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We need more incentive to queue for Random Veteran Dungeons.

  • Tannus15
    Tannus15
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    The entire dungeon reward system needs to be looked at.

    Treating fungal HM the same as scale caller HM and that the same as coral aerie for example is simplistic at best and lazy at worst.

    Apart from the monster helms there is no real reward for doing vet vs normal. doing HM has no reward at all apart from the achievement. I guess there is guaranteed style drop?

    Most people I know will do the 2 base game pledges on HM and skip the DLC. It's simply not worth the effort. If you don't need the gear, once you complete a DLC dungeon and get the achievement most of them have terrible reward for effort ratios.

    We have entire cosmetic sets based on dungeons in the store that was can't acquire by actually playing the game and doing the dungeon, which I find completely baffling.

    There is no reward or acknowledgement for collecting all the items for a dungeon and most sets are useless so being able to transmute them cheaper has very little actual worth. Additionally dropping only 1 curated weapon per run makes getting the sets for the sake of it too grindy.

    Just adding gold jewel drops to HM clears the same as trials would make a big difference.
    Adding cosmetic style drops after completing the sticker book would also help.
  • Tannus15
    Tannus15
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    The incentive should be that you're locked out of running normal dungeons after you reach a certain CP level lol.

    CP2000 players in base normal dungeons just ruin the experience for below level 50 players. They turn a dungeon into a overland patrol stroll.

    This is a problem with the game, not the players. Just saying.
  • ZOS_Hadeostry
    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic, as it deals with dungeons.

    Thank you for your understanding
    Staff Post
  • cyberjanet
    cyberjanet
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    In my view, Pug + random + vet is not a recipe for enjoyable.

    In my view, Pug + anything is not a recipe for enjoyable.
    I'd rather just never do the dungeon. Ever.
    Favourite NPC: Wine-For-All
    Mostly PC-EU , with a lonely little guy on NA.
  • Ragnarok0130
    Ragnarok0130
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    Tyrant_Tim wrote: »
    Yesterday, I got a group of three players together on Xbox NA to queue for Veteran Stone Garden to help my friend get purple Arkasis jewelry for his tank. We had all three roles covered, with an opening for a damage dealer. It took us over 45 minutes to find a damage dealer after requeuing multiple times, then after 20 minutes of play, we had a player fall asleep at last boss because of how late it was, then we sat in queue for another 30 minutes.

    Overall, we sat in queue longer than we had spent actually playing the dungeon…

    Eventually it dawned on me, Veteran Dungeon Finder is dead because it lacks incentive to match the risk of associated with queueing for Vets. You get the same reward as a Normal Dungeon…

    10 Transmute Stones.


    Going into the latter half of 2023; I really hope that we can find a way to better incentivize using the group finder for harder content, by increasing the rewards, something as simple as raising the value from 10 to 20 for risking Veteran would be enough for me to start running those instead of Normal, daily.

    One thing I've noticed in incomplete pre-made dungeon finder groups for both veteran and normal is that if the tank or healer is the lead the queue can just spin and doesn't pop. When this occurs we transfer the lead to the DPS member and requeue and the queue immediately pops and we have the missing member role filled. I've seen this happen consistently so it might be worth a try next time you experience this.
  • Tyrant_Tim
    Tyrant_Tim
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    Tyrant_Tim wrote: »
    Yesterday, I got a group of three players together on Xbox NA to queue for Veteran Stone Garden to help my friend get purple Arkasis jewelry for his tank. We had all three roles covered, with an opening for a damage dealer. It took us over 45 minutes to find a damage dealer after requeuing multiple times, then after 20 minutes of play, we had a player fall asleep at last boss because of how late it was, then we sat in queue for another 30 minutes.

    Overall, we sat in queue longer than we had spent actually playing the dungeon…

    Eventually it dawned on me, Veteran Dungeon Finder is dead because it lacks incentive to match the risk of associated with queueing for Vets. You get the same reward as a Normal Dungeon…

    10 Transmute Stones.


    Going into the latter half of 2023; I really hope that we can find a way to better incentivize using the group finder for harder content, by increasing the rewards, something as simple as raising the value from 10 to 20 for risking Veteran would be enough for me to start running those instead of Normal, daily.

    One thing I've noticed in incomplete pre-made dungeon finder groups for both veteran and normal is that if the tank or healer is the lead the queue can just spin and doesn't pop. When this occurs we transfer the lead to the DPS member and requeue and the queue immediately pops and we have the missing member role filled. I've seen this happen consistently so it might be worth a try next time you experience this.

    We ran the queue through every party member, same result. That was one of the first things we tested.
  • AvalonRanger
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    We need role certification test small quest at the undaunted area.
    And, give the role quality flag for the players.

    A=legend :D
    B=superior :)
    C=average :|
    D=maybe...fake :#

    If it's possible, then we can use those flag to search the decent role at the random queue.
    It can solve the too much nonsense fake role problem.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • wilykcat
    wilykcat
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    No thanks, I don't need a scoring system that determines what I can and can't do in the game.

    World of warcraft already has one and players still manage to get around it and or abuse it.
    Edited by wilykcat on September 1, 2023 10:00PM
  • FireBreathingNord
    FireBreathingNord
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    In my personal experience, I've noticed that queuing with a tank, healer and 1 dps often results in quicker queue pops. This is especially true during prime time when there are more players looking for groups.





  • Tyrant_Tim
    Tyrant_Tim
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    In my personal experience, I've noticed that queuing with a tank, healer and 1 dps often results in quicker queue pops. This is especially true during prime time when there are more players looking for groups.

    That was the composition of my group and it still took that long, maybe it was due to it being a DLC dungeon and people have been dropping their sub lately, I don’t know.

    Either way, adding incentive would increase the amount of people group queuing and even the worst players can save a group wipe with a soul gem, so I would take any 4th over running just three people, any day of the week.
  • Tyrant_Tim
    Tyrant_Tim
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    We need role certification test small quest at the undaunted area.
    And, give the role quality flag for the players.

    A=legend :D
    B=superior :)
    C=average :|
    D=maybe...fake :#

    If it's possible, then we can use those flag to search the decent role at the random queue.
    It can solve the too much nonsense fake role problem.

    A great way to accomplish this, while adding incentive to head over to the usually empty Fighter’s Guilds, would be to add parse dummies to the halls that give character achievements incrementally, with dungeons having minimum DPS checks.

    It wouldn’t have to be an extravagant number, just the bare minimum to push through content.

    As far as testing tanks or healers, I have no idea, maybe different forms of dummies? One rapidly losing health to check Heals-Per-Second, and one rapidly stacking an amount of cleave damage that you stand in front of trying to survive?

    *cough* *cough* @ZOS_Kevin *cough*
    Edited by Tyrant_Tim on September 1, 2023 10:50PM
  • boi_anachronism_
    boi_anachronism_
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    Tyrant_Tim wrote: »
    We need role certification test small quest at the undaunted area.
    And, give the role quality flag for the players.

    A=legend :D
    B=superior :)
    C=average :|
    D=maybe...fake :#

    If it's possible, then we can use those flag to search the decent role at the random queue.
    It can solve the too much nonsense fake role problem.

    A great way to accomplish this, while adding incentive to head over to the usually empty Fighter’s Guilds, would be to add parse dummies to the halls that give character achievements incrementally, with dungeons having minimum DPS checks.

    It wouldn’t have to be an extravagant number, just the bare minimum to push through content.

    As far as testing tanks or healers, I have no idea, maybe different forms of dummies? One rapidly losing health to check Heals-Per-Second, and one rapidly stacking an amount of cleave damage that you stand in front of trying to survive?

    *cough* *cough* @ZOS_Kevin *cough*

    I mean dunno about all that but having public parse dummies might be nice for new players to kinda get a feel for skills if they wanted. Js
  • svendf
    svendf
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    Tyrant_Tim wrote: »
    We need role certification test small quest at the undaunted area.
    And, give the role quality flag for the players.

    A=legend :D
    B=superior :)
    C=average :|
    D=maybe...fake :#

    If it's possible, then we can use those flag to search the decent role at the random queue.
    It can solve the too much nonsense fake role problem.

    A great way to accomplish this, while adding incentive to head over to the usually empty Fighter’s Guilds, would be to add parse dummies to the halls that give character achievements incrementally, with dungeons having minimum DPS checks.

    It wouldn’t have to be an extravagant number, just the bare minimum to push through content.

    As far as testing tanks or healers, I have no idea, maybe different forms of dummies? One rapidly losing health to check Heals-Per-Second, and one rapidly stacking an amount of cleave damage that you stand in front of trying to survive?

    *cough* *cough* @ZOS_Kevin *cough*

    You can teach test tanks and healers the way they do in 14. Even go further as in 14 - take NPC´s into the dungeon to practise.

    I often took my Paladin (tank) into dungeons to practise with NPC´s
    Edited by svendf on September 4, 2023 6:47PM
  • LittlePinkDot
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    The incentive for me are the monster helmets.

    But I'm only a Healer or a tank. I only pug and there's lots of times I don't get good enough DD's to do the job.
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