It's just a link (btw, you need to use the hyperlink icon to make it clickable) to the same Force video about dungeon trolls.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
missed that one when I searched, apologies. How could this be by design however?. I will read up in the other thread, thanks for the info
It is a bad design. Placing chests in dungeon where players are more interested in running to chests and get loot than help team mates. All they have to do is make loot from chests shareable.
It is a problem. One that I commonly see when I try to PUG. At the very least, kicked party members need to be removed from your instance.
Chests (in instanced dungeons only) should have shared loot. It's even starting to become a problem w/ crafting mats in dungeons, though it's not nearly as bad as chest looting is.
How does this make it live? Hopefully there will be a fix in the not too distant future
Yeah, that video is 8 minutes long.. not sure what you're unhappy about from it. If it's the fact that you're not guaranteed a blue from a boss - you aren't in any game I can think of. If you were fighting a raid boss in any other game, you'd get to fight it once, and only one person in the group would get the good item drop out of it. ESO works similarly, except there's nothing to prevent you, in a public dungeon, from standing at the boss's spawn point and hitting it every time it pops back up. I sat in a public dungeon the other day killing adds and boss for about 15 minutes and killed him maybe 10 times.
Yes, it took that long to get a blue out of it (it doesn't always), but the fact that I can farm it by merely hitting it a couple of times makes it >>> every other game.
it's not the non guarantee of loot, hell I've been a raider long enough to know that there is no guarantee of loot no matter how many times you kill a boss. It's the fact that if you have a troll in your party that is only in there to loot the chests, the apparently best chance for loot in a dungeon, and your group decides to kick that troll, he stays in the same dungeon as your party, and can continue to train the mobs and then loot the chests whilst your party is trying to kill said mobs. Or that even if there was only 1 guy looting chests cause, he's got super lock pick skills, there is no item roll system in place to try and prevent him from taking all the loot for himself.
People getting kicked and being able to stay in dungeon is quite dumb, I get that they have a GW2 ish loot system but something needs to be worked for chests. Luckily my groups post what's in them before taking, and thanks for the repost.
I hate the watered down nanny systems many games have, this makes good people and bad people and puts a whole other aspect to the community. It's a community of players, some are bad and some are good and this shows that up.
Normally it doesn't matter how good or bad someone is because the game nannies you, with this if a player is bad they will take your items. That's good, it adds to the atmosphere and community of the game. Why do people want to sanitise everything?
You cant' have a community if everything is bland and policed, have some drama and crazyness. It means you have to talk to people and try to judge them before doing content, mostly people don't even talk to anyone and now they will kind of have to.
Some people wanted "old school". Unfortunately they took the best and the worst of old school.
The game is fun and all, but *really* this game is so poorly thought through and there are so many places where you can see the limits of the game mechanics it's insane.
Happened in my first instanced dungeon run - although it's important to note that the bosses drop shared loot that's actually pretty good too. After that, I just ask people to take turns and, well, they do. There are real selfish people, but not everyone is like that.
...and, yes, I hope that they will institute more formalized rules for this. Or make them shareable. People running off to loot things and training the group is a bigger issue to me than losing out on items.
I hate the watered down nanny systems many games have, this makes good people and bad people and puts a whole other aspect to the community. It's a community of players, some are bad and some are good and this shows that up.
Normally it doesn't matter how good or bad someone is because the game nannies you, with this if a player is bad they will take your items. That's good, it adds to the atmosphere and community of the game. Why do people want to sanitise everything?
You cant' have a community if everything is bland and policed, have some drama and crazyness. It means you have to talk to people and try to judge them before doing content, mostly people don't even talk to anyone and now they will kind of have to.
Nope, it will be the straw that broke the camel's back. People are already unhappy with the bugs and other issues that they will not want to deal with assholes on top of the rest and will quit the game. Or in my case read about the multitude of problems and spend my money elsewhere.
Sigh. Yet another misleading information. Wondering why the FORCE guy now releases biased videos.
1) You can get loot out of dungeon chests, but if you actually want to farm loot you DO NOT RUN group dungeons. There are enough very interesting spots in the open world that offer mobs with high drop rates and even if there is another player you get your own loot.
2) Dungeon bosses DO HAVE loot. It's just that the good drops are rare. Don't expect the game to throw purple/gold items on you just because you are in a dungeon. *laugh* Also, levels 1-15 you usually get green drop items. Blueish drop items become more common from level 15+ on. Purple drop items will start to drop at roundabout 30-35, but they are rare. Crafting is a solution to get purps quicker, but a level3 minion gatherer is recommended.
3) If you find a player that is acting in an unsocial way, write down his name on your personal blacklist and never invite him again. While a kick should lead to the banned player being booted out of the dungeon, the group could still simply reform and run the dungeon again.
I don't pug - but my main purpose is doing dungeons is to gain a skill point.
Loot is completely irrelevant to me.
I will add that I play them for enjoyment too but I pretty much agree. I'll enter with known good associates who can talk things through. If I want to farm chests I can run around the greater zone itself and find dozens of them.
I cannot hide my amazement over how many people freak the fuck out over things like this when the solution to this issue is completely within the hands of the players ... group with guildies or actually talk to the people you grouped with before entering. Millions of players have played mmos before any group finder was ever added to older games and somehow managed to get through them without pitch forks and fire and mob rushing the developers front doors. Today, if devs do not provide every tool imaginable that allows players to not actually talk to each other the player base launches into an online version Egyptian-style protests.
I agree these tools (and fixes) are needed but not because they are convenient but because players completely fail at being able to talk to each other.
I would assume that if the three remaining group members all logged out and then back in they would be placed in a different instance than the fourth person who was out of their group.
missed that one when I searched, apologies. How could this be by design however?. I will read up in the other thread, thanks for the info
It is a bad design. Placing chests in dungeon where players are more interested in running to chests and get loot than help team mates. All they have to do is make loot from chests shareable.
Exactly.
MMO Building 101:
If you build a system in which a player can screw over other players and benefit from it, don't be surprised when they do it. Also don't be surprised when you start losing subs.
Heck, there are lots of people who jump at the chance of screwing over other players even when they DON'T benefit from it.
If this is by design, then it's a crappy design choice. It was abandoned by most games last decade for countless good reasons.
I don't pug - but my main purpose is doing dungeons is to gain a skill point.
Loot is completely irrelevant to me.
I will add that I play them for enjoyment too but I pretty much agree. I'll enter with known good associates who can talk things through. If I want to farm chests I can run around the greater zone itself and find dozens of them.
I cannot hide my amazement over how many people freak the fuck out over things like this when the solution to this issue is completely within the hands of the players ... group with guildies or actually talk to the people you grouped with before entering. Millions of players have played mmos before any group finder was ever added to older games and somehow managed to get through them without pitch forks and fire and mob rushing the developers front doors. Today, if devs do not provide every tool imaginable that allows players to not actually talk to each other the player base launches into an online version Egyptian-style protests.
I agree these tools (and fixes) are needed but not because they are convenient but because players completely fail at being able to talk to each other.
Thank you! I totally agree.
It's a shame that players freak out and cry for the developers to take their hand just because they are not able to communicate or act on their own. And then when regulations are implemented, they cry again that they always have bad luck when "rolling" on a chest.
Unfortunately it's another example of game devs doing it their own way - purely for the sake of "doing it their own way"
What is important when running a dungeon? Not how the loot is served up at the end for sure. Ok, players want the gear, but like other posters on here I've raided and loot has dropped for other classes - no problem here we all helped and at other times it dropped for me.
The important thing is gameplay, how good the dungeon/instance is.
How the loot is served up at the end should be a two second dev decision - all those who can wear/use the item get to roll. If no one needs then all roll.
But like their AH system they spend time messing about with utility features instead of focusing on main gameplay.
I hate the watered down nanny systems many games have, this makes good people and bad people and puts a whole other aspect to the community. It's a community of players, some are bad and some are good and this shows that up.
Normally it doesn't matter how good or bad someone is because the game nannies you, with this if a player is bad they will take your items. That's good, it adds to the atmosphere and community of the game. Why do people want to sanitise everything?
You cant' have a community if everything is bland and policed, have some drama and crazyness. It means you have to talk to people and try to judge them before doing content, mostly people don't even talk to anyone and now they will kind of have to.
I agree:
Kind of a sad commentary of the society we live in. Personally I hope they don't change it, except to be able to boot the offender form the instance.
I don't want Zenimax to have to nanny and protect me from nimrod's. I want to be able to do that myself.
I don't pug - but my main purpose is doing dungeons is to gain a skill point.
Loot is completely irrelevant to me.
I will add that I play them for enjoyment too but I pretty much agree. I'll enter with known good associates who can talk things through. If I want to farm chests I can run around the greater zone itself and find dozens of them.
I cannot hide my amazement over how many people freak the fuck out over things like this when the solution to this issue is completely within the hands of the players ... group with guildies or actually talk to the people you grouped with before entering. Millions of players have played mmos before any group finder was ever added to older games and somehow managed to get through them without pitch forks and fire and mob rushing the developers front doors. Today, if devs do not provide every tool imaginable that allows players to not actually talk to each other the player base launches into an online version Egyptian-style protests.
I agree these tools (and fixes) are needed but not because they are convenient but because players completely fail at being able to talk to each other.
Thank you! I totally agree.
It's a shame that players freak out and cry for the developers to take their hand just because they are not able to communicate or act on their own. And then when regulations are implemented, they cry again that they always have bad luck when "rolling" on a chest.
So much negativity o.O
There is no need of rolling. Every player has its own loot pool when boss is killed. Same thing needs to be done with chest. When one player opens it everyone gets their own loot.
You don't want Zenimax to nanny players and players don't want to nanny other players. Majority of people want to log in and have fun rather than deal with these kind of people.
This is the first problem with ESO I can get why someone would be upset. Dungeons are the core of most peoples play time and it being that messed up by design... working as intended. If I loved the game and they didnt change how it works I would quit over this alone.
It is the DEVs given right to create the game the way he wants to. Listening and implementing players wishes is of course an important process, but as far as I have experienced players often do not know what they actually want or would break the vision of a game with some of their ideas. That's why I firmly believe that one of the key competences of a good DEV / Game Designer is whine resistance.
The statement "Unfortunately it's another example of game devs doing it their own way - purely for the sake of "doing it their own way" is quite arrogant. The ZM Devs create games to make a living and they do a very good job. But if you believe to be better in creating games, please do not hesitate and go ahead. Developers like Markus Persson or Dean Hall have proven that it is possible to create successfull title with a small team or even alone.
But on the other hand ... nah! Crying for a World of Warcraft style loot system is much easier!
It is the DEVs given right to create the game the way he wants to. Listening and implementing players wishes is of course an important process, but as far as I have experienced players often do not know what they actually want or would break the vision of a game with some of their ideas. That's why I firmly believe that one of the key competences of a good DEV / Game Designer is whine resistance.
The statement "Unfortunately it's another example of game devs doing it their own way - purely for the sake of "doing it their own way" is quite arrogant. The ZM Devs create games to make a living and they do a very good job. But if you believe to be better in creating games, please do not hesitate and go ahead. Developers like Markus Persson or Dean Hall have proven that it is possible to create successfull title with a small team or even alone.
But on the other hand ... nah! Crying for a World of Warcraft style loot system is much easier!
/facepalm
What has this issue got anything to do with WOW? its because of attitude like these why it is hard to have any sensible discussion on these forums. No wonder shit hits the fan in 2 pages on every topic.
Comments
srry, had issue with editor and popping the link
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
It's by design. For more info, please see extensive thread already created on this:
http://www.mmorpg.com/discussion2.cfm/thread/409654/page/1
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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missed that one when I searched, apologies. How could this be by design however?. I will read up in the other thread, thanks for the info
Chests... yeah, that'll need to change in non-public dungeons, sure. For PUGs. I don't PUG.
It is a bad design. Placing chests in dungeon where players are more interested in running to chests and get loot than help team mates. All they have to do is make loot from chests shareable.
Definitely agreed on this.
It is a problem. One that I commonly see when I try to PUG. At the very least, kicked party members need to be removed from your instance.
Chests (in instanced dungeons only) should have shared loot. It's even starting to become a problem w/ crafting mats in dungeons, though it's not nearly as bad as chest looting is.
it's not the non guarantee of loot, hell I've been a raider long enough to know that there is no guarantee of loot no matter how many times you kill a boss. It's the fact that if you have a troll in your party that is only in there to loot the chests, the apparently best chance for loot in a dungeon, and your group decides to kick that troll, he stays in the same dungeon as your party, and can continue to train the mobs and then loot the chests whilst your party is trying to kill said mobs. Or that even if there was only 1 guy looting chests cause, he's got super lock pick skills, there is no item roll system in place to try and prevent him from taking all the loot for himself.
This is a great addition to me eyes.
I hate the watered down nanny systems many games have, this makes good people and bad people and puts a whole other aspect to the community. It's a community of players, some are bad and some are good and this shows that up.
Normally it doesn't matter how good or bad someone is because the game nannies you, with this if a player is bad they will take your items. That's good, it adds to the atmosphere and community of the game. Why do people want to sanitise everything?
You cant' have a community if everything is bland and policed, have some drama and crazyness. It means you have to talk to people and try to judge them before doing content, mostly people don't even talk to anyone and now they will kind of have to.
Some people wanted "old school". Unfortunately they took the best and the worst of old school.
The game is fun and all, but *really* this game is so poorly thought through and there are so many places where you can see the limits of the game mechanics it's insane.
Happened in my first instanced dungeon run - although it's important to note that the bosses drop shared loot that's actually pretty good too. After that, I just ask people to take turns and, well, they do. There are real selfish people, but not everyone is like that.
...and, yes, I hope that they will institute more formalized rules for this. Or make them shareable. People running off to loot things and training the group is a bigger issue to me than losing out on items.
Nope, it will be the straw that broke the camel's back. People are already unhappy with the bugs and other issues that they will not want to deal with assholes on top of the rest and will quit the game. Or in my case read about the multitude of problems and spend my money elsewhere.
Sigh. Yet another misleading information. Wondering why the FORCE guy now releases biased videos.
1) You can get loot out of dungeon chests, but if you actually want to farm loot you DO NOT RUN group dungeons. There are enough very interesting spots in the open world that offer mobs with high drop rates and even if there is another player you get your own loot.
2) Dungeon bosses DO HAVE loot. It's just that the good drops are rare. Don't expect the game to throw purple/gold items on you just because you are in a dungeon. *laugh* Also, levels 1-15 you usually get green drop items. Blueish drop items become more common from level 15+ on. Purple drop items will start to drop at roundabout 30-35, but they are rare. Crafting is a solution to get purps quicker, but a level3 minion gatherer is recommended.
3) If you find a player that is acting in an unsocial way, write down his name on your personal blacklist and never invite him again. While a kick should lead to the banned player being booted out of the dungeon, the group could still simply reform and run the dungeon again.
Why is random whine getting common nowadays!?
I will add that I play them for enjoyment too but I pretty much agree. I'll enter with known good associates who can talk things through. If I want to farm chests I can run around the greater zone itself and find dozens of them.
I cannot hide my amazement over how many people freak the fuck out over things like this when the solution to this issue is completely within the hands of the players ... group with guildies or actually talk to the people you grouped with before entering. Millions of players have played mmos before any group finder was ever added to older games and somehow managed to get through them without pitch forks and fire and mob rushing the developers front doors. Today, if devs do not provide every tool imaginable that allows players to not actually talk to each other the player base launches into an online version Egyptian-style protests.
I agree these tools (and fixes) are needed but not because they are convenient but because players completely fail at being able to talk to each other.
You stay sassy!
Exactly.
MMO Building 101:
If you build a system in which a player can screw over other players and benefit from it, don't be surprised when they do it. Also don't be surprised when you start losing subs.
Heck, there are lots of people who jump at the chance of screwing over other players even when they DON'T benefit from it.
If this is by design, then it's a crappy design choice. It was abandoned by most games last decade for countless good reasons.
Thank you! I totally agree.
It's a shame that players freak out and cry for the developers to take their hand just because they are not able to communicate or act on their own. And then when regulations are implemented, they cry again that they always have bad luck when "rolling" on a chest.
So much negativity o.O
Unfortunately it's another example of game devs doing it their own way - purely for the sake of "doing it their own way"
What is important when running a dungeon? Not how the loot is served up at the end for sure. Ok, players want the gear, but like other posters on here I've raided and loot has dropped for other classes - no problem here we all helped and at other times it dropped for me.
The important thing is gameplay, how good the dungeon/instance is.
How the loot is served up at the end should be a two second dev decision - all those who can wear/use the item get to roll. If no one needs then all roll.
But like their AH system they spend time messing about with utility features instead of focusing on main gameplay.
I agree:
Kind of a sad commentary of the society we live in. Personally I hope they don't change it, except to be able to boot the offender form the instance.
I don't want Zenimax to have to nanny and protect me from nimrod's. I want to be able to do that myself.
Oh... did I mention...
Zenimax kicked my dog
"Be water my friend" - Bruce Lee
There is no need of rolling. Every player has its own loot pool when boss is killed. Same thing needs to be done with chest. When one player opens it everyone gets their own loot.
You don't want Zenimax to nanny players and players don't want to nanny other players. Majority of people want to log in and have fun rather than deal with these kind of people.
It is the DEVs given right to create the game the way he wants to. Listening and implementing players wishes is of course an important process, but as far as I have experienced players often do not know what they actually want or would break the vision of a game with some of their ideas. That's why I firmly believe that one of the key competences of a good DEV / Game Designer is whine resistance.
The statement "Unfortunately it's another example of game devs doing it their own way - purely for the sake of "doing it their own way" is quite arrogant. The ZM Devs create games to make a living and they do a very good job. But if you believe to be better in creating games, please do not hesitate and go ahead. Developers like Markus Persson or Dean Hall have proven that it is possible to create successfull title with a small team or even alone.
But on the other hand ... nah! Crying for a World of Warcraft style loot system is much easier!
/facepalm
What has this issue got anything to do with WOW? its because of attitude like these why it is hard to have any sensible discussion on these forums. No wonder shit hits the fan in 2 pages on every topic.