Register to comment.