Tried to run base game dungeons with newly created characters to get them skill points and to level undaunted in group during last few weeks and it was pretty bad experience. Gave up and ended up soloing most of these out of frustration - yes they are easy and mostly soloable. On the other hand wish it was possible to do group content (even the easy one) in actual group. Would appreciate everyone's thoughts on this (including dev team, if we can reach them) and possible solutions. Maybe
@ZOS_Kevin could pass the feedback upstairs, if we keep it on point and civil?
As it is now, it is nigh impossible to do quests in low-end dungeons by just running the dungeon. And I mean RUNNING - like going as fast as the game lets me, skipping through all dialogue and sticking to rest of group as close as possible. Right now there are dungeons where having group with you prevents you from either even starting the quest, or breaks progress half way through. This is design flaw with the content not "speedrunners x questers" - playing through group content in group should not break ability to get credit for playing through said content. Players should not need to solo group content, manually create specialized quest groups or pray no one in regular group does that one thing that would break the quest.
Few of the recently experienced offenders include:
Selene's web - if anyone touches any mob before NPCs finish their lenghty talk among themselves and quest is interacted with to start the quest, quest can't be started.
Crypt of Hearts I - if any of the players gets to first boss before all of the mobs in first room are dead, quest NPC finishes her monologue and then the quest is accepted, the quest can't be started because players get pulled by "joining encounter in progress" and even if the NPC could still be talked to after fight, there is no way back up to her.
Direfrost Keep - quest can fail in two places: 1) if pressure plates are activated by groupmembers and the gate is opened before Speaking stone in that room gets activated quest won't update further and 2) if anyone starts fight with Iceheart before Guardian of flame is defeated and quest NPC is talked to quest won't update anymore.
... and bassically any dungeon with "joining encaunter in progress" funcion, that also has points where player has to wait before talking to NPC to progress the quest.
Some of the ideas how to make questing more pleasant:
Make dungeon quests (weekly?) repeatable, reward players with extra transmutes and possibly extra dungeon set piece on repeated completion - with more people doing quests, less people will do stuff that break them. Downside is, that the quest still can be broken by somebody, it would be just less likely to happen.
After entering the dungeon with uncompleted quest, have the game ask if player wants the quest or not, the progress quest by going through dungeon (= make listening to NPC chit-chat and talking to quest NPCs optional). Downside is, that some of the quest flags and dialogue might have to be reworked. This is most player-friendly in my opinion, but might be harder to implement to the game.
Add barriers to the dungeon that won't let players continue until quest progress requirements are met - should be easy to implement and quest can't be broken by players anymore. Downside is, that it would be very annoying to anyone not on the quest and might brake speed run achievements. Not fan of this solution, but it is one of the possibilities.
Combination of the above?