Because any dungeon is created to be played, not skipped. I believe the developers and the entire design team make dungeons so players actually play the game instead of skipping it. You want to skip? Fine, skip it. Don’t enter. Go play alone.
But anyway… this is ESO. A game where nothing makes sense. A game where players play the game just to skip it. A game where developers spend company time, resources, and money to create content for players to play, and at the same time allow them to skip all of it. Same for mechanics. Developers and the rest of the team invent crazy mechanics just for players to skip them all with DPS. What a [snip] game ESO has turned into.
You want to skip it? Why go there at all? Don’t go, and congrats, you just skipped it.
AvalonRanger wrote: »Because any dungeon is created to be played, not skipped. I believe the developers and the entire design team make dungeons so players actually play the game instead of skipping it. You want to skip? Fine, skip it. Don’t enter. Go play alone.
But anyway… this is ESO. A game where nothing makes sense. A game where players play the game just to skip it. A game where developers spend company time, resources, and money to create content for players to play, and at the same time allow them to skip all of it. Same for mechanics. Developers and the rest of the team invent crazy mechanics just for players to skip them all with DPS. What a [snip] game ESO has turned into.
You want to skip it? Why go there at all? Don’t go, and congrats, you just skipped it.
Then, why we can use mount at the Blood Forge?
AvalonRanger wrote: »Basically say, level design is tool for how to design the game.
Redundancy is not the game concept at all.
If that dungeon concept was "sniper mission" like call of duty 4. then I'll accept it though...
AvalonRanger wrote: »Because any dungeon is created to be played, not skipped. I believe the developers and the entire design team make dungeons so players actually play the game instead of skipping it. You want to skip? Fine, skip it. Don’t enter. Go play alone.
But anyway… this is ESO. A game where nothing makes sense. A game where players play the game just to skip it. A game where developers spend company time, resources, and money to create content for players to play, and at the same time allow them to skip all of it. Same for mechanics. Developers and the rest of the team invent crazy mechanics just for players to skip them all with DPS. What a [snip] game ESO has turned into.
You want to skip it? Why go there at all? Don’t go, and congrats, you just skipped it.
Then, why we can use mount at the Blood Forge?
AvalonRanger wrote: »Because any dungeon is created to be played, not skipped. I believe the developers and the entire design team make dungeons so players actually play the game instead of skipping it. You want to skip? Fine, skip it. Don’t enter. Go play alone.
But anyway… this is ESO. A game where nothing makes sense. A game where players play the game just to skip it. A game where developers spend company time, resources, and money to create content for players to play, and at the same time allow them to skip all of it. Same for mechanics. Developers and the rest of the team invent crazy mechanics just for players to skip them all with DPS. What a [snip] game ESO has turned into.
You want to skip it? Why go there at all? Don’t go, and congrats, you just skipped it.
Then, why we can use mount at the Blood Forge?
Don’t mention it or ZOS might take it away from us too :,(.
Every outdoor area of a dungeon feels like you should be able to mount there, so when you can’t, it’s frustrating. That said, I would say there’s a near 0% chance we GAIN the ability to mount in dungeons as the point of the dungeon is to kill everything. Even though you and I might do skips, the devs intend for us to kill everything. They’re not going to make it easier for us to not kill things.
AvalonRanger wrote: »Basically say, level design is tool for how to design the game.
Redundancy is not the game concept at all.
If that dungeon concept was "sniper mission" like call of duty 4. then I'll accept it though...
https://www.youtube.com/watch?v=x3bfcM5vWpEAvalonRanger wrote: »Basically say, level design is tool for how to design the game.
Redundancy is not the game concept at all.
If that dungeon concept was "sniper mission" like call of duty 4. then I'll accept it though...
And a game should be something players log in to play, not to skip. Why do people even log in just to skip the game? I mean… why?
Because they’re tired? Don’t log in.
Because dungeons are boring? Don’t do them.
Whatever excuse players want to find to justify skipping content, then just don’t do it.
At this point, I only log in for less than five minutes everyday. And honestly, I’m so tired of the game, not the game itself, but what ESO has turned into. I didn’t even log in today to grab the last 3tickets. Why? Because for me, the game is bad as hell right now.
So… should I ask to be given the tickets for free without playing the game?
Why do other players have the right to earn rewards after skipping the game, but I don’t have the same right to get those three tickets without logging in?
I’m skipping too… No??
Because any dungeon is created to be played, not skipped. I believe the developers and the entire design team make dungeons so players actually play the game instead of skipping it. You want to skip? Fine, skip it. Don’t enter. Go play alone.
But anyway… this is ESO. A game where nothing makes sense. A game where players play the game just to skip it. A game where developers spend company time, resources, and money to create content for players to play, and at the same time allow them to skip all of it. Same for mechanics. Developers and the rest of the team invent crazy mechanics just for players to skip them all with DPS. What a [snip] game ESO has turned into.
You want to skip it? Why go there at all? Don’t go, and congrats, you just skipped it.
Personofsecrets wrote: »Because any dungeon is created to be played, not skipped. I believe the developers and the entire design team make dungeons so players actually play the game instead of skipping it. You want to skip? Fine, skip it. Don’t enter. Go play alone.
But anyway… this is ESO. A game where nothing makes sense. A game where players play the game just to skip it. A game where developers spend company time, resources, and money to create content for players to play, and at the same time allow them to skip all of it. Same for mechanics. Developers and the rest of the team invent crazy mechanics just for players to skip them all with DPS. What a [snip] game ESO has turned into.
You want to skip it? Why go there at all? Don’t go, and congrats, you just skipped it.
This is funny since a large portion of the starting area in Black Gem Foundry can be skipped.
what he's talking about is the extreme amount of time it takes per run,
AvalonRanger wrote: »AvalonRanger wrote: »Basically say, level design is tool for how to design the game.
Redundancy is not the game concept at all.
If that dungeon concept was "sniper mission" like call of duty 4. then I'll accept it though...https://www.youtube.com/watch?v=x3bfcM5vWpE
Tank: "DPS. Can you snipe that monster?"
DPS: "Yes sir captain. But I need taunt."
Tank: "....".
Otherwise, no more "vacant landscape mesh" anymore.
Dungeon lengths are normally fine, but the biggest issue with dungeons is the time it takes to find one. A DD can easily wait 30-60 minutes in queue for a specific dungeon, while a tank is subjected to getting very bad players as a tradeoff for faster queue times. The problem is exacerbated in vet mode. When this is factored in, it is an extreme amount of time per run.
Dungeon lengths are normally fine, but the biggest issue with dungeons is the time it takes to find one. A DD can easily wait 30-60 minutes in queue for a specific dungeon, while a tank is subjected to getting very bad players as a tradeoff for faster queue times. The problem is exacerbated in vet mode. When this is factored in, it is an extreme amount of time per run.
Find friends. Form a dungeon group. Have regular runs. Learn and improve together. It's a big game, with lots of players, connected from all over the world, and set in a fantasy world ... MMORPG.
Dungeon lengths are normally fine, but the biggest issue with dungeons is the time it takes to find one. A DD can easily wait 30-60 minutes in queue for a specific dungeon, while a tank is subjected to getting very bad players as a tradeoff for faster queue times. The problem is exacerbated in vet mode. When this is factored in, it is an extreme amount of time per run.
Find friends. Form a dungeon group. Have regular runs. Learn and improve together. It's a big game, with lots of players, connected from all over the world, and set in a fantasy world ... MMORPG.
Telling someone to find friends is the same as telling a depressed person to just be happy. It's easier said than done and doesn't fix the problem.
Dungeon lengths are normally fine, but the biggest issue with dungeons is the time it takes to find one. A DD can easily wait 30-60 minutes in queue for a specific dungeon, while a tank is subjected to getting very bad players as a tradeoff for faster queue times. The problem is exacerbated in vet mode. When this is factored in, it is an extreme amount of time per run.
Find friends. Form a dungeon group. Have regular runs. Learn and improve together. It's a big game, with lots of players, connected from all over the world, and set in a fantasy world ... MMORPG.
Telling someone to find friends is the same as telling a depressed person to just be happy. It's easier said than done and doesn't fix the problem.
The length of some dungeons combined with whatever mechanics they setup, can actually take a notably long amount of time to clear. This is not just me talking. I remember Maarselok madness and others as well. People will sometimes quit playing out of sheer boredom and fatigue. Ask me how I know that. It's one thing for the devs to setup a nice raid, but it's another to make it so dang tedious and lengthy that people get bored by it.
That said... I am well aware of what could be done. Believe that. But what could happen and what actually does happen ain't ever been similar. You make it sound so easy and you know what? For some it could be easier. But it's just not that simple. Everyone is not a umm DPS Superstar (though it's always a welcome thing when they are), they not always familiar with the run either. In fact, often there's so much gear to grind, especially if you're looking for all of it, that your Team is generally going to be randoms who are doing the best they can. Lot of times there are problems along the way. Sometimes there are bugs and the damn thing needs to get reset. Alot can happen and the volume of runs required is such that encourages things to happen by the extreme repetition. And that's not just my opinion; that's by the numbers.
There's a difference between what we think can be done and what people can actually do. And the gear grind for some of these runs is are ridiculous.
The length of some dungeons combined with whatever mechanics they setup, can actually take a notably long amount of time to clear. This is not just me talking. I remember Maarselok madness and others as well. People will sometimes quit playing out of sheer boredom and fatigue. Ask me how I know that. It's one thing for the devs to setup a nice raid, but it's another to make it so dang tedious and lengthy that people get bored by it.
That said... I am well aware of what could be done. Believe that. But what could happen and what actually does happen ain't ever been similar. You make it sound so easy and you know what? For some it could be easier. But it's just not that simple. Everyone is not a umm DPS Superstar (though it's always a welcome thing when they are), they not always familiar with the run either. In fact, often there's so much gear to grind, especially if you're looking for all of it, that your Team is generally going to be randoms who are doing the best they can. Lot of times there are problems along the way. Sometimes there are bugs and the damn thing needs to get reset. Alot can happen and the volume of runs required is such that encourages things to happen by the extreme repetition. And that's not just my opinion; that's by the numbers.
There's a difference between what we think can be done and what people can actually do. And the gear grind for some of these runs is are ridiculous.
People don't need to be DPS superstars. They are dungeons, the same gear drops on normal as it does on veteran. Randoms are always a factor, which is why I'd suggest running it with non-randoms.
That doesn't change the reality that even if it took an hour to clear that still isn't an "extreme amount of time".
twisttop138 wrote: »
Dungeon lengths are normally fine, but the biggest issue with dungeons is the time it takes to find one. A DD can easily wait 30-60 minutes in queue for a specific dungeon, while a tank is subjected to getting very bad players as a tradeoff for faster queue times. The problem is exacerbated in vet mode. When this is factored in, it is an extreme amount of time per run.
Find friends. Form a dungeon group. Have regular runs. Learn and improve together. It's a big game, with lots of players, connected from all over the world, and set in a fantasy world ... MMORPG.
Telling someone to find friends is the same as telling a depressed person to just be happy. It's easier said than done and doesn't fix the problem.
You don't have to find friends. The next time you're in a popular zone, look at the recruitment spam. There are many guilds out there that do just dungeons or whatever it is people like. It can be hard, sure. My social guild does vet dungeon learning runs weekly, my trials guilds do many learning runs a week. There's no shortage of folks that would love to find players that are also interested in learning and progressing together. If you're on psna DM me.
twisttop138 wrote: »
Dungeon lengths are normally fine, but the biggest issue with dungeons is the time it takes to find one. A DD can easily wait 30-60 minutes in queue for a specific dungeon, while a tank is subjected to getting very bad players as a tradeoff for faster queue times. The problem is exacerbated in vet mode. When this is factored in, it is an extreme amount of time per run.
Find friends. Form a dungeon group. Have regular runs. Learn and improve together. It's a big game, with lots of players, connected from all over the world, and set in a fantasy world ... MMORPG.
Telling someone to find friends is the same as telling a depressed person to just be happy. It's easier said than done and doesn't fix the problem.
You don't have to find friends. The next time you're in a popular zone, look at the recruitment spam. There are many guilds out there that do just dungeons or whatever it is people like. It can be hard, sure. My social guild does vet dungeon learning runs weekly, my trials guilds do many learning runs a week. There's no shortage of folks that would love to find players that are also interested in learning and progressing together. If you're on psna DM me.
Weekly learning runs are a different thing from grinding out a set though, which is the use case I'm speaking from. It's not easy to find 2-3 individuals who would be willing to run the same dungeon for 3-4 hours straight to no real benefit for them. And I've been in guilds for pledges. Even for those, it's usually crickets or only 1 person, to which you still need to queue and wait. It's faster with 1 other person, yes, but the wait can still be long before the queue pops. Group finder is the same, and I would argue that it's longer than just queueing for the dungeon you want because on average, I still had to wait 30+ minutes for the roles to fill through that method.
The original point I was refuting is that yes, it is an extreme amount of time when you factor in the wait times between runs. Like, vSE only takes roughly 30 minutes to complete. In that vacuum, it's not an extreme amount of time per run, but once you take it out of that vacuum and factor in the 30-60+ minutes it takes to form the group in GF while also advertising in guilds and multiple zones, it becomes an extreme amount of time per run when grinding for a set. I'm not saying it's a problem ZOS has to devote time to fix. It's a population issue, not a game design issue. I'm just pointing out to the other person that it is an extreme amount of time per run when factoring in wait times, and that you can't just conveniently find friends to speed things up.