You get a reward for a random dungeon because it’s random. That means there’s a certain amount of risk involved, and that risk is rewarded. You might be lucky and get FG1, or you might be unlucky and end up with a difficult DLC dungeon. There are actually DLC dungeons that can turn into a real ordeal even on Normal difficulty with certain players.
There’s no need to reward players for specifically choosing a dungeon. Loot and a little XP are already reward enough.
The risk-reward is not even worth it. Firstly you get the same xp and transmutes from the daily regardless if you pick vet or normal, so having random vet que is pretty much pointless.
When it comes to thinking someone shouldn’t be rewarded for selecting their own dungeon that can go either way. I dont believe if I select a vet DLC dungeon, someone with no eso plus or dlcs should be awarded more then me because they are doing random normal dungeons. Even with the normal and vet randoms, why are they the same daily rewards? I’m not even getting extra transmutes for completing a random vet dungeon instead of a random normal dungeon. Makes no sense to me personally
I do think the system needs a small rework.
We probably don't need random normal dungeon XP rewards. It incentivises highCP players to grind XP by rushing dungeons, which makes for an absolutely terrible first-time dungeon experience for others. Instead they could increase the XP that dungeon quests provide so that doing the dungeons is still encouraged for new players but highCP players will gravitate more towards the daily random veteran dungeons instead, once they have completed all the dungeon quests.
That should be enough to change the dungeon etiquette in normal dungeons for the better and make veteran dungeons in general more popular - which is something everyone can appreciate, provided the XP is actually worthwhile.
You get a reward for a random dungeon because it’s random. That means there’s a certain amount of risk involved, and that risk is rewarded. You might be lucky and get FG1, or you might be unlucky and end up with a difficult DLC dungeon. There are actually DLC dungeons that can turn into a real ordeal even on Normal difficulty with certain players.
There’s no need to reward players for specifically choosing a dungeon. Loot and a little XP are already reward enough.
The risk-reward is not even worth it. Firstly you get the same xp and transmutes from the daily regardless if you pick vet or normal, so having random vet que is pretty much pointless.
When it comes to thinking someone shouldn’t be rewarded for selecting their own dungeon that can go either way. I dont believe if I select a vet DLC dungeon, someone with no eso plus or dlcs should be awarded more then me because they are doing random normal dungeons. Even with the normal and vet randoms, why are they the same daily rewards? I’m not even getting extra transmutes for completing a random vet dungeon instead of a random normal dungeon. Makes no sense to me personally
Of course it's unfair to get the same reward for a random veteran dungeon as for a random normal dungeon. I agree with that.
But that's not what this discussion is about. The OP wants to receive this reward for the first dungeon each day—whether using the Dungeon Finder, playing solo, or any other way. And I think it would be inappropriate to give a reward just for doing say FG1 normal every day.
I don't see the issue. You can still do normal dungeons, you just don't get extra rewards for a daily random normal. If you are at 1000CP while also not being high skill or ability, you also aren't in need to get massive amounts of XP fast for any reason whatsoever. There are plenty of ways to gain XP in this game if you are trying to level something. You can quest while using the skill, you can grind out an area with high enemy density, dolmen surf in Alik'r, you can do crafting writs and master writs while having the skill slotted. You don't need the daily random dungeon for that.
When I'm talking about a high CP player rushing through a dungeon and ruining the experience for a new player, I'm not talking about a low skill player at a high champion point count. But that doesn't make the scenario where rushing happens any less real. The first dungeons you do are people's first impressions of dungeons as a whole, and also of the cooperative aspects of the playerbase as a whole. Giving players bad first impressions is way worse than not giving high CP players an easy way to get XP, because those players don't even stick around long enough to reach highCP levels.
Nobody complains about randoms in vets not knowing the mechanics. People complain about randoms not telling they don't know the mechanics, or about people not willing or able to listen/learn the mechanics, or simply preventing a successful completion of the dungeon in whatever way, in which case, stick to the normal dungeons until you're ready.
I do agree that increasing the rewards on random veteran dungeons would work as an alternative. I'd be fine with that too so long as the increase feels worth it and you can only get the rewards from one - normal or vet.
Not sure about the "If you are at 1000CP while also not being high skill or ability, you also aren't in need to get massive amounts of XP fast for any reason whatsoever." thing. It boggles the mind that someone can arbitrarily say at such and such cp level, you shall get less rewards from activities while the xp for each CP level is increasing steadily the higher you get.
I didnt set foot in a dungeon till I had 1300ish CP and was (then) utterly clueless in how to deal appreciable damage, with your idea I would be resorting to level thru expensive mater writs and the like. Back then I totally appreciated the high dps people burning the dungeon down and carrying me to the end, but thats just me.
The root of the problem raised in the last few posts is the dlc vs basegame dungeons popping up in the random queue.
A better solution might be a separate random queue for those both on normal and on vet, perhaps with separate rewards.
That way when you queue as fake tank on a random normal or vet dlc, you know the group may immediately votekick you if you dont show the traits of a real tank, aka high health, sword and shield and taunt which would be obvious in short order for the latter 2 traits.
Im not convinced blocking or severely penalizing high CP players from using the random normal dungeon queue is a fair or good solution to the rushing or fake tank aspect. I have seen level 10-49s rush from door to door, as well as low cp ones (10-200).
Its not the CP that makes a player annoying and detrimental to other players, it is their mindset.
A egoistic runner is gonna run because its what they think will get them to the end reward fastest, even if in truth they often get stuck waiting at a door with aggro and spending more time waiting there than it would take to kill the trash they avoid.
Id rather see a good solution to address that, but I think that will be very hard for any of us.
Other games block people ignoring each other from being matched to together in queues, perhaps that.
LootAllTheStuff wrote: »I do think the system needs a small rework.
We probably don't need random normal dungeon XP rewards. It incentivises highCP players to grind XP by rushing dungeons, which makes for an absolutely terrible first-time dungeon experience for others. Instead they could increase the XP that dungeon quests provide so that doing the dungeons is still encouraged for new players but highCP players will gravitate more towards the daily random veteran dungeons instead, once they have completed all the dungeon quests.
That should be enough to change the dungeon etiquette in normal dungeons for the better and make veteran dungeons in general more popular - which is something everyone can appreciate, provided the XP is actually worthwhile.
I'm sitting around 1600 CP, and I hate people who rush dungeons, especially when they skip chests! (My user name definitely checks out). Please don't paint with such a broad brush.
To your other suggestion: I don't think higher XP for completing vet dungeons would stop people rushing; if you want to really do that, you'd need to make the total XP contingent on completing side objectives and clearing mobs along the way. If the bulk of the XP is earned for killing the final boss, people are still going to speed-run so they can do more dungeons in the same time.
Solo Dungeons serve a different purpose to Group Dungeons so there wouldn't be anything to cause people to stop doing the latter in favor of the former. Especially since, again, both offer different rewards.
That's not what I said. This is not about the amount of CP you have. Whether you are lvl10 or at 3600CP, doesn't matter. I think receiving a big chunk of XP like that is detrimental for new players because it puts their XP curve way ahead of their learning curve, and high performing players are incentivised to play the same content that's not geared towards them because it's the efficient thing to do. That causes friction - that's the issue I'm trying to resolve here. And I'm also calling into question what a low performing player with high CP actually needs that XP for, because I don't see that as a penalty for them unless someone can explain to me what that XP supposed to accomplish. The transmute gems we can move into pledges if that's the issue (which you can do on normal btw).
Separating DLC and and nonDLC dungeons is another good suggestion in my opinion, because not all veteran dungeons are created equal. And 300CP players with no gear sets that just completed veteran Blackheart Haven on hardmode then want to do Lair of Maarselok on hardmode. Separating those to not be in the same random queue is probably a good idea.
Why are daily bonus dungeon rewards only applied to random dungeons? Bookmark
Solo Dungeons serve a different purpose to Group Dungeons so there wouldn't be anything to cause people to stop doing the latter in favor of the former. Especially since, again, both offer different rewards.
Did I miss something here? are you referring to the 2 solo arenas where you can test yourself and get some decent stuff from the last boss?
If so they really only give the loot and sense of accomplishment, no big exp or transmuts so not relevant to this discussion imo-
LootAllTheStuff wrote: »Part of the road map for the next while included a solo mode for dungeons. Whether we get that in update 51 now is an open question given the layoffs - we've already been told that the remaining team will need to revise the timelines.
Since what I meant was explained already, I'll add that unless I'm forgetting something from the stream we don't know for sure if the Solo Dungeons will have extra experience or Transmutes tied to them or not. But because the whole point of them being rewards for doing Random Dailies is to help fill the groups of specific Dungeons, I don't see why they'd need to encourage people to do Solo Dungeons since there's no one to help.Solo Dungeons serve a different purpose to Group Dungeons so there wouldn't be anything to cause people to stop doing the latter in favor of the former. Especially since, again, both offer different rewards.
Did I miss something here? are you referring to the 2 solo arenas where you can test yourself and get some decent stuff from the last boss?
If so they really only give the loot and sense of accomplishment, no big exp or transmuts so not relevant to this discussion imo-
Since what I meant was explained already, I'll add that unless I'm forgetting something from the stream we don't know for sure if the Solo Dungeons will have extra experience or Transmutes tied to them or not. But because the whole point of them being rewards for doing Random Dailies is to help fill the groups of specific Dungeons, I don't see why they'd need to encourage people to do Solo Dungeons since there's no one to help.
You get a reward for a random dungeon because it’s random. That means there’s a certain amount of risk involved, and that risk is rewarded. You might be lucky and get FG1, or you might be unlucky and end up with a difficult DLC dungeon. There are actually DLC dungeons that can turn into a real ordeal even on Normal difficulty with certain players.
There’s no need to reward players for specifically choosing a dungeon. Loot and a little XP are already reward enough.
The risk-reward is not even worth it. Firstly you get the same xp and transmutes from the daily regardless if you pick vet or normal, so having random vet que is pretty much pointless.
When it comes to thinking someone shouldn’t be rewarded for selecting their own dungeon that can go either way. I dont believe if I select a vet DLC dungeon, someone with no eso plus or dlcs should be awarded more then me because they are doing random normal dungeons. Even with the normal and vet randoms, why are they the same daily rewards? I’m not even getting extra transmutes for completing a random vet dungeon instead of a random normal dungeon. Makes no sense to me personally
Of course it's unfair to get the same reward for a random veteran dungeon as for a random normal dungeon. I agree with that.
But that's not what this discussion is about. The OP wants to receive this reward for the first dungeon each day—whether using the Dungeon Finder, playing solo, or any other way. And I think it would be inappropriate to give a reward just for doing say FG1 normal every day.
Since what I meant was explained already, I'll add that unless I'm forgetting something from the stream we don't know for sure if the Solo Dungeons will have extra experience or Transmutes tied to them or not. But because the whole point of them being rewards for doing Random Dailies is to help fill the groups of specific Dungeons, I don't see why they'd need to encourage people to do Solo Dungeons since there's no one to help.Solo Dungeons serve a different purpose to Group Dungeons so there wouldn't be anything to cause people to stop doing the latter in favor of the former. Especially since, again, both offer different rewards.
Did I miss something here? are you referring to the 2 solo arenas where you can test yourself and get some decent stuff from the last boss?
If so they really only give the loot and sense of accomplishment, no big exp or transmuts so not relevant to this discussion imo-