Hello everyone!
I'm not sure how many of you will agree with my viewpoints, but these are just some of the feelings I have regarding these mini-dungeons and public dungeons.
1. MINI-DUNGEONS. I do not find these very fun or engaging at all simply due to the amount of people in them all at once. I find myself just walking through them while the 5-10 others around me kill everything within seconds. Then...I find myself camping the boss spawn point with about 10-15 other people standing there, get one little hit on the boss once he spawns, and I get a dungeon completion notice plus an achievement. Seriously, Zenimax? MY SUGGESTION: make these solo-instanced encounters. One person could do it alone, and if they can't, tweak it just a bit so it is do-able. OR, at the very least, give us a choice...enter it as a solo instance or enter it as a public encounter.
2. PUBLIC DUNGEONS. These, I can sort of understand why they are public...yes, you do need a group. Understandable. However, as it stands right now, the achievements are near-impossible to earn. Not only do the bosses spawn ridiculously slow, but you have to be the one to get the killing blow in order for it to count? ZENIMAX, wasn't one of your main selling points for this game "everyone gets credit for helping each other out?" If my group of four takes down a boss, I want credit for it. Why should I have to kill the boss four times with my group, making sure everyone gets a killing blow? MY SUGGESTION: change the spawn timers on these bosses and allow all players to get the achievement when the boss goes down. If you are worried about overcrowding in the dungeon, then make it instanced, like your other group dungeons. These public dungeons already have a story quest in them (some of them more than one) so just...instance them. OR, instance them, and have it be for a group of two instead...perfect for people who want to get in and out quickly.
Just my opinions, everyone. I hope some developers see this. What do you all think?
Edited by _subjectnamehere_ on April 28, 2014 6:06AM