so we all know what im talking about. someone leaves and wastes four different peoples time of maybe a one hour dungeon. we need a feature to get people into groups that have leavers. please keep this thread alive.
so we all know what im talking about. some idiot leaves and wastes four different peoples time of maybe a one hour dungeon. we need a feature to get people into groups that have leavers. please keep this thread alive.
I'm a "leaver", when the others I'm playing with are <removed>. Also need a feature to replace the <removed> that cause the leavers to leave. Or, quit pugging and run with friends = problem solved.
I agree that something has to be done but what about items which were rolled before new party member came to take place of a leaver?
You can't expect anyone to play 5 minutes out of 45 minutes dungeon because someone left party. He will get no items from previous bosses, chests ...
What could be done - dungeon difficulty could be reduced when someone leaves to make it bearable for 4 ppl party.
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drizztdourden21Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 54
edited July 2013
its pretty simple. i only run hard dungeons so i ask everyone if they know how to play their class, particuarly the cws and dcs. if they dont have enough expirienced, i ask them to leave the party before i que. if you havent even got to level 60 you cant really comment on this thread as you dont understand the issue.
if YOU want to run your own groups then you can pick the people who join its entirely up to you but youll find a lot less people hosting groups than those who want them.
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drizztdourden21Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 54
I agree that something has to be done but what about items which were rolled before new party member came to take place of a leaver?
You can't expect anyone to play 5 minutes out of 45 minutes dungeon because someone left party. He will get no items from previous bosses, chests ...
What could be done - dungeon difficulty could be reduced when someone leaves to make it bearable for 4 ppl party.
This is true, however most of the lesser boss drops are junk before the final boss and frankly if someone was in an entirely different instance they dont really deserve the drop for an npc they didnt fight.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited July 2013
. . . . . Petitions are not allowed, I removed that part of your post. Constructive and non-insulting feedback is welcome, none-the-less. Let's try and remain civil and constructive. Thanks!
Is this even a question? It was available in the BWs and was removed because of whining:rolleyes:. This was one of the most damaging things done to the game, IMO. There absolutely has to be a way to fill. It is ruining the Dungeon experience for anyone who pugs.
The scary thing is that the solution is so simple. The queue should pop up and tell the prospective party that there is an available Dungeon already in progress, do they want to join this instance or return to the queue and wait for a Dungeon that hasn't started.
I have to believe that with the vast number of people exploiting Dungeons and doing their very best to skip all content possible except the end boss that these same people would be thrilled to join a Dungeon at the end boss gate.
It really cannot be that difficult to implement such a system.
The problem is that a system like that would get readily exploited.
E.g Leader goes in with 4 people from a Queue, kicks them before the final boss and tells his friends to queue. 4 people had their time wasted, another 4 get the good loot with only a fraction of the work.
The problem is that a system like that would get readily exploited.
E.g Leader goes in with 4 people from a Queue, kicks them before the final boss and tells his friends to queue. 4 people had their time wasted, another 4 get the good loot with only a fraction of the work.
Leader's 4 friends wouldn't necessarily get into that very same instance of the dungeon.
Also, Leader should definitely not have invite privileges. That way he/she can't invite their own friends. Random dungeon queue needs to stay random.
Leader's 4 friends wouldn't necessarily get into that very same instance of the dungeon.
Also, Leader should definitely not have invite privileges. That way he/she can't invite their own friends. Random dungeon queue needs to stay random.
Nothing to stop them just leaving and rejoining until they get dumped in the right one. And if they all queue as a group of 4, it's incredibly likely they'll get put in the dungeon with 4 empty spaces.
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jkvansteenisMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
Maybe something that if you leave a dungeon prematurely you can't join the queue again for a set amount of time.
Problem is how are you going to filter people leaving with and without consent from the rest of the group.
If only leaving via the gate after the boss is the correct way, then how to fix a wiping party that can't get past......
Tricky issue, but the option to add new players to an existing party and have them ported in is a definite must for me.
This is one of the main reasons i'm considering to quit this game.
Beside real life issues, the problem is that most of the times you dont need more than 5 minutes (usually 5 seconds) to realise that a party will not be able to kill last boss.
Are you up for an hour of killing mindless trash just to arrive to the final boss and wipe again and again? I usually dont, yesterday I decided to give a go to a group that was simply killing everything (not really slow, but there are far too many trash mobs in dungeons like Frozen H.). But lesson learnt (again), next time I am in a pug that surely wont be able to kill last boss, despite of all being 10+ GS (which is more than enough to finish a >8k t2 dungeon), I will instantly leave, knowing the problem wont be the party, but the dungeon system.
1) At the very least 60% of the trash mobs should be removed. Instead more invisible walls should be placed so they cant be killed by the Singularity+push near the edge trick.
2) change bosses, most PUGs cant take down a boss with 40 adds up. I play as a DC, and despite of most GF-pugs efforts to grab adds, I always end up having a train of 30 mobs behind me + some ranged mobs attacking me, so I cant really stop and heal the party (no time to build divinity either), so its just Astral seal boss, some dFF//dHW when divinity is up, and thats it, the rest of the party should avoid all red, use potions on CD and burn the boss and the ranged trash as soon as possible, (yeah gl finding pugs than can do it.. 1/5) so after 5 minutes running while boss is still at 80% hp, I simply give up and die, attempt once more, same thing, then right click my portrait and leave.
Please show me a video of 5 NWO developers with 8.2k GS (or w.e. is the starting value) that kills everything in an t2 instance in the advertised 45 minutes. And that would be a group of competent gamers with voice comm and coordination, now try it with 4 random guys...
I cannot disagree more. I find pugs that can beat the boss all the time, especially with a bit of coaching before hand. You have to establish who is on what. I also find good clerics are able to keep up AS even post nerf most of the time and am not seeing the problem you describe.
By the same token there are pugs that will wipe and many people have some kind of ADD that will not allow them to try more than once. That is the real problem. A group of coordinated, experienced players will sometimes wipe. Someone misses a dodge and then the domino effect ensues. They get up, brush it off, and go in and beat the boss. Pugs, "oh god, well never beat this" and someone leaves. The other day I get, "these dungeons are stupid" and the GF leaves. Why not L2P your class, listen to the experienced members of the party and learn to beat the thing?
As far as nerfing the "singularity trick" that is just ridiculous. Several of the classes have a push and should be able to use it to their advantage when the terrain warrants it. That is one of the strategies for finishing a dungeon full of adds. For those who actually take the time to do the whole dungeon, like myself, rather than just skipping everything, pushes are a viable strategy to deal with enemies.
As an example of whining for nerfs to terrain...Aberrant Assault, the level 60 skirmish. Used to be a strategy to pull the boss and his bodyguard out onto the bridge to bottle neck them, kill the bodyguard and take down the boss. Using terrain to advantage just like someone would do in a real battle situation (battle of thermopylae anyone?). So they put up one of their lovely doors locking you in with the boss. People kept wiping. Now, try to queue for that Skirmish and listen to crickets for an hour. No one plays it. Who wants to waste half an hour in a skirmish that is going to wipe for a measly 1K AD during the event, or for no reason at all any other time? (No dailies at 60 for Skirmishes). So one of the only places where you encounter a Beholder in the game, many man hours of development time, and no one plays it? All because people complained about terrain. This wasn't a skip, wasn't an exploit, simply strategy.
I cannot disagree more. I find pugs that can beat the boss all the time, especially with a bit of coaching before hand. You have to establish who is on what. I also find good clerics are able to keep up AS even post nerf most of the time and am not seeing the problem you describe.
By the same token there are pugs that will wipe and many people have some kind of ADD that will not allow them to try more than once. That is the real problem. A group of coordinated, experienced players will sometimes wipe. Someone misses a dodge and then the domino effect ensues. They get up, brush it off, and go in and beat the boss. Pugs, "oh god, well never beat this" and someone leaves. The other day I get, "these dungeons are stupid" and the GF leaves. Why not L2P your class, listen to the experienced members of the party and learn to beat the thing?
As far as nerfing the "singularity trick" that is just ridiculous. Several of the classes have a push and should be able to use it to their advantage when the terrain warrants it. That is one of the strategies for finishing a dungeon full of adds. For those who actually take the time to do the whole dungeon, like myself, rather than just skipping everything, pushes are a viable strategy to deal with enemies.
As an example of whining for nerfs to terrain...Aberrant Assault, the level 60 skirmish. Used to be a strategy to pull the boss and his bodyguard out onto the bridge to bottle neck them, kill the bodyguard and take down the boss. Using terrain to advantage just like someone would do in a real battle situation (battle of thermopylae anyone?). So they put up one of their lovely doors locking you in with the boss. People kept wiping. Now, try to queue for that Skirmish and listen to crickets for an hour. No one plays it. Who wants to waste half an hour in a skirmish that is going to wipe for a measly 1K AD during the event, or for no reason at all any other time? (No dailies at 60 for Skirmishes). So one of the only places where you encounter a Beholder in the game, many man hours of development time, and no one plays it? All because people complained about terrain. This wasn't a skip, wasn't an exploit, simply strategy.
This is such a well defined post! Devs, please read this at your next meeting. There are so many of us who just want to play this game as we would a PnP session. Any effort to idiot-proof the game only drives the further evolution of idiots. Please make decisions based on folks that like to "Play" the game, not those who "game" the system. I understand the need to close the door on exploits, but terrain is not an exploit, simply a tactic.
Comments
I'm a "leaver", when the others I'm playing with are <removed>. Also need a feature to replace the <removed> that cause the leavers to leave. Or, quit pugging and run with friends = problem solved.
You can't expect anyone to play 5 minutes out of 45 minutes dungeon because someone left party. He will get no items from previous bosses, chests ...
What could be done - dungeon difficulty could be reduced when someone leaves to make it bearable for 4 ppl party.
if YOU want to run your own groups then you can pick the people who join its entirely up to you but youll find a lot less people hosting groups than those who want them.
This is true, however most of the lesser boss drops are junk before the final boss and frankly if someone was in an entirely different instance they dont really deserve the drop for an npc they didnt fight.
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and what if one of your friends has to go? something comes up? or his internet goes down etc?
we need to be able to fill empty slots, period. this is basic basic MMO 101 stuff here folks. basic.
The scary thing is that the solution is so simple. The queue should pop up and tell the prospective party that there is an available Dungeon already in progress, do they want to join this instance or return to the queue and wait for a Dungeon that hasn't started.
I have to believe that with the vast number of people exploiting Dungeons and doing their very best to skip all content possible except the end boss that these same people would be thrilled to join a Dungeon at the end boss gate.
It really cannot be that difficult to implement such a system.
E.g Leader goes in with 4 people from a Queue, kicks them before the final boss and tells his friends to queue. 4 people had their time wasted, another 4 get the good loot with only a fraction of the work.
Leader's 4 friends wouldn't necessarily get into that very same instance of the dungeon.
Also, Leader should definitely not have invite privileges. That way he/she can't invite their own friends. Random dungeon queue needs to stay random.
Nothing to stop them just leaving and rejoining until they get dumped in the right one. And if they all queue as a group of 4, it's incredibly likely they'll get put in the dungeon with 4 empty spaces.
Problem is how are you going to filter people leaving with and without consent from the rest of the group.
If only leaving via the gate after the boss is the correct way, then how to fix a wiping party that can't get past......
Tricky issue, but the option to add new players to an existing party and have them ported in is a definite must for me.
This is one of the main reasons i'm considering to quit this game.
Current chars : Malignant@jkvansteenis - LVL60 TR on Beholder
Are you up for an hour of killing mindless trash just to arrive to the final boss and wipe again and again? I usually dont, yesterday I decided to give a go to a group that was simply killing everything (not really slow, but there are far too many trash mobs in dungeons like Frozen H.). But lesson learnt (again), next time I am in a pug that surely wont be able to kill last boss, despite of all being 10+ GS (which is more than enough to finish a >8k t2 dungeon), I will instantly leave, knowing the problem wont be the party, but the dungeon system.
1) At the very least 60% of the trash mobs should be removed. Instead more invisible walls should be placed so they cant be killed by the Singularity+push near the edge trick.
2) change bosses, most PUGs cant take down a boss with 40 adds up. I play as a DC, and despite of most GF-pugs efforts to grab adds, I always end up having a train of 30 mobs behind me + some ranged mobs attacking me, so I cant really stop and heal the party (no time to build divinity either), so its just Astral seal boss, some dFF//dHW when divinity is up, and thats it, the rest of the party should avoid all red, use potions on CD and burn the boss and the ranged trash as soon as possible, (yeah gl finding pugs than can do it.. 1/5) so after 5 minutes running while boss is still at 80% hp, I simply give up and die, attempt once more, same thing, then right click my portrait and leave.
Please show me a video of 5 NWO developers with 8.2k GS (or w.e. is the starting value) that kills everything in an t2 instance in the advertised 45 minutes. And that would be a group of competent gamers with voice comm and coordination, now try it with 4 random guys...
By the same token there are pugs that will wipe and many people have some kind of ADD that will not allow them to try more than once. That is the real problem. A group of coordinated, experienced players will sometimes wipe. Someone misses a dodge and then the domino effect ensues. They get up, brush it off, and go in and beat the boss. Pugs, "oh god, well never beat this" and someone leaves. The other day I get, "these dungeons are stupid" and the GF leaves. Why not L2P your class, listen to the experienced members of the party and learn to beat the thing?
As far as nerfing the "singularity trick" that is just ridiculous. Several of the classes have a push and should be able to use it to their advantage when the terrain warrants it. That is one of the strategies for finishing a dungeon full of adds. For those who actually take the time to do the whole dungeon, like myself, rather than just skipping everything, pushes are a viable strategy to deal with enemies.
As an example of whining for nerfs to terrain...Aberrant Assault, the level 60 skirmish. Used to be a strategy to pull the boss and his bodyguard out onto the bridge to bottle neck them, kill the bodyguard and take down the boss. Using terrain to advantage just like someone would do in a real battle situation (battle of thermopylae anyone?). So they put up one of their lovely doors locking you in with the boss. People kept wiping. Now, try to queue for that Skirmish and listen to crickets for an hour. No one plays it. Who wants to waste half an hour in a skirmish that is going to wipe for a measly 1K AD during the event, or for no reason at all any other time? (No dailies at 60 for Skirmishes). So one of the only places where you encounter a Beholder in the game, many man hours of development time, and no one plays it? All because people complained about terrain. This wasn't a skip, wasn't an exploit, simply strategy.
This is such a well defined post! Devs, please read this at your next meeting. There are so many of us who just want to play this game as we would a PnP session. Any effort to idiot-proof the game only drives the further evolution of idiots. Please make decisions based on folks that like to "Play" the game, not those who "game" the system. I understand the need to close the door on exploits, but terrain is not an exploit, simply a tactic.