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Random Dungeon - Low level toon booted from the party... in the freak'n Cloak Tower!

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  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    edited November 2017
    Random queues were a dumb idea. I can only imagine it was intended to pad the playerbase for lesser queued content. I speed run the levelling dungeons on 4 toons, 16, 13, 12.5, and 10k respectively. Initially I was careful to go slowish, and try to clear.... but now it's like ruùuuuuuuuun....

    Just take fib, tong and mps away from the epic q, and problem solved.

    Devs watching closely. Lol. Halve bondings, introduce new ranks, throttle ad behind random queues... erm, you didn't need binoculars to see this coming.
    No idea what my toon is now.
  • namelesshero347namelesshero347 Member Posts: 2,109 Arc User
    edited November 2017
    If you have multiple toons, you should just do ERQ. Don't worry about FBI or mSP, it's more of a nuisance than a problem. On the few occasion I get them, I wait a bit. Usually someone will leave. Then I can leave with no penalty. If no one leaves after 10 seconds, then I leave and switch toons. No biggie.

    Most of the time, you get something fast like eSoT, KR, VT, or even eToS. Even if you get something a bit longer like CN/eGWD/eCC, it is still kind of fast because the quality of toons in ERQ is much higher than pre-mod 12b public queue.

    I've been spending like 30% less time in the game now, and making the same RAD as before. I don't even do the LRQ. But since you can get the bonus RAD for doing both dungeon RQ, many people will still do the LRQ. They should not give bonus RAD for LRQ to people who qualifies for ERQ.
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,153 Arc User
    manipulos said:


    When a new player hits level 70 on first character what are they ~6K item level maybe? So if they can't queue for a leveling dungeon to get a small bit of AD per day they will have to hit 10K item level and unlock the skirmishes to get their first Random category opened right? I doubt many people would stick that out, then we lose most new players and the game dies. The more you analyze the random queue system the worse it looks :P

    The lock starts at level 64 if you don't have the 7.5k il needed for Master of the Hunt. Once you hit level 70 the il requirement jumps to 10k for the skirmishes.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    This is exactly what they were told would happen. Forcing people to run things the way THEY want it run is a recipe for disaster. Now you have to look at both sides of this too. From the perspective of the BIS folks at the final boss, they were coerced into running the random queue. They aren't there by choice. Of course they will get impatient if they have to wait for someone to show up at the door. They are just doing what the devs forced them to do. Previously, they would have just run this content solo and no lowbies would have gotten run over.

    If they had killed everything as they went... & level 70's can one-shot with an AOE encounter or at-will, so there are no excuses... they wouldn't have been waiting.
  • asterotgasterotg Member Posts: 1,742 Arc User
    edited November 2017

    This is exactly what they were told would happen. Forcing people to run things the way THEY want it run is a recipe for disaster. Now you have to look at both sides of this too. From the perspective of the BIS folks at the final boss, they were coerced into running the random queue. They aren't there by choice. Of course they will get impatient if they have to wait for someone to show up at the door. They are just doing what the devs forced them to do. Previously, they would have just run this content solo and no lowbies would have gotten run over.

    If they had killed everything as they went... & level 70's can one-shot with an AOE encounter or at-will, so there are no excuses... they wouldn't have been waiting.
    That is not entirely right. Speaking of normal SP, there are adds, that dont attack, if you dont get near to them. Some on the way, some in two big rooms. Should you pull and kill all of them, so a wandering player does not trigger them even, if they are out of the way and there is no valid reason, to pull them.

    As I described before, in VT is a spawn at the first campfire, when you killed the first groups of trash adds. Are we supposed, to go back and kill the spawn, so the 5 min AFK slackers dont get killed by them? As I said before, there is no problem in doing your share and more, but EVERYONE should be able to contribute something and if a player cant kill one add in a leveling dungeon or 3 players get killed by 3 adds in VT, I wont take the blame for not killing respawns etc.

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  • dafrca#4810 dafrca Member Posts: 469 Arc User
    edited November 2017

    For people under 30 the reward would be high XP and gold gain over AD.

    Why is it that so many think players below 70, or in this case below 30, do not need AD? The whole game is based on AD and to say any character does not need it is just being dishonest about the value to AD in the ability to level and obtain valued items in the game.

    In the end, no matter what developers do, it is up to us players to make the game fun and enjoyable for others. Don't be !@#$ to others and help each other to have fun!

    Amen to this thought. :)

  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,153 Arc User
    asterotg said:



    As I described before, in VT is a spawn at the first campfire, when you killed the first groups of trash adds. Are we supposed, to go back and kill the spawn, so the 5 min AFK slackers dont get killed by them? As I said before, there is no problem in doing your share and more, but EVERYONE should be able to contribute something and if a player cant kill one add in a leveling dungeon or 3 players get killed by 3 adds in VT, I wont take the blame for not killing respawns etc.

    How about simply opening the door at the top of the stairs that lead to/from the spawn point?
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    And remember, eventually anyone below 12K IL will be forced into leveling dungeons for daily RAD and will be removed from the Dungeoneers Shards dungeon quest.

    That is the way Epic Random Queue is designed to develope. As new higher gates come in for Heroes' Accord, everything below that gateway drops into the same slot as VT, ECC, EToS and Malabogs... the assumption being that everyone who matters will have already got there before the new mod drops...

    But... new players who begin their NWO experience at that point will look at leveling Dungeons, and realise that they will have to get from where they are as rank beginners to 12K... as well as unlocking FBI, MSPC, TONG, and whatever else comes in the next few mods, before they ever get past being viewed and regarded as "Noobs"...

    While many people will enjoy the "As long as I'm alright Jack..." mentality, that system will only slow any potential growth within the game long term. It will be harder for guilds to reach the dizzy heights of L20 since many of those smaller guilds will not be able to produce the required dungeoneers shards to advance. And character growth to 12K based on new RP rules is no guarantee that 12K is affordable for many newer players, (let alone the grind involved in unlocking all the campaign gateways from SKT upward to whatever the next few mods add on top of the current three highest end game campaigns)
  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User
    .
    micky1p00 said:

    Nothing here is about might make it right. It's only about different types thrown together into the same place. A simple comparison will be organizing a tour and instead of making one long 5mile foot track for 20+ years old trek loving people, one with night clubs etc.. for their crowd and museums and sites for the appropriate customers. You take everyone together and shove them into a trek. So you end up with art/history 70 years olds really 'enjoying' the 5 mile 'walk'..etc... The trekers love the group speed at 0miles per hour. And the club goers really enjoying it all, they signed up for a casino and got no one know what.

    Everyone can be polite about it. Try their best to accommodate. But at the end, if someone asks "Did you enjoy your trip?" The answer for most will be no.
    And this is on the trip organizers.

    A lovely analogy. Hits the nail on the head. The only question is if Cryptic - devs or management, whoever is responsible - will admit to their error and correct (roll back) it. If you ask me, they will remain silent for a long time still before they react.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User

    Let us revisit these goals set by the Dev. I already commented these goals either does not make sense or could not be achieved before mod 12b landed in the preview thread.

    ------------------------------------------------------------------------------------------

    Incentivize playing roles that are currently underplayed to reduce queue wait times.
    OK, they got me...
    How does implementing a flat 11K, FBI, MSPC and Everfrost lockout incentivize anyone to start playing a NEW character?
    Cos that' got to be the goal right?

    "Damn these queues... even despite the new Random Queue system they still aren't firing fast enough for me... I know what! I'll start a DC and level it up so that I can help! OK it will take me the next three months and doing the square root of naff all on my main, but hell it will be worth it to see those queues popping like corn!"

    Is the whole queues firing faster thing dependent on this goal or... I dunno... it seems that if the other stuff isn;t going to help to the point where they need new clerics and tanks, isn't this goal a bit... desperate?
  • trinity706#8838 trinity706 Member Posts: 853 Arc User
    As long as negative players influence various parts of the game corresponding changes will especially keep coming about:

    Unbound enchantments from Wanderer's Fortune/Fey Blessing/Dragon Hoard > AFK farmers/bots > Bound enchantments from WF/FB/DF

    Players manually queuing the easiest content for bonus RAD > Random queue to get RAD (or salvage)

    Players AFK farming Skirmishes/Dungeons/Heroic Encounters > Negatively impacts players that actively participate >(insert negative reaction(s))

    The inability for active players to disassociate themselves from negative players/the inability for staff to effectively prevent negative players from impacting positive players > (insert negative player reaction(s)/changes)

    "This is why we can't have nice things"

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  • dr4yke1dr4yke1 Member Posts: 2 Arc User
    I like the RQ system (not so much the IL locking for stronghold quests) so will propose another solution.

    With the age of this game most high levels want the quick approach of random queue's. Press k, select, then in. I have no issue with this. Keep the random queues as is, if a lowbie joins through RQ they take the risk of being grouped with high levels (even could state that in the description of the random queues). This allows for high level players or alts to get through quick whilst keeping the devs desire to have all dungeons run and not ignored.

    To resolve the lowbies unwillingly joining, why not simply bring back the way you used to join dungeons for them; by entering from the map and placing them in a separate zone leveled dungeon (most of the doors are still there, just not clickable). A new lowbie (not alt) would be following the story line of the zone through quests or essentially that's what I assume the developers want. The entire zone quest line always brought you up to the dungeon door and handed your last quest at or near the door. That last quest was generally the dungeon.

    Make it so that when they get the quest it explains they have to go to the dungeon door to enter a separate dungeon just for lowbies, essentially unlocking that particular dungeon so that it is clickable in the Queue menu. This would then allow lowbies to have their own way of getting to a zoned dungeon (without high levels in a rush), keeping the storyline for the zone intact and also reuse old and existing game assets easily.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,417 Arc User
    edited November 2017
    dr4yke1 said:


    With the age of this game most high levels want the quick approach of random queue's. Press k, select, then in. I have no issue with this. Keep the random queues as is, if a lowbie joins through RQ they take the risk of being grouped with high levels (even could state that in the description of the random queues). This allows for high level players or alts to get through quick whilst keeping the devs desire to have all dungeons run and not ignored.
    .

    Why do you need RQ to do that? We could do that before mod 12b. K, private queue. Choose a dungeon to solo. Take AD home.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • dr4yke1dr4yke1 Member Posts: 2 Arc User
    edited November 2017



    Why do you need RQ to do that? We could do that before mod 12b. K, private queue. Choose a dungeon to solo. Take AD home.

    Because a private queue doesn't resolve the devs want for all dungeons to be used and not ignored. All private queues did was - person chooses quickest dungeon = reward. This then further effected another point the devs stated as a goal, to reduce wait times due to people soloing through the content rather than grouping.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited November 2017
    I have a different take on it. I think a big part of the problem is the leveling dungeons themselves.

    Leveling dungeons used to require five players, not three. At that time, the dungeons served a critical function: they were opportunities for new players to learn group tactics and cohesion. This is especially important because NWO was and still is supposed to be solo-friendly, and most players spend far more hours soloing than grouped. It's not Everquest, which is why I'm here and no longer there. Changing the requirement was, in my opinion, a tragic mistake.

    When they were changed to require three players, the designer(s) compounded the problem by removing half of the enemies from said leveling dungeons. This made it easier for three low-level players to run them, but it also trivialized the content for anyone even just a little bit higher in level. The net effect only encourages the worst in people. While certain individuals will say here that they never leave someone behind (and I'm one of you), you know as well as I that, if we queue up for a leveling dungeon, in the ***vast*** majority of cases we will be dealing with someone speedrunning it to get to the end chest as quickly as possible -- without regard for whoever else is in the party. You know it's true. When the leveling dungeons were built for five players with their original enemy complement, it was a lot harder for players to get away with running ahead alone.

    As a side note, this also instills some really bad habits in players once they do level up. If I had a nickel for every time a TR ran ahead alone in an epic dungeon, then ragequit after dying for the fifth time (because the cleric, much less the rest of the party couldn't keep up with him), I'd have a lot more nickels. It's a bad idea to allow players to get used to speedrunning group content when learning the game. It's a really bad idea.

    Finally, I think the down-leveling mechanism needs to be made smarter. It will lower your base stats but will not lower stats from equipment. It needs to, plain and simple. Do it right and this type of antisocial behavior will cease.
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  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User



    ------------------------------------------------------------------------------------------

    Goals of Random Queues

    ...
    • Make it clear when you are eligible for and when you receive daily bonus AD and seals.
    ...
    -----------------------------------------------------------------------------------------------

    ...
    Goal 3: That is not even a solution of a problem. RQ is the cause of something not clear. Not an improvement.
    ...
    While I agree on most of what you write, I contradict on this point. The change they made for this special point is a very, very nice QoL improvement. I play up to 8 chars per day but to different daytimes. Sometimes I have the time to finish the tasks for one char at once, sometimes I have to split the tasks to different daytimes. I admit, before that change I lost the overview of which char did how many dungeons/skirmishes yet. This change helped me a lot to keep a better overview of finished tasks for my chars.
  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User
    edited November 2017
    Double post.
  • dionchidionchi Member Posts: 919 Arc User
    edited November 2017
    Duplicate post
    DD~
  • dionchidionchi Member Posts: 919 Arc User
    edited November 2017
    micky1p00 said:

    dionchi said:

    Just for fun I ran three, three man dungeons; 1-with a new level 70 DC, 2-with a level 35 GF and 3-with a level 60 OP...

    -snip-

    -snip-
    Everyone can be polite about it. Try their best to accommodate. But at the end, if someone asks "Did you enjoy your trip?" The answer for most will be no.
    And this is on the trip organizers.
    The old saying: "you can't please everyone" comes to mind...

    Admittedly I didn't ask everyone if they "enjoyed the trip", after every run... I'm presuming everyone of the higher level players I teamed with, except the DC who either bailed or got disconnected got the AD payout at the end they came for.

    The lower level players got experience, whatever gear they decided to pick up and possibly their own AD payout - if they had a key, (personally I think everyone should get something, at the end of a dungeon, AD's, a seal, some kind of special gear, something).

    The only reason I can think of for someone not to be happy at the completion of a random dungeon is because they didn't get to go as fast/slow as they wanted to -

    They didn't get to participate (slaying the bad guys, opening the doors, etc.) as much as they wanted to -

    They felt imposed upon because they felt they did all the work -

    Or because what they got at the end wasn't as good or as much as they wanted -

    But then players can always re-queue and run the content again and hopefully have a better experience - unless it is all about the accumulation of more wealth as quickly as possible and they just don't want to admit it.

    I will concede there could be a change considered for higher level, better equipped and more experienced players to run higher level, more challenging dungeons and the lower "leveling" dungeons for players without the high level gear and experience - but then I think there should be some kind of lockout where low level players can't run the higher level dungeons (people speed leveling without playing any of the game content comes to mind) and the higher level players can't run the lower level dungeons (all the high gear level 70's running Cloak Tower comes to mind) - but there isn't. There may be later, but there isn't anything like that presently.

    As things are it seems to me the most reasonable course of action is for anyone who isn't enjoying what they are doing, even if it is content they used to enjoy but don't anymore, is for them to stop doing it... but realistically how many players are going to do that?
    DD~
  • chemjeffchemjeff Member Posts: 544 Arc User
    Why not gate AD rewards behind the leveling skirmishes instead of the leveling dungeons?

    That way, new and leveling players can get some AD that they need to progress, without their experience being ruined by level 70 speedrunners. To avoid the situation with people making characters just to exploit something like the Blacklake Terror skirmish, you can make the AD rewards scale by level, so Blacklake Terror would only give small amount of AD, and Aberrant Assault would give a much larger amount of AD.

    With the leveling dungeons, you can have rewards that are appropriate for leveling players - maybe an XP booster, or epic leveling gear that might salvage only for 500-1000 AD or so but would be much more useful for new players to actually equip, but the salvage value really wouldn't be worth it for level 70 speedrunners.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited November 2017
    I have a suggestion until a new player unlock one of : fbi or sp he is able to use random leveling queue.
    Once he unlocks fbi sp he is no longer able to play the random leveling queue.
    That solves the "concern" hey how i will earn ad to make 10k item level to go fbi sp and also blocks the strong players from the leveling queue and force them to play the epic one which is for their level.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,417 Arc User



    ------------------------------------------------------------------------------------------

    Goals of Random Queues

    ...
    • Make it clear when you are eligible for and when you receive daily bonus AD and seals.
    ...
    -----------------------------------------------------------------------------------------------

    ...
    Goal 3: That is not even a solution of a problem. RQ is the cause of something not clear. Not an improvement.
    ...
    While I agree on most of what you write, I contradict on this point. The change they made for this special point is a very, very nice QoL improvement. I play up to 8 chars per day but to different daytimes. Sometimes I have the time to finish the tasks for one char at once, sometimes I have to split the tasks to different daytimes. I admit, before that change I lost the overview of which char did how many dungeons/skirmishes yet. This change helped me a lot to keep a better overview of finished tasks for my chars.
    But, that has absolutely nothing to do with RQ. They can make thing clear without RQ. What I am trying to say is this is not a feature of RQ or RQ is not a "solution" to clarify dungeon bonus.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User

    I have a suggestion until a new player unlock one of : fbi or sp he is able to use random leveling queue.
    Once he unlocks fbi sp he is no longer able to play the random leveling queue.
    That solves the "concern" hey how i will earn ad to make 10k item level to go fbi sp and also blocks the strong players from the leveling queue and force them to play the epic one which is for their level.

    Unfortunately if they drop FBI or MSP, said new L70 will get bent and speared; the content will kill them and the people who are better equipped will probably loathe them. Specially if they are tank or healer.
    The problem with RQ in that regard is that the 7500 IL gate to T1 dungeons and the 11K gate to play ERQ are so disparate that when someone creeps over the 11k line, even if they have unlocked both FBI and MSP, they won't be able to run the content.

    Back when CN was the highest level dungeon and people complained that it was impossible to complete with a group who just fulfilled the requirement, it was pointed out that the required IL was just to get you through the door. Try it a few times, fail, and learn from those mitakes, eventually you'll improve as your IL does.
    Choosing to do it that way, meant that you would eventually find people along the way who will basically carry you. YOU had the choice to try for that content and risk getting booted.

    Having a structure where people who know they aren't ready for a dungeon are dumped into it with potentialy other people who are not ready and then forcing them to stick it out is painful...

    Please, someone explain to me where the variety and fun begins and ends in that scenario.

    You shouldn;t have a system where "You have qualified for this therefore you mut play it!"
    But that's what ERQ pushes.
    Enforcing that further by removing the option to drop down a notch for new 11K players... nah.
  • trinity706#8838 trinity706 Member Posts: 853 Arc User
    @dionchi, @chemjeff, @mamalion1234, others

    Pretty much at any time lower level players and or higher level players can group up and queue together...

    Instead of funneling themselves into the same system that will eventually put them together and more than likely result in both groups not liking the result:

    - Low level players wanting to get the "full" experience of leveling dungeons > group up, queue together > no higher level players "ruining" their experience.

    - High level players wanting to speed run leveling dungeons > group up, queue together > no lower level players slowing them down.

    It's so simple that seemingly it's hard and doesn't require changing the system but rather players changing the manner in which they utilize it...

    If you random queue alone you are willfully putting yourself into a possibly compromising situation, lower level players getting left behind, higher level players being slowed down...

    Players can't really complain when they could simply group up and queue random...

    BTW suggesting that only lower level players should have access to leveling dungeons is quite selfish. A number of players (both lower and higher level) utilize the RAD from leveling dungeons/skirmishes and preventing the higher level players from being able to receive RAD from them is "discrimination" to state it the least.
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